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Martials should just get free feats
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<blockquote data-quote="GMforPowergamers" data-source="post: 8976708" data-attributes="member: 67338"><p>I am goinng to assume that "more with magic items" goes for both... but okay</p><p></p><p>heavy armors cap at 18 (plate) medium armors at 17(half plate and +2 dex) and light armors at 17 (studd leather +5 dex)</p><p></p><p>now some work arounds exsist, barbarian and monk add two stats, so they max at 20 but since 2 +5s is harder then 1 +5 18 or 19 will be a more common max</p><p></p><p>wizards with amge armor and warlocks with shadow armor can do 13+ dex so they are back to 18 max</p><p></p><p>with shield prof you can add +2 but loose your off hand for two weapon or great weapons...</p><p></p><p>barbarians start with 12hp and get 7ish per level</p><p>Fighters Paladins and Rangers sstart with 10 hp and get 6ish per level</p><p>clerics bards warlocks rogues druids monks and artificers start with 8hp and get 5ish per level</p><p>wizards and sorcerers start with 6hp and get 4ish per level</p><p></p><p>if you want to melee (and not everyone does want to but if you want to) you will most likely prioritize hp and AC along with your melee attack. Most can only use str or dex for attack but hexblades and druids get to cheat with either wisdom or chariisma</p><p></p><p>if the wizard is 2 or 3 lower then the fighter but someone hits what would be the fighter AC they wizard can choose to pop the shield, make it miss and get the benfit of a higher then the fighter AC until the end of the round.</p><p></p><p>the fighter and the wizard both have +5 dex... the wizard has mage armor the fighter studded leather and the defensive fighting style... the fighter also has the dueling fighting style for extra damage, and both have iness weapons, I will say a rapier just cause it's the best choose... the fighter I will give a +3 con but the wizard only a +2</p><p></p><p>level 20 before magic +s that we will say can be even</p><p>fighter AC 18 181hp 4 attacks +11 1d8+5</p><p>wizard AC 17 120hp 1 attack +11 1d8+3d8+5+int mod (lets say that is 3)</p><p>the fighter can action surge twice and can second wind once and has 3 rerolls of a save and has 2 feat/asi more then the wizard and can crit on an 18+ and hadd +3 (half prof) to phsyical skill/tools that they are not prof in.</p><p>the wizard gets 2 extra skills, and knows 8 9th level spells and can use 1 per day, they know 4 8th level spells and can use 1 per day they know 4 7th level spells and can use 2 slots worth per day and they know 4 6th level spells and can use 2 slots worth per day... they then know 27 spells under that between 1st and 5th and have 3 5th level slots 3 4th level slots 3 3rd level slots 3 2nd level slots and 4 4th level slots... AND they have 2 3rd level 1 2nd level and 1 1st level spell always prepared and the 1st and second they can use at lowest casting at will (hello shield at will) and those 2 3rd level ones can be used 1/day each for free... and on a short rest they can recall up to 10 levels worth of spells slots but only up to a max of 5th level spells... they also have 5 cantrips (one taken up by that weapon attack) that all scaled to doing 4dice of damage if they are damage causeing... but I would not suggest loading up on just damage...</p><p></p><p>now that wizard is I am SURE jelus of action surge... and wished they had it, but that hp diffrence is disceptive... someone (was it you) mentioned up casting false life... if you take a 6th level slot (I wouldn't) that alone gives you about 30hp... if you drop 2 2nd level slots (assuming you have a minute to catch your breath between encounters) 10 each and you are close... BUT WAIT, the fighter can self heal with second wind... 1d10+20hp is not great but it's not nothing (especially since we aren'y looking at a healer with these two)</p><p>the wizard will get hit less (they both get missed on any attack of 16 or less but an attack of 17-23 the wizard can negate if they have there reaction but the fighter is always missed on that 17)</p><p></p><p></p><p>BTW I did unbalance that a bit... I gave the fighter champion subclass but did not give the wizard a subclass at all... if I put warmage or bladesinger that would be unfair though.... and I don't think a necromancer or a invocer will add much, an abjurer maybe with the ward...</p><p></p><p></p><p></p><p>fighter makes 4 attacks wizard makes 1 (or 2 if they are a blade singer) and they do how much again?</p><p>ighter AC 18 181hp 4 attacks +11 1d8+5</p><p>wizard AC 17 120hp 1 attack +11 1d8+3d8+5+int mod (lets say that is 3)</p><p></p><p>9ish so 36 for the fighter and 33 for non blade singer and the blade singer can get another 1d8+5 attack in for 10 more and maybe any of them can get 3d8+3 fire to an adjacent enemy</p><p></p><p>lets sayt eh wizard just stays back and fire bolts that is only 4d8 that is 20...</p><p></p><p>booming blade and green flame blade seem to be ignored in this damage... the spells per day are EXTRA</p><p></p><p>by the by the wizard can make a magic weapon I think (I may be wrong) the fighter has to find one</p><p></p><p></p><p>edit: I missed dueling fighting style for 2 more damage per hit giving that fighter a 8pt bump</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8976708, member: 67338"] I am goinng to assume that "more with magic items" goes for both... but okay heavy armors cap at 18 (plate) medium armors at 17(half plate and +2 dex) and light armors at 17 (studd leather +5 dex) now some work arounds exsist, barbarian and monk add two stats, so they max at 20 but since 2 +5s is harder then 1 +5 18 or 19 will be a more common max wizards with amge armor and warlocks with shadow armor can do 13+ dex so they are back to 18 max with shield prof you can add +2 but loose your off hand for two weapon or great weapons... barbarians start with 12hp and get 7ish per level Fighters Paladins and Rangers sstart with 10 hp and get 6ish per level clerics bards warlocks rogues druids monks and artificers start with 8hp and get 5ish per level wizards and sorcerers start with 6hp and get 4ish per level if you want to melee (and not everyone does want to but if you want to) you will most likely prioritize hp and AC along with your melee attack. Most can only use str or dex for attack but hexblades and druids get to cheat with either wisdom or chariisma if the wizard is 2 or 3 lower then the fighter but someone hits what would be the fighter AC they wizard can choose to pop the shield, make it miss and get the benfit of a higher then the fighter AC until the end of the round. the fighter and the wizard both have +5 dex... the wizard has mage armor the fighter studded leather and the defensive fighting style... the fighter also has the dueling fighting style for extra damage, and both have iness weapons, I will say a rapier just cause it's the best choose... the fighter I will give a +3 con but the wizard only a +2 level 20 before magic +s that we will say can be even fighter AC 18 181hp 4 attacks +11 1d8+5 wizard AC 17 120hp 1 attack +11 1d8+3d8+5+int mod (lets say that is 3) the fighter can action surge twice and can second wind once and has 3 rerolls of a save and has 2 feat/asi more then the wizard and can crit on an 18+ and hadd +3 (half prof) to phsyical skill/tools that they are not prof in. the wizard gets 2 extra skills, and knows 8 9th level spells and can use 1 per day, they know 4 8th level spells and can use 1 per day they know 4 7th level spells and can use 2 slots worth per day and they know 4 6th level spells and can use 2 slots worth per day... they then know 27 spells under that between 1st and 5th and have 3 5th level slots 3 4th level slots 3 3rd level slots 3 2nd level slots and 4 4th level slots... AND they have 2 3rd level 1 2nd level and 1 1st level spell always prepared and the 1st and second they can use at lowest casting at will (hello shield at will) and those 2 3rd level ones can be used 1/day each for free... and on a short rest they can recall up to 10 levels worth of spells slots but only up to a max of 5th level spells... they also have 5 cantrips (one taken up by that weapon attack) that all scaled to doing 4dice of damage if they are damage causeing... but I would not suggest loading up on just damage... now that wizard is I am SURE jelus of action surge... and wished they had it, but that hp diffrence is disceptive... someone (was it you) mentioned up casting false life... if you take a 6th level slot (I wouldn't) that alone gives you about 30hp... if you drop 2 2nd level slots (assuming you have a minute to catch your breath between encounters) 10 each and you are close... BUT WAIT, the fighter can self heal with second wind... 1d10+20hp is not great but it's not nothing (especially since we aren'y looking at a healer with these two) the wizard will get hit less (they both get missed on any attack of 16 or less but an attack of 17-23 the wizard can negate if they have there reaction but the fighter is always missed on that 17) BTW I did unbalance that a bit... I gave the fighter champion subclass but did not give the wizard a subclass at all... if I put warmage or bladesinger that would be unfair though.... and I don't think a necromancer or a invocer will add much, an abjurer maybe with the ward... fighter makes 4 attacks wizard makes 1 (or 2 if they are a blade singer) and they do how much again? ighter AC 18 181hp 4 attacks +11 1d8+5 wizard AC 17 120hp 1 attack +11 1d8+3d8+5+int mod (lets say that is 3) 9ish so 36 for the fighter and 33 for non blade singer and the blade singer can get another 1d8+5 attack in for 10 more and maybe any of them can get 3d8+3 fire to an adjacent enemy lets sayt eh wizard just stays back and fire bolts that is only 4d8 that is 20... booming blade and green flame blade seem to be ignored in this damage... the spells per day are EXTRA by the by the wizard can make a magic weapon I think (I may be wrong) the fighter has to find one edit: I missed dueling fighting style for 2 more damage per hit giving that fighter a 8pt bump [/QUOTE]
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