D&D 5E Most powerful class in 5e

Assuming that the first Hold Monster save fails. The entire first nova depends on it.

Assuming that the second Hold Monster save (at the end of the foe's next turn) fails. The entire second nova depends on it.



Only at higher levels. At low levels, they run out of spells quickly. An extra 2D8 three 2 to 6 times per day (assuming that the Paladin doesn't use his spells for anything else) doesn't compare to many other classes.

For a most powerful class in 5E discussion, it should take into account all levels, not just 20th.

Agreed. I do like druids for their consistent power curve and eventual huge spike at level 20 (infinite mammoth anyone?). I also like cleric/wizard for the survivability of a heavy armor class with all the spells of a mage (and maybe cleric if your GM goes full RAW).
 

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If power equals self sufficient or the ability to survive then it will be some combination that includes a caster, if not an exclusive combination of multiple spell casting classes. There is no way a martial character can compete, except for killing things.
 

Assuming that the first Hold Monster save fails. The entire first nova depends on it.

Assuming that the second Hold Monster save (at the end of the foe's next turn) fails. The entire second nova depends on it.



Only at higher levels. At low levels, they run out of spells quickly. An extra 2D8 three 2 to 6 times per day (assuming that the Paladin doesn't use his spells for anything else) doesn't compare to many other classes.

For a most powerful class in 5E discussion, it should take into account all levels, not just 20th.

This might be the first time I've ever agreed with every single word KD wrote. Yes, very much this.
 

Agreed. I do like druids for their consistent power curve and eventual huge spike at level 20 (infinite mammoth anyone?). I also like cleric/wizard for the survivability of a heavy armor class with all the spells of a mage (and maybe cleric if your GM goes full RAW).

I considered this for my first PC. I thought about it for a long time before finally deciding to go straight wizard. Yes, the wizard does not have to cast or prep Mage Armor, but being a spell level down every other level weakens the wizard quite a bit.
 

I'd say Paladin because no other class can solo like a Paladin, durable, great defences, lots of hit points, good damage, great when Novaing, only has the one summon spell, Summon Steed, but its a hum dinger, can heal and remove diseases/poisons/deaf/blindness and later spell debuffs with cleansing touch. The only thing a Paladin can't do well is command and control and even then, a Fey Knight isn't too bad at that either. Very balanced class.
 

If power equals self sufficient or the ability to survive then it will be some combination that includes a caster, if not an exclusive combination of multiple spell casting classes. There is no way a martial character can compete, except for killing things.

Except perhaps the rogue or monk. Rogue is very good at surviving. Monk can be too with his movement.
 

Oh I see, that sounds like a pretty good use of Haste on the AT, good to see there's still a way to cheese your sneak attack haha.

It's true Wizards and Sorcerers can both set up that combo as well, but bards can keep doing it, as they can steal the hex spell, whereas the magic initiate only gives it once per day. I point out bard as the best example because they can do it the most consistently. I also like how they have so much flexibility with their ability to plunder the spell lists of other classes.

The full bestow curse/hold person combo really should be saved for the boss. There are lots of other cool interactions that you can get out of the bard by comboing spells that weren't intended to be present on the same character.

Crawford confirmed Magic Initiate allows you to use the spell one time a day for free and other times per day using your spell slots. A wizard, sorcerer, cleric, or druid can Hex using their other spell slots.
 

Power depends on what you're fighting as well. If something is highly resistant to fire damage, you have a real problem with the scorching ray or meteor swarm tactic. If it's AC is high, you may not hit with many rays. If you're fighting a mob, individual rays may not do that much spread over a group. What if you need to do something other than damage? A bard's spell list is locked in once he chooses spells for the level, whereas a wizard has immense spell versatility and can take a non-combat spell easily. A wizard has the best access to rituals without having to use a spell known slot. As long as he has them in his book. A rogue can do an amazing job scouting and killing while he scouts using less resources than the bard or any caster.
 

It comes from use of hex, bestow curse, hold person/monster, and a level 9 scorching ray. It really is quite silly. I can map out the concentration juggling you have to go through if you want.

Actually you can repeat the damage, on the same opponent at least. Bestow Curse and hold person/monster stay on, meaning each attack afterwards only loses a few dice as you are forced to use lower level scorching rays.

Concentration chains don't work. The action of casting a concentration spell cancels the effects of any concentration spells you are maintaining. So before the new effect lands, the old effect is already gone. They don't linger or stack in any way. Hex, Bestow Curse, and Hold P/M are all concentration spells. Their effects end when you cast another concentration spell.

"You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once." PHB, p. 203.

So your action of casting any of Bestow Curse, Hex, or Hold P/M cancels the effects of the others. You don't get the paralyzed and therefore double damage from Hold P/M plus the +1d8 per attack from Bestow Curse.

Point being, that you can't chain concentration spells like that. You could only paralyzed for double or +1d8 necrotic per attack with that Scorching Ray, not both. Further, neither Hex or Bestow Curse will help you cast Hold as they're all concentration spells. Whichever effect is on the target when you cast the next is canceled. And you're still talking about being within 5 feet of the thing to get the paralyzed auto crit on a hit for double damage.

Best you could do with a Hold or Curse + Scorching Ray combo is: 40d6 with Hold or 20d6 + 10d8 with Curse.

But still, you're talking about 40d6 to one target for a 9th and 5th/3rd vs Meteor Swarm which does 40d6 to everything in the 160-foot radius blast zones you lay down for one 9th-level slot. There's no comparison.
 


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