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<blockquote data-quote="Baumi" data-source="post: 6688354" data-attributes="member: 2569"><p>Don't worry other melee Attackers can be quite good too.</p><p></p><p>I play a 6th Level Valor Bard and I am quite fine in melee combat. I have AC 18 with non-magical Breastplate and Shield, do 1d8+4 damage (+1 Rapier) with 2 Attacks per Round and as bonus Action I can Inspire or Heal.</p><p></p><p>He has nearly no direct damage Spell and his Attacks are ok, but nothing spectacular but he is probably the most important and powerful Character. His Supportspells, like Healing or Inspiring, are great, but his Control-Spells are superb (Hypnotic Pattern, Sleep). </p><p></p><p>If I want to do some damage I can cast Dissonant Whispers, which makes the Enemy flee, which causes Opportunity Attacks from everyone who is close by. And there is also Heat Metal, where Armored Enemies get Damage every Round and Attacks are made with disadvantage .. and their is no Save against it!</p><p></p><p>My general Tactic is to disable as many Enemies as possible in the first Round (Hypnotic Pattern or Sleep) and imminently get to close combat to shield my friends. His AC is high enough to soak up a few attacks and the he can heal most of the damage with his bonus-action spells, while hurting the enemy with his Rapier. He also has the Leadership Feat, which gives the whole group 9 TempHP every short rest, which helps healing a lot.</p><p></p><p>So the Barbarian and Paladin in your group are beasts, but the others should be awesome too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>By the way Great Weapon Master and Sharpshooter are known for being (too?) strong. One common suggestion is to cancel the -5/10 part of these Feats and give a +1 Str or Dex instead, which makes them still quite good but not the main source of damage.</p><p></p><p>P.S.: We have a Barbarian, a Monk, a Rogue and a Rogue/Fighter and they all seem very strong with their own speciality.</p></blockquote><p></p>
[QUOTE="Baumi, post: 6688354, member: 2569"] Don't worry other melee Attackers can be quite good too. I play a 6th Level Valor Bard and I am quite fine in melee combat. I have AC 18 with non-magical Breastplate and Shield, do 1d8+4 damage (+1 Rapier) with 2 Attacks per Round and as bonus Action I can Inspire or Heal. He has nearly no direct damage Spell and his Attacks are ok, but nothing spectacular but he is probably the most important and powerful Character. His Supportspells, like Healing or Inspiring, are great, but his Control-Spells are superb (Hypnotic Pattern, Sleep). If I want to do some damage I can cast Dissonant Whispers, which makes the Enemy flee, which causes Opportunity Attacks from everyone who is close by. And there is also Heat Metal, where Armored Enemies get Damage every Round and Attacks are made with disadvantage .. and their is no Save against it! My general Tactic is to disable as many Enemies as possible in the first Round (Hypnotic Pattern or Sleep) and imminently get to close combat to shield my friends. His AC is high enough to soak up a few attacks and the he can heal most of the damage with his bonus-action spells, while hurting the enemy with his Rapier. He also has the Leadership Feat, which gives the whole group 9 TempHP every short rest, which helps healing a lot. So the Barbarian and Paladin in your group are beasts, but the others should be awesome too. :) By the way Great Weapon Master and Sharpshooter are known for being (too?) strong. One common suggestion is to cancel the -5/10 part of these Feats and give a +1 Str or Dex instead, which makes them still quite good but not the main source of damage. P.S.: We have a Barbarian, a Monk, a Rogue and a Rogue/Fighter and they all seem very strong with their own speciality. [/QUOTE]
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