D&D 5E Survivor Capstones- BARBARIAN WINS!

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Barbarian (Primal Champion) 23
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17 Boring on paper but very fun in play
Monk (Perfect Self) 17
Paladin (Sacred Oath Feature/Varies) 21
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 18
Warlock (Eldritch Master) 12 Catching 40 winks is just not often feasible
Wizard (Signature Spell) 26
 

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Barbarian (Primal Champion) 23-2=21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 17
Paladin (Sacred Oath Feature/Varies) 21
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 18
Warlock (Eldritch Master) 12
Wizard (Signature Spell) 26+1=27
 

Barbarian (Primal Champion) 21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 17
Paladin (Sacred Oath Feature/Varies) 21+1=22 Most flavoursome for me.
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 18
Warlock (Eldritch Master) 12
Wizard (Signature Spell) 27-2=25 Wizards have enough power already.
 

Barbarian (Primal Champion) 21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 17
Paladin (Sacred Oath Feature/Varies) 22
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 18
Warlock (Eldritch Master) 10
Wizard (Signature Spell) 26

Vote day 3. The struggle continues. I will be disappointed if the rangers --Meh-- Capstone falls off the charts before the warlocks horrible capstone. I mean the warlock's horrible capstone is not only the worst but since warlocks go from cool to "what is this crap?" after level 9 it basically means that without a good capstone ability and the fact they that mystic Arcanum do not make up for the lose of higher level spell slots and the ability to cast their low level spells using them, or there low 15 known spells end game you are better off multicasting into ANYTHING else after level 9 in some hope of staying relevant as your party leaves you behind. Especially since Eldritch blast/agonizing blast scale with character level instead of class.... Its almost as if warlocks were made to multiclass with no thought of them being viable as pure warlocks end game. I mean gaining levels in warlock doesn't even have story impact beyond 9th level unless you pic some very specific abilities.

Worse Capstones: 1.Warlocks 2.Bard 3.Sorcerer 4.Monk <-- I am ok with the Bard being first to go.
Best Capstones: 1.Wizard 2.Cleric 3.Druid 4.Paladin
SoSo Capstones: Barbarian / Fighter / Ranger / Rogue
 
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Barbarian (Primal Champion) 21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 17 - 2 = 15
Paladin (Sacred Oath Feature/Varies) 22
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 18
Warlock (Eldritch Master) 10
Wizard (Signature Spell) 26

Well, I find most of the "capstones" to be boring, given that most of them are just "recharge faster." In fact, most of the interesting features, I find, show up at level 17-18, the "new tier" levels. Honestly, those are the ones we should be looking at. Capstones are an idea from Pathfinder after all.

Either way, I support those level 20 abilities that actually do something different and unique than the recharge faster rabble.
 

Worse Capstones: 1.Warlocks 2.Bard 3.Sorcerer 4.Monk <-- I am ok with the Bard being first to go.
Best Capstones: 1.Wizard 2.Cleric 3.Druid 4.Paladin
SoSo Capstones: Barbarian / Fighter / Ranger / Rogue

I guess it depends on your criteria, but in terms of efficacy, Barbarian & Fighter seem to me to be a great deal better than Ranger & Rogue and probably on par with Wizard.
 

Either way, I support those level 20 abilities that actually do something different and unique than the recharge faster rabble.

But in addition to "different and unique" and "recharge faster" there is also "do the same thing(s) only better" (increased success chance and/or damage). And it seems to me that "recharge faster" and "do the same thing(s) only better" cover all the capstones except Paladin.
 

Barbarian (Primal Champion) 21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 15
Paladin (Sacred Oath Feature/Varies) 23
Ranger (Foe Slayer) 6
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 16
Warlock (Eldritch Master) 10
Wizard (Signature Spell) 26
 

Barbarian (Primal Champion) 21
Cleric (Divine Intervention Auto) 21
Druid (Archdruid) 21
Fighter (Third Extra Attack) 17
Monk (Perfect Self) 15
Paladin (Sacred Oath Feature/Varies) 23
Ranger (Foe Slayer) 4
Rogue (Stroke of Luck) 20
Sorcerer (Sorcerous Restoration) 16
Warlock (Eldritch Master) 11
Wizard (Signature Spell) 26
 

But in addition to "different and unique" and "recharge faster" there is also "do the same thing(s) only better" (increased success chance and/or damage). And it seems to me that "recharge faster" and "do the same thing(s) only better" cover all the capstones except Paladin.

I mostly agree, however, I would say Wizards is an expansion of their level 18 ability, Clerics of there level 10 (which has a 7 day cool down), Druids of a level 2.... I feel like later they get the ability they improved the more awesome it is and more tempting it is for you to stick to your class instead of cross classing.

Barbarian (More ASI?) / Fighter (More multi attack like many classes at level 5) / Ranger (more damage like hunters mark, hex, backstab?) / Rogue (basically improved luck feat and/or expanding expertise?) for example are expansions of the class from level 1, they are good at making them better at what they are already good at but don't really do anything extraordinary in an interesting way.

Wizards and Paladins bring something new to the class and Clerics/Druids expand really unique class abilities that basically had restrictions your glad to get rid of.

Warlocks/Bard/Sorcerer/Monk recharge unique abilities which means they are not useful unless your spent (while the other 8 are useful all the time) and the recharges are so minimal that they have little to no impact, worse for the warlock because they recharge on a short rest anyway so instead of getting a minor boost to last you when you know you can't sleep 8 hours you get to save 59 minutes.... so its useless if your surprised because you would be out of combat for 10 rounds, useless if you could just take a short rest, and useless if you don't know you have minute but not an hour.
 

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