So at level 11, the casters get 6th level spells.
But what do the warrior classes get. 11th level is supposed to be a kind of tier shift. You hit the third tier of play, the unofficial "paragon" tier. At level 11, you are supposed to get a powerful class feature which shows that you "have reached a level of power that sets [you] high above the ordinary populace and makes [you] special among adventurers". Casters get sixth level spells. The rest get "effect previously impossible for player characters to achieve", get "more attacks", or do "more impressive things with those attacks."
11th level is supposed to be you big reward for not multiclassing after getting your 5th level boost (3rd level spells or Extra Attack).
So when casters get chain lightning, create undead, disintergrate, heal, programmed illusion, and wall of ice, what do the warriors get?
BARBARIAN
Relentless Rage!
A huge defensive boost. An "easy" save to not die once while raging and a slightly harder on the second time. With it resetting every rest and 4 rages a day at 11th level, a barbarian get basically 3 green mushrooms a day.
FIGHTER
Extra Attack (2)
3 attacks with an Attack action. Nothing much needs to be said. The 11th level of fighter is worth waiting for.
MONK
Monk is the first to get most of their 11th feature from subclass. .
Open Hand- Tranquility
Free Sanctuary until to your next long rest. Flavorful. Sort useful, the first ambush or betrayal against takes a big hit if not indirect
Shadow- Cloak of Shadows
A utility ability but a good one. Really powerful in dungeons, caves, and castles as all you have to do is avoid light sources to turn invisible.
Four Elements- Bonus Elemental Discipline
Basically lets you cast a 3rd level spells for 4 ki. Official spells are gaseous form, fly, fireball, stoneskin. Good for utility or combat versatility. Uses 1/3 for ki though.
Martial Arts 1d8
You get 3 longsword-like punches per Attack action and 4 with Flurry with no feats required. Nice.
PALADIN
Improved Divine Smite
Nice damage bonus to all melee attacks. Worth waiting for.
Extra 3rd level spell.
An extra crusader's mantle, aura of vitality, or 3d8 smite a day is nothing to sneeze at.
RANGER
Ranger is the other class that gets it's 11th level feature from subclass. But not all of it.
Hunter- Mutilattack
Volley and Whirlwind Attack are good small area AOE which can be do at will. Wont be as necessary as the normal attack action but awesome when warranted. Can be great with the right feats and spells.
Beast Master- Bestial Fury
Good if you have a beast with a powerful attack. No other restrictions mean a ranger can go W/B/B every offensive turn if they want.
Extra 3rd level spell.
An extra conjure barrage, lightning arrow, or 3rd level hunter's mark a day is nothing to sneeze at.
So basically on the multiclassing forefront.
Barbarian, paladin, fighter make multiclassing if your campaign goes to or past level 11 a tough choice if power is your main drive.
Rangers are more campaign dependent but their is still a choice power wise. Hunters in a mob heavy setting or a beast master with good beast equipment support might prefer to go straight to 11 before touching other classes.
Monks.. oh Monks. If story, utility, or versatility is your thing, getting to the "paragon" tier as fast as possible might be your priority. But if it's power, you might want to mutlitclass but.... there are few muticlasses that grant you any power. So you might as well stick with it.
The warrior classes certainly become special among adventurers at level 11. It's a major boost in power, utility, or versatility. If you are playing a warrior PC, you really need to ask your DM if you are getting to or beyond the 11th level. The game's expectations of you are very high.
But what do the warrior classes get. 11th level is supposed to be a kind of tier shift. You hit the third tier of play, the unofficial "paragon" tier. At level 11, you are supposed to get a powerful class feature which shows that you "have reached a level of power that sets [you] high above the ordinary populace and makes [you] special among adventurers". Casters get sixth level spells. The rest get "effect previously impossible for player characters to achieve", get "more attacks", or do "more impressive things with those attacks."
11th level is supposed to be you big reward for not multiclassing after getting your 5th level boost (3rd level spells or Extra Attack).
So when casters get chain lightning, create undead, disintergrate, heal, programmed illusion, and wall of ice, what do the warriors get?
BARBARIAN
Relentless Rage!
A huge defensive boost. An "easy" save to not die once while raging and a slightly harder on the second time. With it resetting every rest and 4 rages a day at 11th level, a barbarian get basically 3 green mushrooms a day.
FIGHTER
Extra Attack (2)
3 attacks with an Attack action. Nothing much needs to be said. The 11th level of fighter is worth waiting for.
MONK
Monk is the first to get most of their 11th feature from subclass. .
Open Hand- Tranquility
Free Sanctuary until to your next long rest. Flavorful. Sort useful, the first ambush or betrayal against takes a big hit if not indirect
Shadow- Cloak of Shadows
A utility ability but a good one. Really powerful in dungeons, caves, and castles as all you have to do is avoid light sources to turn invisible.
Four Elements- Bonus Elemental Discipline
Basically lets you cast a 3rd level spells for 4 ki. Official spells are gaseous form, fly, fireball, stoneskin. Good for utility or combat versatility. Uses 1/3 for ki though.
Martial Arts 1d8
You get 3 longsword-like punches per Attack action and 4 with Flurry with no feats required. Nice.
PALADIN
Improved Divine Smite
Nice damage bonus to all melee attacks. Worth waiting for.
Extra 3rd level spell.
An extra crusader's mantle, aura of vitality, or 3d8 smite a day is nothing to sneeze at.
RANGER
Ranger is the other class that gets it's 11th level feature from subclass. But not all of it.
Hunter- Mutilattack
Volley and Whirlwind Attack are good small area AOE which can be do at will. Wont be as necessary as the normal attack action but awesome when warranted. Can be great with the right feats and spells.
Beast Master- Bestial Fury
Good if you have a beast with a powerful attack. No other restrictions mean a ranger can go W/B/B every offensive turn if they want.
Extra 3rd level spell.
An extra conjure barrage, lightning arrow, or 3rd level hunter's mark a day is nothing to sneeze at.
So basically on the multiclassing forefront.
Barbarian, paladin, fighter make multiclassing if your campaign goes to or past level 11 a tough choice if power is your main drive.
Rangers are more campaign dependent but their is still a choice power wise. Hunters in a mob heavy setting or a beast master with good beast equipment support might prefer to go straight to 11 before touching other classes.
Monks.. oh Monks. If story, utility, or versatility is your thing, getting to the "paragon" tier as fast as possible might be your priority. But if it's power, you might want to mutlitclass but.... there are few muticlasses that grant you any power. So you might as well stick with it.
The warrior classes certainly become special among adventurers at level 11. It's a major boost in power, utility, or versatility. If you are playing a warrior PC, you really need to ask your DM if you are getting to or beyond the 11th level. The game's expectations of you are very high.