D&D 5E The 11th level of the Warriors Classes

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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.
 

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11th level is supposed to be you big reward for not multiclassing after getting your 5th level boost (3rd level spells or Extra Attack)

I think the game was designed without multiclassing or feats in mind and that is why they are completely optional features.
 

I think the game was designed without multiclassing or feats in mind and that is why they are completely optional features.

In a sense, yes. However, a game which was truly designed without considering those rules and then adding them in afterwords strikes me as a pretty poor game (which I don't think 5E is). The designers had to know lots of DMs would be using those rules and at least consider them in designing the core class progressions.
 

I think the game was designed without multiclassing or feats in mind and that is why they are completely optional features.

I doubt it. I mean look at how those 11th level features would stack... and 11/11 paliden/fighter would have 3 attacks each dealing +1d8 damage... but since the default assumption is 20 levels of play at most, no one will ever need worry about an 11/11 character. I think you see this here instead of 7th or 9th because it is not at 20th level you can only have 1 of these...
 

I think the game was designed without multiclassing or feats in mind and that is why they are completely optional features.

The game tiers were not designed without multiclassing in mind.
But we can see Multiclassing in mind were designed with the game tiers in mind.
Multiclassing is bad if your campaign goes to "up a tier" and you didn't plan for it.

You take a big hit in power, utility, and/or versatility when multiclassing willy-nilly.

Missing Extra Attack (2), Relentless Rage, or 6th level spell slots at level 11 is a big deal. The single class PC jumps way ahead. And if you did more than just a single or double level dip, you are way behind.

A fighter5/cleric5/paladin1 is really behind a fighter 11 unless they planned for synergy (eldritch knight, combat spells, feats).
 

The game tiers were not designed without multiclassing in mind.
But we can see Multiclassing in mind were designed with the game tiers in mind.
Multiclassing is bad if your campaign goes to "up a tier" and you didn't plan for it.

You take a big hit in power, utility, and/or versatility when multiclassing willy-nilly.

Missing Extra Attack (2), Relentless Rage, or 6th level spell slots at level 11 is a big deal. The single class PC jumps way ahead. And if you did more than just a single or double level dip, you are way behind.

A fighter5/cleric5/paladin1 is really behind a fighter 11 unless they planned for synergy (eldritch knight, combat spells, feats).

we started play with 5 PCs, and right now are down to 4. I can say as a DM I can see a major difference.

Our Dwarf 'fighter' at level 12 was a 10th level fighter (Eldritch knight) 2nd level paladin and then took level 11 fighter and since then has gone up wizard. He really needed that 3rd attack in order to keep up, and those 2 paliden levels came around level 5 so it hurt him more then a little. Now he is as we climb the levels focusing on spell casting more (He did just ask me if he could retrain to bladesinger from envocer)

Our 2 assasins though make quite more the case... at level 12 we had a 12th level Rogue (Arcane Trickster) and we had a Rogue (assassin) 5/ Bard (war college) 7 and out bard has never kept up to our rogue with sneak attack. The bard assassin with a dagger (adamantine +1 dagger of life stealing) doesn't even on a crit do as much as the Short bow trickster

A trick 1d6+5 (18 dex& +1 arrows)+ 6d6 sneak attack, and he just around that level got a magic ice bow that gave him the ability to make ice arrows that did 1d4 piercing damage and 1d4 cold damage and had a lingering effect of reducing regen. so instead he could deal 2d4+6d6+4 but with 1 pt less to hit...

Assassin bard 1d4+4 (17 dex and +1 soul stealer)+3d6... even with my generous reading of assassinate (I don't want to argue it again) and him getting it often in at least most (but not all) fights if he put anythought into it he would deal 'crit' damage of 2d4+6d6+4 damage.
 

Yes, tier levels are huge. Question is what you gain from multiclassing. If you are a two weapon fighter, level 11 is not that important, as 3d6+15 and 4d6+20 are not too far apart.
If you instead are a rogue 6, you gain 3d6 sneak attack on a single attack, which about makes up for the lost damage. Arcane trickster makes up for lost spell progression. Assasinate makes up for lost maneuvers or increased crit range. Evasion and uncsnny dodge help to make up your few lost hp. And if you are a thief, you gain quite some utility.
Maybe level 6 fighter or 7 and less rogue goves you better stat increases or a feat that helps you make up for some lost damage.

So don't sweat it. Only if you value dpr extremely high and try to build for the most optimal damage dealer you might notice a drop in damage, but if you don't combo classes that are not damage focused, you should be good.
I can't imagine, that the bard assassin can't make up for the lost damage in dome way. Be it healing or utility spells or the occassional haste spell or fireball or sleep to win situations where 5-10 more single target damage won't make a difference.
He can also grant +1d8 on a few allies rolls, so a hit of the arcane trickster might actually add to the assasin's damage meter.

One last thing to say: you are often better served to take more than one level or better said, go up to the subclass level or first ability increase to make ip for the loss of the level 11 benefit.
 

@UngerheuerLich

Not all the 11th level features are damage bassed. The barbarians is purely defensive and 2 of the monk features are "utility".

Speaking of which, what is the 11th level feature of the monk subclass in the SCAG?
 

I am more interested in utility for martial classes, otherwise the gap with spell casters widens. That is why I am disappointed they never implemented maneuvers so you had a choice of doing more damage, more utility, or more social interaction.
 

I am more interested in utility for martial classes, otherwise the gap with spell casters widens. That is why I am disappointed they never implemented maneuvers so you had a choice of doing more damage, more utility, or more social interaction.

To be fair, I don't think the "tier" level is the level you give the classes called fighter and barbarian noncombat stuff.

Monks fine.

Although I would have like utilities maneuvers. I was tempted at a time, to make a fighter who got only utilty "maneuvers". But you'd still get Extra Attack (2) at11.
 

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