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

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.

How would casters keep martials as pets if they have too many utility abilities?
 

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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.
The Assassin/Bard should also have a second (admittedly weaker) attack. Pure (melee) dpr would be higher as a single class rogue (trickster perhaps to remain on theme); but he should have gained a lot of casting flexibility and more spell slots. If your reading of the new SCAG Cantrips are as generous, that might help the (melee) dpr as well.
 

What do you guys make of an MC fighter (war master) lvl 6, ranger (horde breaker) lvl 4? How would you progress it past lvl 10?

Fghter 7. It gives you 1 more die, and 2 maneuvers.

Ranger 5. It gives you an extra 1st level slot, 2 2nd level slots, and a spell known.

It really depends on how you use the spells. Fighter is better on the long run combatwise as yu get to fighter 11 at character level 15. Ranger if you want noncombat though.
 

I'm not a big fan of the casting with my PC being all gung-ho, fighting in the thickest against multiple enemies at once (hence the horde breaker). Also being all scout-y and sneaky agent like, i'd really like to get to the "know your enemy" feature. Has anyone ever used this in conjunction with stealth and scouting?

Maybe i should consult my DM when the time comes..... if i am the only punchy guy in our group, i would probably need go for 4 fighter levels next....
 


@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?

If dropped to 0 hp, they can spend a ki to go to 1 hp instead.
 

A useful pet is better than one put out to pasture. But it is not an envy statement on my part. Magic can do anything. But allow martial classes some flexibility of choice.

Casters aren't much more capable than martials in this editions. They're so easy to kill and don't do very much damage. Skills can do as much as spells like charm person and the like in this edition. A rogue is an extremely versatile character.
 

Basically with multiclassing that early it's all about your opportunity costs. Just ask yourself if having that shiny ability now is worth not getting your level 11,14 and 17 ability "on time". In my experience it's usually worth it. Currently I'm playing an archer, started as a fighter for con saves, proficiencies, and fighting style, then went 4 in rogue because he is going to be mostly arcane trickster(for the spell slots and versatility) at level 6(currently) I took a level in ranger as I plan on going level 5 in ranger for ensnaring strike(main cc spell) horde breaker, and extra attack. I did variant human and started with crossbow expert. I am feeling it a touch, our other archer has a better sneak attack than I do. But I hit twice as many times a turn and I have a +2 to hit so I connect more often. For me the question of delaying the big rewards of extra attack/uncanny dodge 3d6 sneak and asi's(I am feeling my 16 dex, darn my bad rolls) was well worth getting the starting bonuses in fighter and getting my spells earlier.
There isn't a right or wrong answer, just preference really :/
 

Casters aren't much more capable than martials in this editions. They're so easy to kill and don't do very much damage. Skills can do as much as spells like charm person and the like in this edition. A rogue is an extremely versatile character.
Sure, if you just compare damage and hit points. That would make for a very boring game if that is all that casters could do. But they have access to all the resources in the game including attack and save mechanics. That is why you see a lot of multiclassing mixes for martial characters to bring in some versatility. Or just some lower level dipping for casters for survivability to address your point.
 

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