Weapon damage scaling and multiclassing

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If I would add something, would be just +1d8, only in one attack in your turn. Add +1W will make a great sword/great weapon fighter build better than any other option. If you add this for each attack, things like extra attack, haste, bonus action attacks and opportunity attacks will increase absurdly the DPR.

add weapon damage like cantrip looks absurd to me, because martial classes already do more DPR (especially fighters).

the lvl of the extra attack isn't useless in most cases, even if you already have extra attack:

Barbarian: extra rage and fast movement

Valor Bard: spell slots + spell + countercharm

Fighter: only exception, you really just get extra attack, but most DPR king will have some or many lvls as fighter. Adding more damage is dangerous.

Monk: more Ki points, stunning strike, 1d6 martial arts

Paladin: lvl 2 spells, more spell slots = more smites

Ranger (revised ones are good options): lvl 2 spells

Favored Soul Sorcerer: more spells, spellslots and sorcerer point (quick booming blade or GFB are always kings for melee DPR)

Blade Warlock: more spells, otherwordly patron feature

Bladesinger Wizard: more spells, more spellslots, more arcane recovery


 

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Let Extra Attack stack and just replace the Fighter level 11 and 20 abilities with something else that maintains the Fighter's image of being the fastest attacker.
At level 11, the Fighter inflicts half damage on a miss (his opponent dodges the first attack but is automatically hit by the Fighter's weaker, backup attack).
At level 20, the Fighter's critical hit threshold doubles and they gain a use of Action Surge whenever they critically hit (again, it represents speed and even helps Champions become a whole lot more appealing).
 

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