D&D 5E What Level 20 Class Would Win?

Which Class Would Win?


You keep changing your bloodline. First Shadow, now Draconic. So, which is it?

You can't tailor your build according to the threat since you don't know what you'll be facing. Will you face Foresight? Meteor Swarm? Invulnerability? Time Stop? Wish?

After all, a Wizard is now invulnerable to every little bit of damage you just did. With Anitmagic Field and nothing you do touches him.

I'd say it is FAR from over. :rolleyes:
Foresight? Still dead on first turn.
Meteor Swarm against a flying creature? well.
Invulnerability, how deal against a distant 240ft or subtle dispel?

Antimagic Field? nothing can touches him?
Well, an arrow with Aasimar's radiant soul is 1d8+4 +20 radiant damage. Concentration spell? Well.
To be honest the wizard isn't a challenge.

White room, the Sorcerer always win counterspell. (Subtle Spell)
Open field. The Sorcerer always win with long range spell and flight. (Distant spell).
 

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I consider Bard to be the most powerful class in the game. While there are specialists that exceed the Bard in specific areas, a Bard can easily contribute to every pillar of play and accommodate a huge variety of builds. Wizard is the only other class I think can contribute strongly across so many pillars.

I should probably clarify my statement. I was kind of thinking the 5E Bard seems weaker to me than in previous editions, I just didn't articulate it correctly. But you may be right as I have never played one in 5E and only going off of my assumptions from what I read in the PHB and not actual game play.
 

Foresight? Still dead on first turn.
Meteor Swarm against a flying creature? well.
Invulnerability, how deal against a distant 240ft or subtle dispel?

Antimagic Field? nothing can touches him?
Well, an arrow with Aasimar's radiant soul is 1d8+4 +20 radiant damage. Concentration spell? Well.
To be honest the wizard isn't a challenge.

White room, the Sorcerer always win counterspell. (Subtle Spell)
Open field. The Sorcerer always win with long range spell and flight. (Distant spell).
You can continue to dream all you want. There is a reason nearly 50% of the people have voted for wizard despite your tactics for sorcerer. I am guessing you voted for sorcerer... so at least you aren't alone... you got one other vote LOL.

And again, you fail to realize the radiant damage from radiant soul is MAGIC. It won't work inside the Antimagic Field as it is a magical effect.
Sorcerer's can't cast Antimagic Field or Invulnerability. A single Wizard can have both prepared. Wizards have many long range spells and with Invulnerability concentration checks auto-succeed, so for 100 rounds the Wizard is immune to all damage. With both INT and WIS saves, few non-physical spells will affect him as well if you go that route (there are options of course, but your Sorcerer has to be one build designed to have a good chance against ANY foe, so you can't tailor make it to just deal with Wizards).

But, to clarify, as I have said from the outset, when it comes down to caster vs. caster; rolls, spell selection, and tactics all play a part. It is just Wizards have the edge. There is no "hand down" victor when it comes to caster vs. caster. The Cleric's Divine Intervention, for instance, could be very problematical, but that relies heavily on the DM's discretion as to what form the intervention takes, etc.
 



You can continue to dream all you want. There is a reason nearly 50% of the people have voted for wizard despite your tactics for sorcerer. I am guessing you voted for sorcerer... so at least you aren't alone... you got one other vote LOL.

And again, you fail to realize the radiant damage from radiant soul is MAGIC. It won't work inside the Antimagic Field as it is a magical effect.
Sorcerer's can't cast Antimagic Field or Invulnerability. A single Wizard can have both prepared. Wizards have many long range spells and with Invulnerability concentration checks auto-succeed, so for 100 rounds the Wizard is immune to all damage. With both INT and WIS saves, few non-physical spells will affect him as well if you go that route (there are options of course, but your Sorcerer has to be one build designed to have a good chance against ANY foe, so you can't tailor make it to just deal with Wizards).

But, to clarify, as I have said from the outset, when it comes down to caster vs. caster, rolls, spell selection, and tactics to play a part. It is just Wizards have the edge. There is no "hand down" victor when it comes to caster vs. caster. The Cleric's Divine Intervention, for instance, could be very problematical, but that relies heavily on the DM's discretion as to what form the intervention takes, etc.

Common sense always 100% wrong.

Radiant Soul isn't magic, It's extra radiant damage to a weapon.

Wizards have many long range spells? I don't think so.
The Sorcerer hits at 620ft, 2 miles lul.

Antimagic field is a joke. It's suicide spell.
Invulnerability? a simply distant dispell for 240 ft range put it down.

It's dream, It's a fact. The wizard is not a challenge.
 

School selection, race, INT (of course), spell selection, die rolls, etc. would determine the victor. But this is class vs. class as I understand it (I could be wrong), not "build" vs. "build"...?

Ah right. And OP does say "any other class". So my question is not within the scope of this question.
 

Well it's just not that easy.

X goes first, Y can counterspell, X can counterspell the counterspell.

X is a Sorc for Subtle Spell, can still lose Initiative to a Warmage.

As far as "things that just work" with reasonably good odds go:
Warmage for winning Initiative, Polymorph into a immobile creature (Counterspell the Counterspell) into Powerword Kill (bye bye everything, including Moon Druid).
Still needs to win Initiative and the other guy needs to fail his save vs Polymorph (which can be a bit problematic vs i.e. a Paladin with a DC of just 19 - there are other ways to beat a Paladin inside a Forcecage though).

A Diviner with a low roll for Portent can do it more reliable, but can't really expect to win Initiative reliably, gets his Counterspell Counterspelled and dies.

A Sorcerer can subtly cast their Counterspell so it can't get counterspelled. But there's always Simulacrum to poke a hole into the one Reaction/Turn problem. Or just outrange Counterspell.
So I guess no class just has the I win button, but Warmage has the best odds to make it stick.
 

Well it's just not that easy.

X goes first, Y can counterspell, X can counterspell the counterspell.

X is a Sorc for Subtle Spell, can still lose Initiative to a Warmage.

As far as "things that just work" with reasonably good odds go:
Warmage for winning Initiative, Polymorph into a immobile creature (Counterspell the Counterspell) into Powerword Kill (bye bye everything, including Moon Druid).
Still needs to win Initiative and the other guy needs to fail his save vs Polymorph (which can be a bit problematic vs i.e. a Paladin with a DC of just 19 - there are other ways to beat a Paladin inside a Forcecage though).

A Diviner with a low roll for Portent can do it more reliable, but can't really expect to win Initiative reliably, gets his Counterspell Counterspelled and dies.

A Sorcerer can subtly cast their Counterspell so it can't get counterspelled. But there's always Simulacrum to poke a hole into the one Reaction/Turn problem. Or just outrange Counterspell.
So I guess no class just has the I win button, but Warmage has the best odds to make it stick.
The sorcerer also has his simulacrum. But It's still better, just twin it.
 


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