D&D 5E (2024) Which class is the most durable (level 1)?

Which 2024 class is the most durable at level 1?

  • Barbarian

    Votes: 28 45.2%
  • Bard

    Votes: 0 0.0%
  • Cleric

    Votes: 4 6.5%
  • Druid

    Votes: 0 0.0%
  • Fighter

    Votes: 23 37.1%
  • Monk

    Votes: 0 0.0%
  • Paladin

    Votes: 5 8.1%
  • Ranger

    Votes: 0 0.0%
  • Rogue

    Votes: 0 0.0%
  • Sorcerer

    Votes: 0 0.0%
  • Warlock

    Votes: 2 3.2%
  • Wizard

    Votes: 0 0.0%

So, curious, would: Mage Armor, (8 hour duration) work for, say, the human barbarian with magic initiate. So, if the character cast it like 3 hours before combat/rage use?.. would that barbarian now be around 21-22 AC?

He would be at 13+Dex. Depending on Constitution that could be better or worse than Unarmored Defence.
 

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Because at first level it will be better in play.

Relentless endurance is generally going to much better than one extra hp from being a Dwarf.

Relentles Endurance also has several advantages over Stone Endurance is that at level 1 Stone Endurance is usually 1 attack negated. It is rare damage will be higher than 1d12+Con and if it is, that is usually because you rolled really bad. It also can be ineffective, especially with a bad roll. You have 10hps left a Goblin hits you for 7 hps. You have 3 left and the Goblin rolls another 7 on a hit. You use Stone Endurance and roll a 4 and you are still dead.

Relentless endurance is also 1 attack, however Relentless Endurance always pays out when it is used. Regardless of how much damage they do it always puts you at 1 hp. Additionally you don't have to use a reaction or anticipate, it works on damage not caused by attacks and you have it even if you already used your reaction.
None of these abilities depend on being attacked. They all depend on taking damage.

I do agree with you that relentless endurance is better than the extra hp from being a dwarf! I'm not sure how to account for the dwarfs poison resistance, but my gut says relentless endurance is better than +1 hp/lvl and poison resistance (at least in early levels).

I don't find your Stone Endurance analysis compelling. You highlighted a case that relentless endurance could be better, yet there's a range of cases where Stone Endurance will be better. Stones Endurance can in many cases provide you with 2 extra hits compared to the Orc and possibly 3 in some rare cases. Not to mention there's 2 uses of it. Orc still has darkvision going for it, which has some defensive properties, so it's not perfectly clear cut, but I think Stone's Endurance clearly provides more low level durability than Relentless Endurance, at least for the average case.

Still, Orc is a good call out!
 

There are plenty of 1/4 CR mini-hordes though. Giant insects, rodents, beasts all clip along over difficult terrain with ease, I cannot remember what your summon's move speed is but it cannot hit every round if it is out-paced.

I don't remember the immunity to difficult terrain for Rodents or beasts, but the Sphinx of Wonder has a 40 fly speed. There is not much that is going to outrun it at 1st level.


t Lv. 1, with that warlock, I would probably let that summon 1-shot a weiner, then use my awesome charisma on an intimidate action from 50' away to end the fight through demonstration of pure power 😀... and this build would certainly allow you the evasiveness to "waste" actions on the unconventional like that.

If I was building a Warlock for Durability at 1st level I would dump Charisma. It is the least useful stat for a durability build at 1st level.

However, along a broad range of encounters and accounting for possible multiple encounters (endurance). White, Grey, or Neon room discussion, I would bet on the barb or fighter. With that magic initiate fighter taking the edge potentially on a mini horde, but the barb taking the edge potentially off higher attack mini bosses.

Sphinx of Wonder will outdamage a 1st level point buy sword and board Fighter or Barbarian by quite a bit.

A Sphinx of Wonder is +5 attack doing 12 damage. That is the same as a Raging Barbarian with a Maul and 2 points more than a Fighter with a Maul or the same Barbarian out of Rage with a maul.

It also has way more hit points and can be resummoned with full hit points as an action+10gp.

Finally you mention swarms above and they are common low level enemies. They also often have resistance to BPS damage and out of the 12 damage done by the Sphinx, 7 of it is Radiant Damage.
 

Anyways, it strikes me that broadly speaking there are 3 primary durability considerations here. We can add a few more categories but I think most important differences summarize into these categories.
  1. First Turn no-prebuff Enemies go first
  2. BPS vs AC only 1st encounter
  3. Non BPS 1st encounter
For Fighter vs Barbarian.
  1. Fighter does meaningfully better. Higher AC, 2nd Wind can be used as long as not immediately downed on first blow (which if occurs likely downs the Barbarian as well as their hp difference is 2).
  2. After AC and 2nd Winds are factored in, it's essentially a tie.
  3. Fighter does better as 2nd wind helps here and can be used twice and rage does not.
 

Anyways, it strikes me that broadly speaking there are 3 primary durability considerations here. We can add a few more categories but I think most important differences summarize into these categories.
  1. First Turn no-prebuff Enemies go first
  2. BPS vs AC only 1st encounter
  3. Non BPS 1st encounter
For Fighter vs Barbarian.
  1. Fighter does meaningfully better. Higher AC, 2nd Wind can be used as long as not immediately downed on first blow (which if occurs likely downs the Barbarian as well as their hp difference is 2).
  2. After AC and 2nd Winds are factored in, it's essentially a tie.
  3. Fighter does better as 2nd wind helps here and can be used twice and rage does not.
Again though, this is more geared towards some other balancing feats removed though.. stone endurance would be an effective edge to the barb in scenario 1 for example. I think balancing feats do make it a near tossup.. but once you add 1/2 BPS and maybe 1 less AC, maybe 2 more Hp... then again not necessarily, if you ARE doing a +4 CON --- then you are talking about 3 mor HP ( potentially effectively 6 more). Also, you are now tied AC... So better base endurance stats, but no spell that will add 1-4 effective AC... but likely a mound of HP. The variable AC boost applies to all attacks.. which is why I feel the fighter clearly wins on low level enemy groups... but low level bosses (although lv 1) still are more likely to overcome a variable high AC, while a ⛰️ of effective HP, while still being hard to hit, still favors the barb IMO. Still close to a toss up depending on variance of build and rolls
 

Anyways, it strikes me that broadly speaking there are 3 primary durability considerations here. We can add a few more categories but I think most important differences summarize into these categories.
  1. First Turn no-prebuff Enemies go first
  2. BPS vs AC only 1st encounter
  3. Non BPS 1st encounter
For Fighter vs Barbarian.
  1. Fighter does meaningfully better. Higher AC, 2nd Wind can be used as long as not immediately downed on first blow (which if occurs likely downs the Barbarian as well as their hp difference is 2).
  2. After AC and 2nd Winds are factored in, it's essentially a tie.
  3. Fighter does better as 2nd wind helps here and can be used twice and rage does not.
Actually, since you now get spells at level 1, paladin would beat fighter.

Fighter.
13 HP
Second Wind: (1d10+1)*2 = 13
= 26 total HP
(Optional +1 AC for defensive style)

Paladin;
13 HP
Cure Wounds: (2d8+3)*2 = 24
Lay on hand: +5
= 42 total HP
 

Actually, since you now get spells at level 1, paladin would beat fighter.

Fighter.
13 HP
Second Wind: (1d10+1)*2 = 13
= 26 total HP
(Optional +1 AC for defensive style)

Paladin;
13 HP
Cure Wounds: (2d8+3)*2 = 24
Lay on hand: +5
= 42 total HP

Beat fighter at what?
 

Actually, since you now get spells at level 1, paladin would beat fighter.

Fighter.
13 HP
Second Wind: (1d10+1)*2 = 13
= 26 total HP
(Optional +1 AC for defensive style)

Paladin;
13 HP
Cure Wounds: (2d8+3)*2 = 24
Lay on hand: +5
= 42 total HP

That depends on how many short rests the fighter takes and requires not using those spell slots for anything other than healing. You're paladin model took 16 CON and 16 CHA at the expense of STR (or DEX)?

2 short rests is 3 uses of Second Wind. 3 short rests is 4 uses of Second Wind. 1 short rest is 2 uses of Second Wind.

Paladins are definitely a solid choice for durability, but I don't think they beat out fighters because the a short rest recovery method for Second Wind is better than a long rest recovery method for spell slots and Lay on Hands.
 

Again though, this is more geared towards some other balancing feats removed though.. stone endurance would be an effective edge to the barb in scenario 1 for example.

Why would you assume the barbarian gets it and not the fighter?

I think balancing feats do make it a near tossup.. but once you add 1/2 BPS and maybe 1 less AC, maybe 2 more Hp... then again not necessarily, if you ARE doing a +4 CON --- then you are talking about 3 mor HP ( potentially effectively 6 more). Also, you are now tied AC... So better base endurance stats, but no spell that will add 1-4 effective AC... but likely a mound of HP. The variable AC boost applies to all attacks.. which is why I feel the fighter clearly wins on low level enemy groups... but low level bosses (although lv 1) still are more likely to overcome a variable high AC, while a ⛰️ of effective HP, while still being hard to hit, still favors the barb IMO. Still close to a toss up depending on variance of build and rolls
 

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