There's an old saying I heard recently: "I don't start fights, but I damn well finish them." I'm looking to build this type of character for my next campaign.
It got me thinking about which class in dnd is the best "fight ender", by which I mean what class would people say, at any level, can essentially end a fight or seriously pick up momentum when the player gets serious to use its full potential. I know this is subjective depending on who/what you're fighting, but curious to see what people's experiences have been, whether a general class or specific build. Is it a barbarian's physical might that makes them hopelessly unkillable, a fighter's overwhelming action surge, or a wizard dropping three fireballs back to back?
There's an old saying I heard recently: "I don't start fights, but I damn well finish them." I'm looking to build this type of character for my next campaign.
It got me thinking about which class in dnd is the best "fight ender", by which I mean what class would people say, at any level, can essentially end a fight or seriously pick up momentum when the player gets serious to use its full potential. I know this is subjective depending on who/what you're fighting, but curious to see what people's experiences have been, whether a general class or specific build. Is it a barbarian's physical might that makes them hopelessly unkillable or a wizard dropping three fireballs back to back?
This is entirely DM-dependent, but the best way to end a fight is to not need to roll to hit, not allow anyone to roll any saves, and to disregard other numbers like hit point totals; if you must pay attention to such numbers, being able to usually overwhelm the enemy is key. As a corollary, barbarians swinging greatswords and wizards swinging fireballs are quite, quite bad "fight enders".
An example ability I am talking about is forcecage. In the general case this ends a fight right now. No attack roll, no saves, no damage, no hit points, just a full and proper shutdown.
Under the 2014 rules, a monk with a high wisdom just stunlocking the enemy. They may not end it themselves, but when the rest of the party just gets to beat up on the target, and then the monk stuns them again if needed, it pretty much ends it.
So by that logic a spell caster like a wizard would fit this description since at low levels they can cast things like sleep to end a fight with weaker foes and then at higher levels use spells like force cage or even summons (again this is just my thought) to end a fight or at least keep the enemy from doing what they want so they're on the backfoot?
Any other spell suggestions that have a similar shut down effect?
There's an old saying I heard recently: "I don't start fights, but I damn well finish them." I'm looking to build this type of character for my next campaign.
It got me thinking about which class in dnd is the best "fight ender", by which I mean what class would people say, at any level, can essentially end a fight or seriously pick up momentum when the player gets serious to use its full potential. I know this is subjective depending on who/what you're fighting, but curious to see what people's experiences have been, whether a general class or specific build. Is it a barbarian's physical might that makes them hopelessly unkillable, a fighter's overwhelming action surge, or a wizard dropping three fireballs back to back?
None of the above. It is Hold Person, Hypnotic Pattern, Banishment, Polymorph, Wall of Force, Forcecage, or Stunning Strike.
Not one answer but I have a Level 20 Rune knight that can make 16 attacks in one round using haste and action surge. +16 to hit and D10+12 to damage.
You might have a DM that lets you make 16 attacks, but the rules certainly don't
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You're talking about a striker, which in D&D means rogue, archer, or caster with single-target, high-damage spells prepared. The right barbarian, monk, paladin, or ranger might also qualify. Anyone who can focus an injured opponent and do enough damage to knock them out--preferably in a single blow.
Not one answer but I have a Level 20 Rune knight that can make 16 attacks in one round using haste and action surge. +16 to hit and D10+12 to damage.
Don't know where you get that from but all you need to make 16 attacks is a 5th level druid casting conjure animals (Velociraptor). Need to act quick though, wont be available in 2024 PHB.
Other spells that can end a fight that have not been mentioned are calm emotions and mass suggestion. I was once in a combat where I got charmed with an additionl effect that I needed to do all I could to protect the creature that charmed me. I cast Mass suggestion on everyone that we didn't all kill each other and talked through our differences.
There are lots of ways to end a fight, but the most important factor is still being upright with more HP after your opponents have all run out. Honestly, any class is capable of being a "fight ender," it's just a matter of how you want to accomplish it.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Our DM homebrews the rules for haste to allow a complete second set of actions. So 4 attacks plus 4 from haste then do it again for action surge. NOT RAW but table rule.
You're talking about a striker, which in D&D means rogue, archer, or caster with single-target, high-damage spells prepared. The right barbarian, monk, or ranger might also qualify. Anyone who can focus an injured opponent and do enough damage to knock them out--preferably in a single blow.
I don't think I've ever heard someone use the word "striker" in the context of D&D before, but more people should. It's very useful terminology. I would also suggest that controllers are good fight-enders; those with strong abilities to restrict how an opponent can act. A single, well-placed Hypnotic Pattern can instantly bring a functional end to combat.
Our DM homebrews the rules for haste to allow a complete second set of actions. So 4 attacks plus 4 from haste then do it again for action surge. NOT RAW but table rule.
Thanks for the clarification.
Generally in anything other than the homebrew section people will assume what you post will be based on RAW at least unless to specify.
Regarding your table rule, it does seem extremely overpowered. Haste as written is a very popular spell. A homebrew to not limit the number of attacks would only allow 12 attacks if you action surge (4 attacks + 4 from haste +4 with the extra action from action surge) would make it overpowered. Your table goes a stage further and says instead of the target getting "an additional action on each of its turns" you seem to be ruling you get "an additional action each time you take the attack action". Clearly your DM can rule as they like I certainly wouldn't like that rule as it is so unbalanced.
Last fight for our group of 7 was a 2named demons, a high level Devil and 10 lesser demons; all after getting though multiple lesser demons on the way to the boss fight. Two characters were killed and revived during the fight. All on the 4th plane of Hel. Balances out but does require tougher and more numerous monsters
I have a lvl 8 Ranger/Gloom stalker 2nd level Fighter with Crossbow expert and Sharp shooter who always wins initative. First round 3(one attack is dread ambuser) attacks action surge to 5 with Hall of thorns upcast at third level spell. Pretty much kills any wizards or clerics and or Big Bad in round one.
Last fight for our group of 7 was a 2named demons, a high level Devil and 10 lesser demons; all after getting though multiple lesser demons on the way to the boss fight. Two characters were killed and revived during the fight. All on the 4th plane of Hel. Balances out but does require tougher and more numerous monsters
You can make thingsmore difficult becasue yo make the players more powerful but by making haste that powerful if cast on a fighter means you do ont want your melee character to be a barbarian because they only get 4 attacks is hasted. It also means the caster has little choice to make regarding what concentration spell to cast because haste is so good. To balancing things you then need to make other spells equally overpowered and do something to encourage players to choose barbarian or Paladin etc. To balance the game to need ot rewrite pretty much all the rules.
There's an old saying I heard recently: "I don't start fights, but I damn well finish them." I'm looking to build this type of character for my next campaign.
It got me thinking about which class in dnd is the best "fight ender", by which I mean what class would people say, at any level, can essentially end a fight or seriously pick up momentum when the player gets serious to use its full potential. I know this is subjective depending on who/what you're fighting, but curious to see what people's experiences have been, whether a general class or specific build. Is it a barbarian's physical might that makes them hopelessly unkillable, a fighter's overwhelming action surge, or a wizard dropping three fireballs back to back?
Anything that hits hard and is still standing at the end. If you mean a “fight” in the martial sense then think barbarian fighter or paladin. If you mean in any sense then just about any class would do.
Only one fighter in our group. We have a rouge, 2 clerics, 2 paladins, a wizard. There are many benefits to the other classes; but for massive damage it is the job of the fighter.
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There's an old saying I heard recently: "I don't start fights, but I damn well finish them." I'm looking to build this type of character for my next campaign.
It got me thinking about which class in dnd is the best "fight ender", by which I mean what class would people say, at any level, can essentially end a fight or seriously pick up momentum when the player gets serious to use its full potential. I know this is subjective depending on who/what you're fighting, but curious to see what people's experiences have been, whether a general class or specific build. Is it a barbarian's physical might that makes them hopelessly unkillable, a fighter's overwhelming action surge, or a wizard dropping three fireballs back to back?
This is entirely DM-dependent, but the best way to end a fight is to not need to roll to hit, not allow anyone to roll any saves, and to disregard other numbers like hit point totals; if you must pay attention to such numbers, being able to usually overwhelm the enemy is key. As a corollary, barbarians swinging greatswords and wizards swinging fireballs are quite, quite bad "fight enders".
An example ability I am talking about is forcecage. In the general case this ends a fight right now. No attack roll, no saves, no damage, no hit points, just a full and proper shutdown.
Under the 2014 rules, a monk with a high wisdom just stunlocking the enemy. They may not end it themselves, but when the rest of the party just gets to beat up on the target, and then the monk stuns them again if needed, it pretty much ends it.
So by that logic a spell caster like a wizard would fit this description since at low levels they can cast things like sleep to end a fight with weaker foes and then at higher levels use spells like force cage or even summons (again this is just my thought) to end a fight or at least keep the enemy from doing what they want so they're on the backfoot?
Any other spell suggestions that have a similar shut down effect?
It depends on who or what your fighting
None of the above. It is Hold Person, Hypnotic Pattern, Banishment, Polymorph, Wall of Force, Forcecage, or Stunning Strike.
Not one answer but I have a Level 20 Rune knight that can make 16 attacks in one round using haste and action surge. +16 to hit and D10+12 to damage.
You might have a DM that lets you make 16 attacks, but the rules certainly don't
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You're talking about a striker, which in D&D means rogue, archer, or caster with single-target, high-damage spells prepared. The right barbarian, monk, paladin, or ranger might also qualify. Anyone who can focus an injured opponent and do enough damage to knock them out--preferably in a single blow.
Don't know where you get that from but all you need to make 16 attacks is a 5th level druid casting conjure animals (Velociraptor). Need to act quick though, wont be available in 2024 PHB.
Other spells that can end a fight that have not been mentioned are calm emotions and mass suggestion. I was once in a combat where I got charmed with an additionl effect that I needed to do all I could to protect the creature that charmed me. I cast Mass suggestion on everyone that we didn't all kill each other and talked through our differences.
There are lots of ways to end a fight, but the most important factor is still being upright with more HP after your opponents have all run out. Honestly, any class is capable of being a "fight ender," it's just a matter of how you want to accomplish it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The Negotiator. Able to stop a fight and bring both sides to a consensus.
What does that look like? I don't know, I don't play characters like that =)
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Our DM homebrews the rules for haste to allow a complete second set of actions. So 4 attacks plus 4 from haste then do it again for action surge. NOT RAW but table rule.
The greatest victory is the battle not fought, after all.
I don't think I've ever heard someone use the word "striker" in the context of D&D before, but more people should. It's very useful terminology. I would also suggest that controllers are good fight-enders; those with strong abilities to restrict how an opponent can act. A single, well-placed Hypnotic Pattern can instantly bring a functional end to combat.
Thanks for the clarification.
Generally in anything other than the homebrew section people will assume what you post will be based on RAW at least unless to specify.
Regarding your table rule, it does seem extremely overpowered. Haste as written is a very popular spell. A homebrew to not limit the number of attacks would only allow 12 attacks if you action surge (4 attacks + 4 from haste +4 with the extra action from action surge) would make it overpowered. Your table goes a stage further and says instead of the target getting "an additional action on each of its turns" you seem to be ruling you get "an additional action each time you take the attack action". Clearly your DM can rule as they like I certainly wouldn't like that rule as it is so unbalanced.
Last fight for our group of 7 was a 2named demons, a high level Devil and 10 lesser demons; all after getting though multiple lesser demons on the way to the boss fight. Two characters were killed and revived during the fight. All on the 4th plane of Hel. Balances out but does require tougher and more numerous monsters
I have a lvl 8 Ranger/Gloom stalker 2nd level Fighter with Crossbow expert and Sharp shooter who always wins initative. First round 3(one attack is dread ambuser) attacks action surge to 5 with Hall of thorns upcast at third level spell. Pretty much kills any wizards or clerics and or Big Bad in round one.
You can make thingsmore difficult becasue yo make the players more powerful but by making haste that powerful if cast on a fighter means you do ont want your melee character to be a barbarian because they only get 4 attacks is hasted. It also means the caster has little choice to make regarding what concentration spell to cast because haste is so good. To balancing things you then need to make other spells equally overpowered and do something to encourage players to choose barbarian or Paladin etc. To balance the game to need ot rewrite pretty much all the rules.
Anything that hits hard and is still standing at the end. If you mean a “fight” in the martial sense then think barbarian fighter or paladin. If you mean in any sense then just about any class would do.
Only one fighter in our group. We have a rouge, 2 clerics, 2 paladins, a wizard. There are many benefits to the other classes; but for massive damage it is the job of the fighter.