Comparing other classes against a warlock who has had two rounds to cast both Hex and Hexblades curse, and who doesn’t have to use a bonus to move either to a new target, and hasn’t already used up those limited uses, is probably why Treantmonk was so wrong in his analysis I’m guessing? By all means, compare classes against EB+agonizing blast, but adding further buffs onto it presumes too much about combat duration, single target vs. multi target combats, limited slot/hex uses per rest, and BBEG hit points vs. dropping multiple targets in your rotation. The other baseline damages I laid out for Monk and various Fighter types don’t use any unreasonable resources (I’m only presuming constant Flurry of Blows from 11 onwards, when you have sufficient ki to burn one every round every encounter).
Warlocks thus do baseline non-circumstantial damage of 5.5 at level 1, 19 at level 5, 31.5 at level 11, and 42 at level 17. The monk outdamages it’s baseline until warlock catches up at 17.
So, monks have their ki points in your scenario, but warlocks don't have hex? Both of them recharge on short rests. Warlocks can cast it before they attack, dealing the base amount of damage on one round before they then do Hexblade's Curse, and then attack, dealing the second damage output.
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A Hexblade has ONE hex per short rest. And if say they’re fighting weak goblins, hex is only applying to ONE attack on a round, and then it’ll take a bonus action next round to put it back up on ONE more goblin (if they’re high level; otherwise it’s just gone). It’s just too many variables, and buffed damage =/= baseline damage.
Yes, the Monk gets to account for using 1 ki per round starting in Tier 3, because the average adventuring day and average encounter are short enough to allow that. It isn’t alpha strike perfect setup damage, it’s their baseline expectation (which they’ll occasionally dip below if they need to use ki elsewhere). If a GWM 2H fighter gets to assume that -5 to hit is always a realistic option, a pure monk gets to assume it has enough ki to reliably Flurry.
Spellcasters burning limited spell slots (ESPECIALLY warlocks), or 1/rest abilities are a whole other ball of wax.
I’m not sure there are! We’d need a way to ascribe points to a character across multiple categories in order to do a head to head comparison (damage per round, accuracy, free targeting, attack defense, spell defense, durability, party support, exploration utility, etc), but my suspicion is that monks score in the top half or even top 3 of just about all of those metrics!
Have you ever watched Treantmonk on Youtube? He has a interesting 'baseline damage' metric he uses to judge effectiveness. Like myself he thinks the monk is weaker but unlike myself he thinks the monk needs more help then I do myself.
There is already a thread on Treantmonk's video in the Monk forum and why he is wrong. Sure, if you metric is "two characters standing next to each other trading blows with their basic attacks" then yes, Monks do fall behind certain other classes. That's completely ignoring the purpose of the Monk and all of their other special abilities, though.
Top three classes, all pretty much equal depending on what aspects of the game you focus on are Bard, Druid, Monk. If you want to go top 5 you can throw in Paladin and Artificer there as well.
At level 1, a monk does average 11 with its attack rotation. That’s more than a 1H fighter with dueling (9.5), or on par with a 2H fighter with GW style (11), or just behind a TWF style fighter (13).
At level 5, a monk does average 22.5 with its rotation, or 30 with a ki point. That’s more than a 1H fighter (21), on par with or ahead of a 2H fighter (24), or on par or ahead of a TWF fighter (22.5).
At level 11, a monk does 38 with a ki point. That’s more than a 1H fighter (34.5), on par with a TWF fighter with Dual Wielder (38), or well behind a 2H fighter with GWM (57).
At level 17, a monk does 42 with a ki point. That’s more than a 1H fighter (still 34.5), more than a TWF fighter (still 38), or still behind the 2H GWM fighter (57).
At level 20, a monk still does 42. 1H fighter does 46. TWF fighter does 47.5. GWM 2H does 76.
So a GWM fighter pulls way ahead, in reality somewhere around level 8. But other Fighters, the Monk outstrips until level 20!!! And there’s more than meets the eye to that damage, because they’re ALSO inflicting stun, and attacking at advantage so you can probably bump their DPR up +25% in those later tiers, and bump GWM 2H’s -25%, putting them effectively at about comparable DPR with a 2H GWM.
Yes, they’re squeezed for feats, to max attacks, AC, and their stun they have to use three ASI and one half-stat feat like Tavern Brawler, with little room for fun stuff or odd splash classes. But without looking at subclasses, base class comparison.... damn fine showing.
at level 1, assuming you weild an quaterstaff or spear with two hands for your main attacks and use kicks and elbow strikes for your unarmed attacks, you deal 1d8 + 1d4 + 6 damage, exactly as much damage as an two weapon fighting fighter, and flurry of blows is not the only thing a monk will want to spend ki on, step of the wind is an excellent utillity option, as are certain of the options for an four elements monk and the spells given to an shadow monk, so an monk in a group that takes fewer short rests might not be able to afford a flurry every turn (in theory, i donno i havent played the class)
I’m not sure there are! We’d need a way to ascribe points to a character across multiple categories in order to do a head to head comparison (damage per round, accuracy, free targeting, attack defense, spell defense, durability, party support, exploration utility, etc), but my suspicion is that monks score in the top half or even top 3 of just about all of those metrics!
High level fighters definitely do better at almost all of that then Monks, except Utility, Exploration, and Party Support.
Paladins would have better DPR, better accuracy, better utility and party support, and better defense.
monks are defenetly better protected against spells specifically, they are forced to have high wis which will help against a lot of spells, they are proficient in dex saves and have evasion making them well versed against fireball, burning hands etc, at 14th level they become proficient in all saves and gain an superior version of the fighter's puny indomitable feature, and also at 7th level they also become practically immune to becomming charmed or frightened, and patient defense also helps defensively against all sorts of spells, and of course empty body can completely cripple certain spellcasters as many spells need to see you to be able to target you. In teir 4 an kensei monk with elven accuracy and high dex using empty body will be far more accurate than any other class in the game with their select weapons, having to potentially miss with six sepperate rolls to miss a target completely, though that is indeed a very niche case and you would have to play what is considered to be one of the worst monk subclasses for quite a while to get there
Level 1 Warlocks do an average of 9 damage with Hex and Eldritch Blast, and get a minor debuff effect. A 1H fighter does 9.5, and a 2H fighter with GW style does 11. and TWF do 13. If they're a hexblade and have hexblade's curse on, they do 11 damage, and are on par with the GW style. Otherwise, they're a bit behind at this level.
At level 5, an AB spammer with Hex does an average of 26 damage (or 32 with Hexblade's curse), while a 1H fighter does 21, a 2H fighter does 24, and a TWF does 22.5. They also get the minor debuff from hex, moving it around with Invocations, and more.
Level 11 AB spamming warlocks do an average of 42 damage (or 54 with Hexblade's curse), while a 1H fighter does 34.5, a TWF fighter does 38 with dual wielder, and 2H fighters do 57 with GWM.
At level 17, an AB spamming warlock does 56 average damage (or 80 with Hexblade's curse), while a 1H fighter does 46, TWF fighters do 38, and GWM do 57.
At level 20, the warlock still does 56 damage (80 as a hexblade), while a 1H fighter does 46, TWF does 47.5, and GWM does 76.
In almost all of this, Warlocks are above almost all of the fighters in damage, with Hexblade's Curse they have good defense against attacks and better damage than any of the fighters at almost any level, and they have better range, which prevents attacks as well.
well of course that assumes that you are constantly using hex, wich might not work with limited bonus actions if you also try to fit in hexblade's curse in there, it takes a while to set up in that case, and you will not really be able to use these tools every combat. Also why do you shorten Eldrich Blast as AB and not EB? Also in games that never go past level 10, an hexblade can get even more milage by using a two handed pact weapon and some invocations, for instance thirsting blade + eldrich smite + hexblade's curse where you simply wait for the crits, possibly with polarm master for an even greater crit chance and just improved pact weapon to get the same benefits as what an asi to charisma would do to attacks and damage, like repelling blast is a lot of fun with the right terrain (the others just suck) but if yer be looking for pure damage this be the place,
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Level 1 Warlocks do an average of 9 damage with Hex and Eldritch Blast, and get a minor debuff effect. A 1H fighter does 9.5, and a 2H fighter with GW style does 11. and TWF do 13. If they're a hexblade and have hexblade's curse on, they do 11 damage, and are on par with the GW style. Otherwise, they're a bit behind at this level.
At level 5, an AB spammer with Hex does an average of 26 damage (or 32 with Hexblade's curse), while a 1H fighter does 21, a 2H fighter does 24, and a TWF does 22.5. They also get the minor debuff from hex, moving it around with Invocations, and more.
Level 11 AB spamming warlocks do an average of 42 damage (or 54 with Hexblade's curse), while a 1H fighter does 34.5, a TWF fighter does 38 with dual wielder, and 2H fighters do 57 with GWM.
At level 17, an AB spamming warlock does 56 average damage (or 80 with Hexblade's curse), while a 1H fighter does 46, TWF fighters do 38, and GWM do 57.
At level 20, the warlock still does 56 damage (80 as a hexblade), while a 1H fighter does 46, TWF does 47.5, and GWM does 76.
In almost all of this, Warlocks are above almost all of the fighters in damage, with Hexblade's Curse they have good defense against attacks and better damage than any of the fighters at almost any level, and they have better range, which prevents attacks as well.
well of course that assumes that you are constantly using hex, wich might not work with limited bonus actions if you also try to fit in hexblade's curse in there, it takes a while to set up in that case, and you will not really be able to use these tools every combat. Also why do you shorten Eldrich Blast as AB and not EB? Also in games that never go past level 10, an hexblade can get even more milage by using a two handed pact weapon and some invocations, for instance thirsting blade + eldrich smite + hexblade's curse where you simply wait for the crits, possibly with polarm master for an even greater crit chance and just improved pact weapon to get the same benefits as what an asi to charisma would do to attacks and damage, like repelling blast is a lot of fun with the right terrain (the others just suck) but if yer be looking for pure damage this be the place,
AB means Agonizing Blast. I didn't include the damage for a blade pact Hexblade, because I was doing eldritch blast for damage and range.
Hex will be available in most cases, and you only have to cast it before you use your first turn to eldritch blast. On your second turn, you can Hexblade's curse, and Eldritch Blast again.
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Available 1/short rest, for one minute, and not able to move to a second target until level 14. Hexblades curse is a paper dragon, should not be included in “baseline” analysis until T4, if at all.
Hex is a spell, meaning it’s available twice/short rest through level 11. Possibly justified in counting it from 12 on, once a ‘lock has more slots... but until then, you’re only a failed concentration save away from not having it. I can be persuaded to count it in T3 and T4 onwards, but again, it’s better on paper than in practice.
But again, all of this assumes single target DPS. Which is a big assumption, and thus not “baseline.”
Hex is concentration, but when they first cast it, they're not going to care about concentration until after they attack. Sure, a later attack can get rid of it, but they still do good damage even without hex.
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A fair way to evaluate is to make the characters with minimum stats required. Using great stats can make every class great.
what exactly do you mean with "the minimum stats required"? do you mean the abillity score requirements needed to multiclass into a given class, such as dex 13 and wis 13 for ranger, str 13 and cha 13 for paladin, dex 13 for rouge and int 13 for wizard, with an 10 in every other stat? do you mean standard array without any abillity score bonuses for race, 15, 14, 13, 12, 10 and 8 arranged to taste? do you mean a score of 10 or even 3 in every abillity score? do you mean an +3 modifier in the two most important abillity scores of the class? i get that you want to isolate somebody getting lucky when rolling for stats for the equation, but having just an +1 modifier in your core stat would severely disadvantage any caster who prepares their spells, as well as paladins and monks especially unfairly
I think assuming you start at Level 1 with +3 in your attack stat, can hit +4 by T2, and +5 by T3 is sufficient. It assumes you’re not taking distracting feats or multiclassing too much, which might be misleading for a different discussion, but for “what’s the baseline damage a [class] does I think it’s fine.
Clerics can be pretty powerful, depending on the subclass you take. Some of them kind of suck, like Trickster and Knowledge Clerics, but some are really good, like Grave, Arcana, Forge, and Life domain clerics.
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I find sorcerers pretty powerful due to their meta-magic and the fact they get to choose spells from any school on their list. Rangers can be very helpful in massive swarms of kobolds for an example. One path allows them to choose between the two: whirlwind attack, make an attack on every creature within 5 feet of you. Or: (forgot name) allows rangers to make a ranged attack on every creature Within 10 feet of it.
Edit: whoops forgot my table.
Best: Wizard (how come they get to regain ALL their spells after a short rest?!?)
Worst: Artificer (unless we are speaking in downtime terms, then Artificer is the best and rouges are the worst)
Overall it's turned out to be pretty much what I expected:
Strongest: Wizard (with a healthy margin too!), Paladin, cleric
Weakest: Ranger (not even close lol), sorcerer, monk
Rogue sits in the center it seems along with the rest.
which is interesting since on paper, wizards initially seem like one of the weaker classes, unlike other classes that prepare their spells an wizard does not have access to their entire spell list, they have the weakest hit dice of any class other than the sorcerer, they can straight up loose access to all their spellcasting by the theft or destruction of their property, time and gold is needed a lot more for them since they need to add spells to their spellbooks and hopefully create backups of their spellbooks in case they get stolen meaning they get less time and gold for making magic items or engaging in other downtime, their casting stat is intelligence which is arguably much less useful than wisdom and charisma, whenever they gain access to a new level of spell that is the only feature they gain that level unlike warlocks, clerics, bards and to some extent sorcerers, and their one advantage of having a broad spell list should not really matter much when all spells of the same level are in theory equal and you cannot access all of them in the first place.
Of course in practice they are one of the most powerful classes in the game mostly thanks to the fact that all spells are not exactly created equal and the spells the wizards has domain over are always ether wizard only or shared by classes who use spells known instead of prepared spells (and who are thus inherently less flexible), their very nice and powerful sub classes, and of course that free short rest spell slot and free ritual casting also help in making every new level of spell more potent. Wizards may be one of the strongest but they are at the same time the most vulnerable classes
Worst: Artificer (unless we are speaking in downtime terms, then Artificer is the best and rouges are the worst)
Artificers are not the worst. They are way better than rangers.
Artificers are really good. UA Armorer is top tier.
of course the UA is strong, that is what unearthed arcana is meant to be, the designers find it easier to nerf something than to buff something so they always aim ever so slightly above the desired power level an subclass needs to be
I find sorcerers pretty powerful due to their meta-magic and the fact they get to choose spells from any school on their list. Rangers can be very helpful in massive swarms of kobolds for an example. One path allows them to choose between the two: whirlwind attack, make an attack on every creature within 5 feet of you. Or: (forgot name) allows rangers to make a ranged attack on every creature Within 10 feet of it.
Edit: whoops forgot my table.
Best: Wizard (how come they get to regain ALL their spells after a short rest?!?)
Worst: Artificer (unless we are speaking in downtime terms, then Artificer is the best and rouges are the worst)
yes with the volley attack the hunter ranger can situationally deal hundreds of points of damage, something that can be amplified by using horde breaker, but i think you are completely wrong when it comes to rouges and downtime, most downtime activities in the game require skill checks (if we use xanatar's guide to everything), something the rouge is designed to be extremely good at with expertise and reliable talent. The worst at downtime might be wizard since their time and gold goes to copying shit into their books or to barbarians and fighters who dont really have much to do during downtime other than pit fighting
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I find sorcerers pretty powerful due to their meta-magic and the fact they get to choose spells from any school on their list. Rangers can be very helpful in massive swarms of kobolds for an example. One path allows them to choose between the two: whirlwind attack, make an attack on every creature within 5 feet of you. Or: (forgot name) allows rangers to make a ranged attack on every creature Within 10 feet of it.
Edit: whoops forgot my table.
Best: Wizard (how come they get to regain ALL their spells after a short rest?!?)
Worst: Artificer (unless we are speaking in downtime terms, then Artificer is the best and rouges are the worst)
Every full caster and even every half caster gets to choose spells from any school on their list. It's only Eldritch Knight and Arcane Trickster that are limited by the school of a spell. Clerics and Druids don't even have to choose which spells they know: each morning they can prepare any spell they want from their spell list (up to a number slightly higher than the Sorcerer's number of spells known). Sorcerers have the most limited number of spells known in the game among full casters (they're basically equal to Warlocks, but many of the Warlock invocations allow them to cast certain leveled spells in addition to the spells they known from Pact Magic, and the Pact of the Tome + Book of Ancient Secrets gives Warlocks access to ritual spells).
Wizards don't regain all their spells on a short rest either.
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Comparing other classes against a warlock who has had two rounds to cast both Hex and Hexblades curse, and who doesn’t have to use a bonus to move either to a new target, and hasn’t already used up those limited uses, is probably why Treantmonk was so wrong in his analysis I’m guessing? By all means, compare classes against EB+agonizing blast, but adding further buffs onto it presumes too much about combat duration, single target vs. multi target combats, limited slot/hex uses per rest, and BBEG hit points vs. dropping multiple targets in your rotation. The other baseline damages I laid out for Monk and various Fighter types don’t use any unreasonable resources (I’m only presuming constant Flurry of Blows from 11 onwards, when you have sufficient ki to burn one every round every encounter).
Warlocks thus do baseline non-circumstantial damage of 5.5 at level 1, 19 at level 5, 31.5 at level 11, and 42 at level 17. The monk outdamages it’s baseline until warlock catches up at 17.
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So, monks have their ki points in your scenario, but warlocks don't have hex? Both of them recharge on short rests. Warlocks can cast it before they attack, dealing the base amount of damage on one round before they then do Hexblade's Curse, and then attack, dealing the second damage output.
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A Hexblade has ONE hex per short rest. And if say they’re fighting weak goblins, hex is only applying to ONE attack on a round, and then it’ll take a bonus action next round to put it back up on ONE more goblin (if they’re high level; otherwise it’s just gone). It’s just too many variables, and buffed damage =/= baseline damage.
Yes, the Monk gets to account for using 1 ki per round starting in Tier 3, because the average adventuring day and average encounter are short enough to allow that. It isn’t alpha strike perfect setup damage, it’s their baseline expectation (which they’ll occasionally dip below if they need to use ki elsewhere). If a GWM 2H fighter gets to assume that -5 to hit is always a realistic option, a pure monk gets to assume it has enough ki to reliably Flurry.
Spellcasters burning limited spell slots (ESPECIALLY warlocks), or 1/rest abilities are a whole other ball of wax.
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There is already a thread on Treantmonk's video in the Monk forum and why he is wrong. Sure, if you metric is "two characters standing next to each other trading blows with their basic attacks" then yes, Monks do fall behind certain other classes. That's completely ignoring the purpose of the Monk and all of their other special abilities, though.
Top three classes, all pretty much equal depending on what aspects of the game you focus on are Bard, Druid, Monk. If you want to go top 5 you can throw in Paladin and Artificer there as well.
at level 1, assuming you weild an quaterstaff or spear with two hands for your main attacks and use kicks and elbow strikes for your unarmed attacks, you deal 1d8 + 1d4 + 6 damage, exactly as much damage as an two weapon fighting fighter, and flurry of blows is not the only thing a monk will want to spend ki on, step of the wind is an excellent utillity option, as are certain of the options for an four elements monk and the spells given to an shadow monk, so an monk in a group that takes fewer short rests might not be able to afford a flurry every turn (in theory, i donno i havent played the class)
monks are defenetly better protected against spells specifically, they are forced to have high wis which will help against a lot of spells, they are proficient in dex saves and have evasion making them well versed against fireball, burning hands etc, at 14th level they become proficient in all saves and gain an superior version of the fighter's puny indomitable feature, and also at 7th level they also become practically immune to becomming charmed or frightened, and patient defense also helps defensively against all sorts of spells, and of course empty body can completely cripple certain spellcasters as many spells need to see you to be able to target you. In teir 4 an kensei monk with elven accuracy and high dex using empty body will be far more accurate than any other class in the game with their select weapons, having to potentially miss with six sepperate rolls to miss a target completely, though that is indeed a very niche case and you would have to play what is considered to be one of the worst monk subclasses for quite a while to get there
well of course that assumes that you are constantly using hex, wich might not work with limited bonus actions if you also try to fit in hexblade's curse in there, it takes a while to set up in that case, and you will not really be able to use these tools every combat. Also why do you shorten Eldrich Blast as AB and not EB? Also in games that never go past level 10, an hexblade can get even more milage by using a two handed pact weapon and some invocations, for instance thirsting blade + eldrich smite + hexblade's curse where you simply wait for the crits, possibly with polarm master for an even greater crit chance and just improved pact weapon to get the same benefits as what an asi to charisma would do to attacks and damage, like repelling blast is a lot of fun with the right terrain (the others just suck) but if yer be looking for pure damage this be the place,
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AB is Agonizing Blast.
A fair way to evaluate is to make the characters with minimum stats required. Using great stats can make every class great.
AB means Agonizing Blast. I didn't include the damage for a blade pact Hexblade, because I was doing eldritch blast for damage and range.
Hex will be available in most cases, and you only have to cast it before you use your first turn to eldritch blast. On your second turn, you can Hexblade's curse, and Eldritch Blast again.
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Available 1/short rest, for one minute, and not able to move to a second target until level 14. Hexblades curse is a paper dragon, should not be included in “baseline” analysis until T4, if at all.
Hex is a spell, meaning it’s available twice/short rest through level 11. Possibly justified in counting it from 12 on, once a ‘lock has more slots... but until then, you’re only a failed concentration save away from not having it. I can be persuaded to count it in T3 and T4 onwards, but again, it’s better on paper than in practice.
But again, all of this assumes single target DPS. Which is a big assumption, and thus not “baseline.”
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Hex is concentration, but when they first cast it, they're not going to care about concentration until after they attack. Sure, a later attack can get rid of it, but they still do good damage even without hex.
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what exactly do you mean with "the minimum stats required"? do you mean the abillity score requirements needed to multiclass into a given class, such as dex 13 and wis 13 for ranger, str 13 and cha 13 for paladin, dex 13 for rouge and int 13 for wizard, with an 10 in every other stat? do you mean standard array without any abillity score bonuses for race, 15, 14, 13, 12, 10 and 8 arranged to taste? do you mean a score of 10 or even 3 in every abillity score? do you mean an +3 modifier in the two most important abillity scores of the class? i get that you want to isolate somebody getting lucky when rolling for stats for the equation, but having just an +1 modifier in your core stat would severely disadvantage any caster who prepares their spells, as well as paladins and monks especially unfairly
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I think assuming you start at Level 1 with +3 in your attack stat, can hit +4 by T2, and +5 by T3 is sufficient. It assumes you’re not taking distracting feats or multiclassing too much, which might be misleading for a different discussion, but for “what’s the baseline damage a [class] does I think it’s fine.
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I'm going to make this way harder than it needs to be.
Overall it's turned out to be pretty much what I expected:
Strongest: Wizard (with a healthy margin too!), Paladin, cleric
Weakest: Ranger (not even close lol), sorcerer, monk
Rogue sits in the center it seems along with the rest.
Clerics can be pretty powerful, depending on the subclass you take. Some of them kind of suck, like Trickster and Knowledge Clerics, but some are really good, like Grave, Arcana, Forge, and Life domain clerics.
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I find sorcerers pretty powerful due to their meta-magic and the fact they get to choose spells from any school on their list. Rangers can be very helpful in massive swarms of kobolds for an example. One path allows them to choose between the two: whirlwind attack, make an attack on every creature within 5 feet of you. Or: (forgot name) allows rangers to make a ranged attack on every creature Within 10 feet of it.
Edit: whoops forgot my table.
Best: Wizard (how come they get to regain ALL their spells after a short rest?!?)
Worst: Artificer (unless we are speaking in downtime terms, then Artificer is the best and rouges are the worst)
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They don't.
Artificers are not the worst. They are way better than rangers.
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Artificers are really good. UA Armorer is top tier.
which is interesting since on paper, wizards initially seem like one of the weaker classes, unlike other classes that prepare their spells an wizard does not have access to their entire spell list, they have the weakest hit dice of any class other than the sorcerer, they can straight up loose access to all their spellcasting by the theft or destruction of their property, time and gold is needed a lot more for them since they need to add spells to their spellbooks and hopefully create backups of their spellbooks in case they get stolen meaning they get less time and gold for making magic items or engaging in other downtime, their casting stat is intelligence which is arguably much less useful than wisdom and charisma, whenever they gain access to a new level of spell that is the only feature they gain that level unlike warlocks, clerics, bards and to some extent sorcerers, and their one advantage of having a broad spell list should not really matter much when all spells of the same level are in theory equal and you cannot access all of them in the first place.
Of course in practice they are one of the most powerful classes in the game mostly thanks to the fact that all spells are not exactly created equal and the spells the wizards has domain over are always ether wizard only or shared by classes who use spells known instead of prepared spells (and who are thus inherently less flexible), their very nice and powerful sub classes, and of course that free short rest spell slot and free ritual casting also help in making every new level of spell more potent. Wizards may be one of the strongest but they are at the same time the most vulnerable classes
of course the UA is strong, that is what unearthed arcana is meant to be, the designers find it easier to nerf something than to buff something so they always aim ever so slightly above the desired power level an subclass needs to be
yes with the volley attack the hunter ranger can situationally deal hundreds of points of damage, something that can be amplified by using horde breaker, but i think you are completely wrong when it comes to rouges and downtime, most downtime activities in the game require skill checks (if we use xanatar's guide to everything), something the rouge is designed to be extremely good at with expertise and reliable talent. The worst at downtime might be wizard since their time and gold goes to copying shit into their books or to barbarians and fighters who dont really have much to do during downtime other than pit fighting
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Every full caster and even every half caster gets to choose spells from any school on their list. It's only Eldritch Knight and Arcane Trickster that are limited by the school of a spell. Clerics and Druids don't even have to choose which spells they know: each morning they can prepare any spell they want from their spell list (up to a number slightly higher than the Sorcerer's number of spells known). Sorcerers have the most limited number of spells known in the game among full casters (they're basically equal to Warlocks, but many of the Warlock invocations allow them to cast certain leveled spells in addition to the spells they known from Pact Magic, and the Pact of the Tome + Book of Ancient Secrets gives Warlocks access to ritual spells).
Wizards don't regain all their spells on a short rest either.