Disclaimer - This is meant to more to a guide to picking a class for new or intermediate players as opposed to a comment on balance (as I actually think all the classes are fairly close in overall power). I am an intermediate player myself (coming from 3.5) but after building characters at various levels in every class my friends to choose from (trying to get a few into D&D) and reading many many great guides, the subject of class tiers keeps coming up and I thought about putting this together, any and all feedback is most welcome.
First, let me start by saying that the concept of a grade or hierarchy of the classes in D&D is misleading and somewhat pointless because each class fulfills different roles and therefore tier list usually end up rating versatility as opposed to power furthermore given enough levels, equipment, feats and a kindly DM every class can do everything but this for the Min/Maxers out there like myself who just love to optimize. So while this List will have an overall rating it can further be broken up into roles.
ROLES
DPR - the raw damage numbers that a class can put out in combat
Tank - the Frontline for the party (High AC, big HP pool, and self-healing type abilities) a rating of survivability
Utility/Skills - this is a bit of a miscellaneous category is more a rating of a classes versatility in dealing with the situations which come up during a campaign
Buffs/ Heals - the ability to directly help your party members and keeping them alive and doing well in their roles
Control/Debuffs - the ability to stop enemies from hurting you or your allies
Stealth/Social - the ability to avoid combat or win an encounter with out having to fight
LEVELS
Some classes shine at different levels and different points in the game, (important to consider when multi classing) so I ranked the classes at various points
Early: Levels 1-5 - where most beginners and campaigns start (why people take a dip when multi classing)
Mid: Levels 5-15 - where most sub classes start coming into play and the class specializes in an area(s)
Late: Levels 15+ - capstone abilities and generally ridiculously powerful and cool shit becomes available
TIERS
Tier A - The absolute best in class, the gold standard this class will seem broken how good they are.
Tier B -Great, will excel in this role and your character will feel strong.
Tier C -Average at best, with some adjustments, racial, stats etc you could fill this role but it will take effort to be effective
Tier D -Bad, your class is not good at this, it will take great effort to be competent and even then your character may feel weak
DPR Tank Utility/Skills Buffs/ Heals Control/Debuffs Stealth/Social
Early/Mid/Late
Barbarian A/A/BA/A/AC/C/D D/D/D D/D/D C/C/C
Bard D/C/B C/D/D B/A/AA/A/A A/A/A A/A/A
Cleric C/B/B B/A/A D/C/C A/A/AD/B/A D/C/C
Druid C/C/BA/A/A C/B/B C/B/BC/B/AC/C/C
FighterA/A/AA/A/BC/C/C D/C/C D/B/B D/D/D
Wizard C/B/C D/D/DA/A/A A/A/A A/A/A D/D/D
MonkD/D/AC/C/C C/C/C C/C/BC/B/B B/B/B
PaladinA/B/A A/A/A C/C/C B/C/C B/B/B B/B/B
Ranger A/A/A C/C/C D/C/C C/C/C D/C/C C/A/A
Sorcerer B/A/A D/C/C D/C/C C/B/AC/A/AB/A/A
Rogue C/B/B B/C/C A/A/A D/D/D C/C/C A/A/A
WarlockA/B/BD/C/CD/C/B D/C/C B/B/A C/B/B
OVERALL RANKINGS
Tier A - Bard, Wizard
Full casters with huge spells list make for very versatile and useful characters, bards get the edge because they can also be the face of the party
Tier B -Sorcerer, Fighter, Paladin, Cleric
Most Gish builds solid reliable DPR with the versatility of casters (sorcerers are less versatile but as CHA casters have social skills and get better with meta-magic)
Tier C - Warlock, Ranger, Druid, Rogue
Still, quite strong classes but tend to be very specialized or peak very early (very popular choices for taking a dip for multiclassing)
Tier D - Barbarian, Monk
Barbarians are excellent DPS and neigh unkillable, but very limited in what they do, the monk is a deceptively strong battlefield controller but takes a long time to come online
at lvl 5 they will get 2 attacks and have access to a feat from lvl 4 to take either sharpshooter or crossbow masters, they are where they really begin to shine imo they are still B (great) but don't do as must DPR (yeh your right ill change it) as a great weapon fighter or eldrich blaster
At 2nd level, rangers get hunter's mark for single targets and hail of thorns for close groups. And a Fighting Style (Archery, of course). Assuming 16 or 17 Dex, that takes them from 1d8+3 (7.5) at +5 to hit to 1d8+1d6+3 (10) at +7 to hit.
At 3rd level, you can go for more utility (Beastmaster) or more damage (Hunter). Either way, you now have another choice. If you go Hunter, you now get to pick from +1d8 1/turn to an already-wounded foe, attack as a reaction to being attacked by a Large or larger creature within 5 feet, or 1/turn attack an enemy within 5 feet of your target. I prefer the first one, which, with optimal conditions, puts you at 2d8+1d6+3 (14.5) at +7 to hit. Either of the others would put your damage even higher, but I think the optimal conditions are somewhat harder to come by.
At 4th level, you get +1 to your Dex modifier (to-hit bonus, damage, and possibly AC) or a feat. I prefer +Dex. I like reliability.
At 5th level, you get Extra Attack. Your proficiency bonus also goes up, which means that your attack bonus goes up. My ranger, at 5th level, was doing 3d8+2d6+8 (28.5) per round (most rounds) at +9 to hit.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
All true, and point well taken, I think Rangers do amazing ranged DPR with out using much (do you think I should change it to tier A?) but I think that a fighter can do more in the early levels for example:
level 1 - fighting style, pick Archery. Variant Human, choose crossbow expert feat you get two attacks with a hand crossbow per turn. You get a +7 to attack rolls, dealing 1d6 + 3 damage per hit. (Average damage per round is 12 at level 1)
At Fighter 2, you get action surge for an extra action
Fighter 3 Take Battle Master. You get superiority dice to hit or on damage
Fighter 4 - get the Sharpshooter feat to lose 5 from attack and gain an insane +10 on damage. (1d6 + 13 damage per attack)
Fighter 5 - Extra attack. With crossbow expert, you get three shots per turn (average 48 damage a round) - five with an Action Surge (80 damage) and that is not counting your potential 5d8 Superiority dice which you may need to use to hit but if you can someone in the party to make sure you hit or a creature with low AC and tonnes of hit points you can machine gun that's an extra 20 damage (that's 100 damage in a single round assuming you roll average but everything hits)
All true, and point well taken, I think Rangers do amazing ranged DPR with out using much (do you think I should change it to tier A?)
Yes, I think you should.
but I think that a fighter can do more in the early levels for example:
level 1 - fighting style, pick Archery. Variant Human, choose crossbow expert feat you get two attacks with a hand crossbow per turn. You get a +7 to attack rolls, dealing 1d6 + 3 damage per hit. (Average damage per round is 12 at level 1)
At Fighter 2, you get action surge for an extra action
Once per rest.
Fighter 3 Take Battle Master. You get superiority dice to hit or on damage
Fighter 4 - get the Sharpshooter feat to lose 5 from attack and gain an insane +10 on damage. (1d6 + 13 damage per attack)
But 25% less likely to hit. That's 25% of the total number of results, not 25% of the existing chance to hit. You now have +2 to hit. It could be +8 with 9 less damage. (Yes, I know you can choose whether or not to trigger Sharpshooter.)
Fighter 5 - Extra attack. With crossbow expert, you get three shots per turn (average 48 damage a round) - five with an Action Surge (80 damage) and that is not counting your potential 5d8 Superiority dice which you may need to use to hit but if you can someone in the party to make sure you hit or a creature with low AC and tonnes of hit points you can machine gun that's an extra 20 damage (that's 100 damage in a single round assuming you roll average but everything hits)
But can you do it again next round? Or next fight, if the DM tricked you into thinking you were fighting the boss when you weren't?
On second thought, let's not try to poke holes in each other's ranged DPR builds. It's not quite worth it.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
All true, and point well taken, I think Rangers do amazing ranged DPR with out using much (do you think I should change it to tier A?) but I think that a fighter can do more in the early levels for example:
level 1 - fighting style, pick Archery. Variant Human, choose crossbow expert feat you get two attacks with a hand crossbow per turn. You get a +7 to attack rolls, dealing 1d6 + 3 damage per hit. (Average damage per round is 12 at level 1)
At Fighter 2, you get action surge for an extra action
Fighter 3 Take Battle Master. You get superiority dice to hit or on damage
Fighter 4 - get the Sharpshooter feat to lose 5 from attack and gain an insane +10 on damage. (1d6 + 13 damage per attack)
Fighter 5 - Extra attack. With crossbow expert, you get three shots per turn (average 48 damage a round) - five with an Action Surge (80 damage) and that is not counting your potential 5d8 Superiority dice which you may need to use to hit but if you can someone in the party to make sure you hit or a creature with low AC and tonnes of hit points you can machine gun that's an extra 20 damage (that's 100 damage in a single round assuming you roll average but everything hits)
Sharpshooter is situational, and I you're hand-waving too much by assuming everything hits or that the enemy's going to have low AC. You're also ignoring the opportunity cost of picking Sharpshooter over an Ability Score Increase. This is like rating Assassins based on the assumption they're always going to surprise enemies. It does a lot of damage when it works, but it doesn't always work.
But mostly I don't see much value in trying to create a tier list when the difference in power between classes is fairly narrow, there's no "standard campaign" or "standard party" to measure choices against and there's no clear metric for success. E.g. Turn Undead is great in a campaign that's all about fighting undead and useless in a campaign with no undead in it. Both campaigns are equally valid. Being able to cast Darkness with 2 ki points is way more useful when you have a Warlock with Devil's Sight. A Sorcerer with Subtle Spell is fantastic for countering spellcasters (they can't be countered back), but if there's few spellcasters, they've largely wasted a Metamagic slot. If a Battle Master uses Commander's Strike a Rogue can do an extra Sneak Attack. Who owns the extra damage, the Rogue or the Battle Master? It's already really hard to quantify a class's damage output when it can vary wildly based on the party members and enemies; how can you even begin to tackle something as open-ended as "utility" or "social" power?
I think as fun as it is to come up with lists and rank things, a 5e tier list is more likely to lead players astray ("oh, Rogue only got a C...") than give them guidance. They made sense in 3.5 because there was a huge number of classes, some of which could do practically anything and many others weren't even good at one thing. But even there they weren't rated on specific areas like damage output, just on whether they had a niche to call their own and justify their existence.
Maybe you can prove that a certain Fighter build outdamages every other build in the game, but what good is that in a combat-light campaign or if the players just don't want to play Fighters?
Maybe you can prove that a certain Fighter build outdamages every other build in the game, but what good is that in a combat-light campaign or if the players just don't want to play Fighters?
Or if your d20 hates you or the campaign features a lot of encounters that exploit the weaknesses such a build would inevitably have?
It is but you can't shapeshift at lvl 1 and only moon druids can wild shape into things that are really useful (still no swim or flight) and even if you go moon druid you only have two wild shapes per long rest until lvl 5 meaning you usually want to save it for a combat situation (best early game tanks thought with out question). Note this all changes in the mid game when those restrictions are gone and wild shape (and/or spellcasting) makes their versatility shoot up to great. But I think you're right and it should be C, not D they are not less versatile than most other classes.
On second thought, let's not try to poke holes in each other's ranged DPR builds. It's not quite worth it.
Poke away, progress is made through constructive criticism(which yours was), that build however was just tinkering around in Orc pub and reading guides on DPR possibilities, of course, every build will have weaknesses and it wasn't meant to be "this is the best way to do it" merely an example of why I think Fighter (and Barbarian) have the highest potential DPR from lvl 1 when compared to other classes
Sharpshooter is situational, and I you're handwaving too much by assuming everything hits or that the enemy's going to have low AC. You're also ignoring the opportunity cost of picking Sharpshooter over an Ability Score Increase.
I stated what assumptions I was making and mentioned that you can choose whether to use sharpshooter or not or use precision attacks from combat dice as need be, Matthias had already mentioned the stat increase and even so, the example I gave was theory crafting an estimate of what damage you could do.
But mostly I don't see much value in trying to create a tier list when the difference in power between classes is fairly narrow, there's no "standard campaign" or "standard party" to measure choices against and there's no clear metric for success.
As stated in the original post - "This is meant to more to a guide to picking a class for new or intermediate players as opposed to a comment on balance (as I actually think all the classes are fairly close in overall power). First, let me start by saying that the concept of a grade or hierarchy of the classes in D&D is misleading and somewhat pointless because each class fulfills different roles and therefore tier list usually end up rating versatility as opposed to power furthermore given enough levels, equipment, feats and a kindly DM every class can do everything but this for the Min/Maxers out there like myself who just love to optimize. So while this List will have an overall rating it can further be broken up into roles."
It's already really hard to quantify a class's damage output when it can vary wildly based on the party members and enemies; how can you even begin to tackle something as open-ended as "utility" or "social" power?
As stated in the original post - "I am an intermediate player myself (coming from 3.5) but after building characters at various levels in every class my friends to choose from (trying to get a few into D&D) and reading many many great guides, the subject of class tiers keeps coming up and I thought about putting this together, any and all feedback is most welcome." That is kind of the purpose of this thread to try and tackle as open ended as the roles in a D&D campaign. That is not to say it is impossible, a Lore bard with the spell Glibness is going to be better in social situations that a Barbarian with an 8 in charisma and int, which is not a comment on the Barbarians usefulness overall.
I think as fun as it is to come up with lists and rank things, a 5e tier list is more likely to lead players astray ("oh, Rogue only got a C...") than give them guidance.
Well, fun is the point of D&D and optimizing is something I find fun (for example I am rather proud of a lvl 5 sorcerer build I came up with that can do 200 damage in a round but he is then pretty useless in combat till a long rest) I think this list would only lead people astray if they didn't read or understand what I meant. Rogue got a C overall for example after I said every class is viable, the overall tier is more a measure of versatility than power and then rated tier C as "Still, quite strong classes but tend to be very specialized". So rogues according to this list as top class skill monkeys, sneaks and do great damage but are bad, buffers, healers and de-buffers.
Maybe you can prove that a certain Fighter builds out damage every other build in the game, but what good is that in a combat-light campaign
It isn't but then why are you looking to build a combat focused character in a combat light campaign (unless you enjoy getting your party into fights through your terrible social skills which could also be fun) That is something to talk with your DM about and not a reason against playing to a classes strength.
or if the players just don't want to play Fighters?
Then don't, nowhere do I recommend a player to a class at all, the build above was a justification for ranking a fighter over a ranger in early level damage only. If you want to play a class then play it, if you want a Damage focused character but don't know what to play then this list rates Barbarian, Fighter, Paladin, Warlock (and now) Ranger as amazing DPR from lvl 1 and every single class except for wizard as great or better by end game (only because a Wizard strength lies elsewhere and are wasted on damage imo)
or if the players just don't want to play Fighters?
Then don't, nowhere do I recommend a player to a class at all, the build above was a justification for ranking a fighter over a ranger in early level damage only. If you want to play a class then play it, if you want a Damage focused character but don't know what to play then this list rates Barbarian, Fighter, Paladin, Warlock (and now) Ranger as amazing DPR from lvl 1 and every single class except for wizard as great or better by end game (only because a Wizard strength lies elsewhere and are wasted on damage imo)
I will admit that rangers are pretty bad at 1st level, compared to fighters.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Yeah, twice per long rest would really not be that great. But as is, you can easily use it to scout ahead, spy on a conversation as a spider or track someone as a dog. Or transport the loot on your own horseback. Get into small places, travel faster, gain darkvision, follow a thief on the rooftops as a cat, find suitable food practically everywhere... The utility is great even at second lvl.
Paladins healing should definatly be higher in early levels. its guarenteed and can be spread evenly. Very strong at lv 2-5 where you might only have 2 cure wounds
I also feel that rogues do a bit more damage early levels because of sneak attack. extra 3d6 at lv 5 if you hit with a ally at 5ft is pretty strong considering if you use ranged weapons to make you safe.
Disclaimer - This is meant to more to a guide to picking a class for new or intermediate players as opposed to a comment on balance (as I actually think all the classes are fairly close in overall power). I am an intermediate player myself (coming from 3.5) but after building characters at various levels in every class my friends to choose from (trying to get a few into D&D) and reading many many great guides, the subject of class tiers keeps coming up and I thought about putting this together, any and all feedback is most welcome.
First, let me start by saying that the concept of a grade or hierarchy of the classes in D&D is misleading and somewhat pointless because each class fulfills different roles and therefore tier list usually end up rating versatility as opposed to power furthermore given enough levels, equipment, feats and a kindly DM every class can do everything but this for the Min/Maxers out there like myself who just love to optimize. So while this List will have an overall rating it can further be broken up into roles.
ROLES
DPR - the raw damage numbers that a class can put out in combat
Tank - the Frontline for the party (High AC, big HP pool, and self-healing type abilities) a rating of survivability
Utility/Skills - this is a bit of a miscellaneous category is more a rating of a classes versatility in dealing with the situations which come up during a campaign
Buffs/ Heals - the ability to directly help your party members and keeping them alive and doing well in their roles
Control/Debuffs - the ability to stop enemies from hurting you or your allies
Stealth/Social - the ability to avoid combat or win an encounter with out having to fight
LEVELS
Some classes shine at different levels and different points in the game, (important to consider when multi classing) so I ranked the classes at various points
Early: Levels 1-5 - where most beginners and campaigns start (why people take a dip when multi classing)
Mid: Levels 5-15 - where most sub classes start coming into play and the class specializes in an area(s)
Late: Levels 15+ - capstone abilities and generally ridiculously powerful and cool shit becomes available
TIERS
Tier A - The absolute best in class, the gold standard this class will seem broken how good they are.
Tier B - Great, will excel in this role and your character will feel strong.
Tier C - Average at best, with some adjustments, racial, stats etc you could fill this role but it will take effort to be effective
Tier D - Bad, your class is not good at this, it will take great effort to be competent and even then your character may feel weak
DPR Tank Utility/Skills Buffs/ Heals Control/Debuffs Stealth/Social
Early/Mid/Late
Barbarian A/A/B A/A/A C/C/D D/D/D D/D/D C/C/C
Bard D/C/B C/D/D B/A/A A/A/A A/A/A A/A/A
Cleric C/B/B B/A/A D/C/C A/A/A D/B/A D/C/C
Druid C/C/B A/A/A C/B/B C/B/B C/B/A C/C/C
Fighter A/A/A A/A/B C/C/C D/C/C D/B/B D/D/D
Wizard C/B/C D/D/D A/A/A A/A/A A/A/A D/D/D
Monk D/D/A C/C/C C/C/C C/C/B C/B/B B/B/B
Paladin A/B/A A/A/A C/C/C B/C/C B/B/B B/B/B
Ranger A/A/A C/C/C D/C/C C/C/C D/C/C C/A/A
Sorcerer B/A/A D/C/C D/C/C C/B/A C/A/A B/A/A
Rogue C/B/B B/C/C A/A/A D/D/D C/C/C A/A/A
Warlock A/B/B D/C/C D/C/B D/C/C B/B/A C/B/B
OVERALL RANKINGS
Tier A - Bard, Wizard
Full casters with huge spells list make for very versatile and useful characters, bards get the edge because they can also be the face of the party
Tier B -Sorcerer, Fighter, Paladin, Cleric
Most Gish builds solid reliable DPR with the versatility of casters (sorcerers are less versatile but as CHA casters have social skills and get better with meta-magic)
Tier C - Warlock, Ranger, Druid, Rogue
Still, quite strong classes but tend to be very specialized or peak very early (very popular choices for taking a dip for multiclassing)
Tier D - Barbarian, Monk
Barbarians are excellent DPS and neigh unkillable, but very limited in what they do, the monk is a deceptively strong battlefield controller but takes a long time to come online
Berserk Sig by The Hollow
Rangers are only rated B in DPS (should be DPR) at levels 1-5?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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at lvl 5 they will get 2 attacks and have access to a feat from lvl 4 to take either sharpshooter or crossbow masters, they are where they really begin to shine imo they are still B (great) but don't do as must DPR (yeh your right ill change it) as a great weapon fighter or eldrich blaster
Berserk Sig by The Hollow
At 2nd level, rangers get hunter's mark for single targets and hail of thorns for close groups. And a Fighting Style (Archery, of course). Assuming 16 or 17 Dex, that takes them from 1d8+3 (7.5) at +5 to hit to 1d8+1d6+3 (10) at +7 to hit.
At 3rd level, you can go for more utility (Beastmaster) or more damage (Hunter). Either way, you now have another choice. If you go Hunter, you now get to pick from +1d8 1/turn to an already-wounded foe, attack as a reaction to being attacked by a Large or larger creature within 5 feet, or 1/turn attack an enemy within 5 feet of your target. I prefer the first one, which, with optimal conditions, puts you at 2d8+1d6+3 (14.5) at +7 to hit. Either of the others would put your damage even higher, but I think the optimal conditions are somewhat harder to come by.
At 4th level, you get +1 to your Dex modifier (to-hit bonus, damage, and possibly AC) or a feat. I prefer +Dex. I like reliability.
At 5th level, you get Extra Attack. Your proficiency bonus also goes up, which means that your attack bonus goes up. My ranger, at 5th level, was doing 3d8+2d6+8 (28.5) per round (most rounds) at +9 to hit.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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All true, and point well taken, I think Rangers do amazing ranged DPR with out using much (do you think I should change it to tier A?) but I think that a fighter can do more in the early levels for example:
level 1 - fighting style, pick Archery. Variant Human, choose crossbow expert feat you get two attacks with a hand crossbow per turn. You get a +7 to attack rolls, dealing 1d6 + 3 damage per hit. (Average damage per round is 12 at level 1)
At Fighter 2, you get action surge for an extra action
Fighter 3 Take Battle Master. You get superiority dice to hit or on damage
Fighter 4 - get the Sharpshooter feat to lose 5 from attack and gain an insane +10 on damage. (1d6 + 13 damage per attack)
Fighter 5 - Extra attack. With crossbow expert, you get three shots per turn (average 48 damage a round) - five with an Action Surge (80 damage) and that is not counting your potential 5d8 Superiority dice which you may need to use to hit but if you can someone in the party to make sure you hit or a creature with low AC and tonnes of hit points you can machine gun that's an extra 20 damage (that's 100 damage in a single round assuming you roll average but everything hits)
Berserk Sig by The Hollow
Yes, I think you should.
Once per rest.
But 25% less likely to hit. That's 25% of the total number of results, not 25% of the existing chance to hit. You now have +2 to hit. It could be +8 with 9 less damage. (Yes, I know you can choose whether or not to trigger Sharpshooter.)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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The Forum Infestation (TM)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Why are druids rated D in early level utility? I think turning into an animal has at least some utility.
It is but you can't shapeshift at lvl 1 and only moon druids can wild shape into things that are really useful (still no swim or flight) and even if you go moon druid you only have two wild shapes per long rest until lvl 5 meaning you usually want to save it for a combat situation (best early game tanks thought with out question). Note this all changes in the mid game when those restrictions are gone and wild shape (and/or spellcasting) makes their versatility shoot up to great. But I think you're right and it should be C, not D they are not less versatile than most other classes.
Berserk Sig by The Hollow
Done
Berserk Sig by The Hollow
I stated what assumptions I was making and mentioned that you can choose whether to use sharpshooter or not or use precision attacks from combat dice as need be, Matthias had already mentioned the stat increase and even so, the example I gave was theory crafting an estimate of what damage you could do.
Berserk Sig by The Hollow
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Wild Shape is twice per short or long rest.
Oh short too, that's better, missed that. thanks :)
(still, miss the monsters druids were in 3.5 though XD probably why I rated them so hard)
Berserk Sig by The Hollow
Yeah, twice per long rest would really not be that great. But as is, you can easily use it to scout ahead, spy on a conversation as a spider or track someone as a dog. Or transport the loot on your own horseback. Get into small places, travel faster, gain darkvision, follow a thief on the rooftops as a cat, find suitable food practically everywhere... The utility is great even at second lvl.
Paladins healing should definatly be higher in early levels. its guarenteed and can be spread evenly. Very strong at lv 2-5 where you might only have 2 cure wounds
I need a good signature :s
Valid point
Berserk Sig by The Hollow
I also feel that rogues do a bit more damage early levels because of sneak attack. extra 3d6 at lv 5 if you hit with a ally at 5ft is pretty strong considering if you use ranged weapons to make you safe.
I need a good signature :s
though it is somewhat unreliable and burst ... I am inclined to agree with you, Rogues are better than average damage early on.
Berserk Sig by The Hollow