As a sorcerer with twin metamagic I'll likely be picking up haste next level. I'm trying to decide who to prioritize for giving haste to? The party has a barbarian, tabaxi monk, life domain cleric with a +4 attack/damage bonus, a bard and also a fighter NPC.
It seems the barbarian is the obvious #1 choice but after that I'm not that sure. The NPC might be good, but not as fun for the other PCs so I'd like to skip her. The monk seems the intuitive next best, but I'm thinking haste on the cleric doubles their action economy and monk already has lots of attacks and high movement, he also has a 19 AC. (monk vs cleric hasted attack is 1d8+5 vs 1d6+4)
I'd go with the barbarian and monk. They're the two who do the most melee combat and would thus get the most benefit from it. The cleric might hit hard, but they're a spellcaster (as is the bard), and thus generally will have something better to do than make weapon attacks.
Rollback Post to RevisionRollBack
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.
I second the Barbarian and Monk. The Barb is going to benefit from it more... a Barb hits harder with each individual attack than almost any other class. However, the Monk may not hit as hard but they can tack on extra with their attacks. A hasted monk can force a Legendary monster to burn through all their legendary resistances in one turn by just hammering them with Stunning Strikes over and over again.
I'd go with the barbarian and monk. They're the two who do the most melee combat and would thus get the most benefit from it. The cleric might hit hard, but they're a spellcaster (as is the bard), and thus generally will have something better to do than make weapon attacks.
My thought was that the cleric could still use their main action to cast a spell but then would get the hasted action attack as well.
As the Monk in the party, if our casters could haste 2 of us, the Barbarian and Fighter would be the choice in most encounters, but I would get it before the Fighter in a heated battle, due to the AC boost helping my squishy butt survive longer. Yes, the extra attacks can let us force numerous saves from bosses, and my experience is few things annoy our DM more than when I manage to Stun his BBG. At that point, our Fighter and Barbarian TRULY start ripping them up, with Advantage on all their melee attacks. Against highly mobile enemies as well, I get almost double their movement speed already, so Hasted, few enemies have enough movement to avoid my attacks, where many recent bosses seem to have enough to elude the beefier ones in our group. If I get something to make me fly, even Dragons won't be able to keep away from me lol.
Cleric is going to benefit least from it and unless Swords or Valor Bard, he/she won't get a lot either. Melee types for sure and boosting your PC's is almost always a better return on investment than an NPC.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
depending on the circumstances you find yourself in with numbers of creatures, the cleric might need to be prioritized simply to keep spirit guardians. The damage spirit guardians deals will scale with number of enemy that have turns starting in that area or enter that area, and that number can be drastically more than the number of attacks your party has. The +2 to AC and the Dex save bonus might be enough to prevent Concentration saves.
the cleric taking the dodge action with the hasted action might actually give more damage than another party member using it to attack if it ensures concentration is kept.
I’m kinda curious why you think haste isn’t a good spell? Especially twinned. Giving anyone an extra limited action is nuts alone. Let alone the plus 2 to ac, dex boost, move speed and that.
I'm the Monk in my party and giving me haste is a standard battle tactic. I have it in a ring of spell storing so I can cast is on myself without the wizard having to concentrate. At level 11 (and being a wood elf) this means I can go 130ft with just my usual movement. This, plus the increase in attacks and AC, means I can zip around the battlefield being a real pain in the butt to the enemies (mobile feat makes this even better).
Barbarian and monk for sure but don't forget about yourself if you are going to be closer than you like. You can't cast two spells but you can use that extra action to Dash, Disengage, Hide, etc. the +2 to AC and the advantage on Dex saving throws helps squishes and you need to maintain concentration on Haste for it to be effective.
Haste has a negative side. A hasted alley that fails a saving throw against Crown of Madness can really hurt another member of the party. I hasted the barbarian. He was mind controlled and the cleric was the closest person to him.
I’m kinda curious why you think haste isn’t a good spell? Especially twinned. Giving anyone an extra limited action is nuts alone. Let alone the plus 2 to ac, dex boost, move speed and that.
I’m kinda curious why you think haste isn’t a good spell? Especially twinned. Giving anyone an extra limited action is nuts alone. Let alone the plus 2 to ac, dex boost, move speed and that.
I'm playing a 5th level Aberrant Mind sorcerer in Avernus, I'm built for control/manipulation but all the devil's have magic resistance so I'm trying to reconfigure my planned build. I decided to take 2 warlock levels at 7 and 8 which will help. I have Enemies Abound and Hypnotic Pattern at 3rd, Suggestion and Tasha's Mind Whip at 2nd. So I think I should pick up a buff spell at 6th level so I have something that would be more effective against devils until Eldritch Blast comes online.
I also saw Pack Tactics video on Haste and just read the piece you shared which got me second guessing whether to take something else. I kind of think my main 2 options are Haste or Enlarge/Reduce. Since you probably have a view that Haste wouldn't be the good choice, do you have a contrary idea for something you'd recommend? I'd really like an informed opinion on other spells than Haste.
I’m kinda curious why you think haste isn’t a good spell? Especially twinned. Giving anyone an extra limited action is nuts alone. Let alone the plus 2 to ac, dex boost, move speed and that.
I have had a read through this and I am really not agreeing with a lot of this. He has some hard numbers in the damage section sure but his whole “all three are rarely relevant” rings a bit follow. Fly is a third level spell which he is comparing haste to that does a part of somethings effect. It also compares it to the single most stacked spell in the lower 5 levels of spells, that only a handful of classes get. A spell many people agree is NOT balanced like a first level spell. And all he seems to look at is damage. Stick this in a mage and you can debuff things with mind sliver before hitting them with a big save spell.
It’s also throwing phantom steed out there to match it’s speed which is a ritual. Nice but that ain’t there in combat. The steed dies in 1 point of damage you can’t cast it in combat. And the steed lasts an hour. actually stoping every hour to ritual recast is going to get old with a casting time of 11 minutes. Also not many classes get this spell. Sorcerers don’t without some sort of feat/multi class. I am not massively convinced by the whole just cast phantom steed multiple times to get everyone a horse. Unless you burn spell slots, casting it 3 times for 3 horses and you’ve lost half the time the spell lasts.
in fact he mentions so many other spells that are “more efficient”. Shield of faith? A spell with ONE effect. One that STACKS with haste. Slam a pally with both shield of faith and haste for plus 4 ac. And shield of faith most classes don’t get. That and saying monsters will just target someone else? That’s such a meta way to dm. Play monsters as the individual things would play. A gm style that actively avoids a players strength is so antagonistic. And even if they did do that haste adds damage then. If they want to ignore someone with an extra attack that’s on them. See how many grunts last a reckless, raging hasted barb with gwm.
And the head scratcher for me is this. it STACKS with bless. Why have one when you can have both? This isn’t an either or situation. Bless also has zero synergy with metamagic. It can’t be twinned. Bless also can’t cause crits (though maths wise that’s not a massive overall boost). just because two buffs exist, one of which is only on divine casters, why should you be limited to one?
that article compares a single spell two two third level spells that do part of its effects. It also compares haste two an aoe spell (which isn’t always appropriate). And it concludes that mobility, defence and the extra action are features you rarely use more than one of? And I have to just ask, when is any less than two of them relevant at all times. If you are hitting things they can probably hit back. And if something dies how often have you had to dash to get to the next creature? it ignores twinning. It also ignores if you have someone who can smite, or reckless attack. It also ignores any utility a person can do with the action. A hasted warlock can push someone a VERY long way away. And sure those spells he listed are good. Fly is great. Phantom steed is fine. Bless is amazing. But not everyone gets them. Some can’t be cast in combat. And none do everything in one. And these other things? If you have a caster that can use them work with haste. And metamagic is a thing. Sure if you stop haste it hurts but ehh it’s a powerful spell. It needs SOME downsides. Like the thing says it’s like 3 spells in one.
and the article keeps saying how an extra attack is a minor thing like it isn’t a massive power for martials at fifth level. I don’t think anyone at fifth level got extra attack and thought ehh this is mediocre. Like fighters are built around getting extra attacks. Hell fighters can slap an extra battle maneuever on that extra attack too. Action economy wins fights. And an extra action (or two if you twin) dramatically changes things. a dead enemy contributes no damage. And if you can run between multiple grunts killing them then you just saved your team damage.
honestly, the fact he had to compare it to 4 separate spells, two of which are 3rd level sells it for me. And the fact they fixate on “all aspects of it are never useful together” as a big thing too. Mobility, ac and attacks are things classes are built around. I feel like his argument is incomplete. Especially as sorcerers aren’t mentioned. At all. I’ve never heard anyone who received haste say “oh man this is a mediocre buff. Just use a different spell”. Every time it’s “oh man yes this is amazing”. It makes other characters feel awesome. And things can’t resist haste. That extra action is happening. Hypnotic pattern , things can be immune to.
It is not fair to compare Haste to Bless as in most cases they are on different spell lists.
The benefits of Haste has already been discussed repeatedly in previous post so I am going to skip over that. However the drawback of Haste has not been discussed much so I will do so here. If the OP who is a Sorcerer Twins Haste, guess what the DM will do? Every intelligent enemy on the field is going to go after that squishy Sorcerer in order to try break concentration on Haste. And what happens when concentration is lost well your Barb and Monk will spend a turn doing absolutely nothing. To add insult to injury the Barb might even lose their Rage.
Also the enemies don't have to swarm the Sorcerer as a simple Dispel Magic would achieve similar results.
Spells I would compare Haste to would be: Hypnotic Pattern, Slow and Fireball.
Hypnotic Pattern is one of the best if not the best save or suck spell in the game. The enemies get 1 save if they fail they are most likely out of commission for at least 1 round of combat if not the entire combat, Sorcerers also have access to Careful Spell metamagic so they can cast the spell indiscriminately even if allies are in the area. Also if the Sorcerer loses concentration then the battle just resumes with the same dynamic as before the spell was cast instead of swinging it into the enemies favor for Haste.
Slow is another very powerful debuff spell like Hypnotic Pattern. It is also save or suck and has a slightly larger area than Hypnotic Pattern. You also get to choose the targets (up to 6). While not outright taking enemies out of combat the debuff of Slow is extremely powerful: half speed, -2 AC, -2 DEX saves, no reactions, no multi attacks, can only use a Action or Bonus Action not both, and 50% chance a spell being cast takes 2 turns to complete. Not as good as Hypnotic Pattern as they get saves every turn but no negative effects if concentration is lost.
And finally we come to Fireball. Simply put its Fireball, at level 5 it can just end combats lol. Not much more need to be said on how powerful this spell is at 5th level.
If we compare Haste to these examples I just listed then I feel Haste does not seem as powerful because it only buffs 1 target (unless Twinned) while the examples I put forth can all affect multiple enemies.
But getting back to the original topic of the thread, I would put Haste on the Monk and the Fighter if the Fighter had additional affects it can add to its attacks like a Battlemaster. Otherwise it goes on the Barb.
... I'm trying to decide who to prioritize for giving haste to? The party has a barbarian, tabaxi monk, life domain cleric with a +4 attack/damage bonus, a bard and also a fighter NPC.
It seems the barbarian is the obvious #1 choice but after that I'm not that sure. The NPC might be good, but not as fun for the other PCs so I'd like to skip her. ...
If the fighter wasn't an NPC I'd be tempted to go with whichever of the three combatants were best at tanking. Adding haste would allow these characters to gain even more attention for themselves and give opponents even more motivation for enemies to try to take them out
Spellcasters have little use of haste unless they have a strong physical attack. Their major contributions include their maintenance of concentration spells so giving opponents increased motivation to attack your spellcasters could be counterproductive. That cleric has their mind on that bless spell which may be helping you to maintain haste.
Barbarian and monk for sure but don't forget about yourself if you are going to be closer than you like. You can't cast two spells but you can use that extra action to Dash, Disengage, Hide, etc. the +2 to AC and the advantage on Dex saving throws helps squishes and you need to maintain concentration on Haste for it to be effective.
Haste has a negative side. A hasted alley that fails a saving throw against Crown of Madness can really hurt another member of the party. I hasted the barbarian. He was mind controlled and the cleric was the closest person to him.
Since haste is concentration, can't you end it willingly when they fall under Crown of Madness? That would lead to a wasted turn for the mind-controlled player, not double actions.
Barbarian and monk for sure but don't forget about yourself if you are going to be closer than you like. You can't cast two spells but you can use that extra action to Dash, Disengage, Hide, etc. the +2 to AC and the advantage on Dex saving throws helps squishes and you need to maintain concentration on Haste for it to be effective.
Haste has a negative side. A hasted alley that fails a saving throw against Crown of Madness can really hurt another member of the party. I hasted the barbarian. He was mind controlled and the cleric was the closest person to him.
Since haste is concentration, can't you end it willingly when they fall under Crown of Madness? That would lead to a wasted turn for the mind-controlled player, not double actions.
Yeah, PHB says, "You can end concentration at any time (no action required)."
I imagine the Mad character might get 1 attack in first, but probably can prevent the rest?
One thing to note, especially for sorcerers: spells known and/or prepared are not a free resource.
Haste is mechanically suboptimal from a white-room perspective, yes. The half-dozen spells the TTB article lists as being individually better than Haste's components would take up the majority of a fifth-level characters entire active spell roster. Haste allows a player to prepare/know a speed booster, a defensive AC/saving-throw buff, and a versatile extra-action spell all in the same, single spell. That can be important for some people that need as many tools as they can squeeze into a very limited spell list. Not to mention the benefits of hasting characters with more than just weapon damage riding on an attack. Haste a rogue to allow them a second (or third, depending on) chance at their crucial Sneak Attack damage in a round. Haste a paladin to allow them an additional hit to Smite with. Sometimes, Haste is the right tool for the job. And sometimes you'd rather have Enlarge or Fly, but hey.
So long as you're actively thinking about your spells and how best to use them, you should be good to go.
I would say either the Cleric or the Barbarian, and maybe the Bard if they have any healing magic, otherwise stuff it.
Rollback Post to RevisionRollBack
"Know your enemy, know your self" Click here to read my Homebrew thread! "Veni, vidi, vici...
Status update: I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^
As a sorcerer with twin metamagic I'll likely be picking up haste next level. I'm trying to decide who to prioritize for giving haste to? The party has a barbarian, tabaxi monk, life domain cleric with a +4 attack/damage bonus, a bard and also a fighter NPC.
It seems the barbarian is the obvious #1 choice but after that I'm not that sure. The NPC might be good, but not as fun for the other PCs so I'd like to skip her. The monk seems the intuitive next best, but I'm thinking haste on the cleric doubles their action economy and monk already has lots of attacks and high movement, he also has a 19 AC. (monk vs cleric hasted attack is 1d8+5 vs 1d6+4)
I'd go with the barbarian and monk. They're the two who do the most melee combat and would thus get the most benefit from it. The cleric might hit hard, but they're a spellcaster (as is the bard), and thus generally will have something better to do than make weapon attacks.
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.
I second the Barbarian and Monk. The Barb is going to benefit from it more... a Barb hits harder with each individual attack than almost any other class. However, the Monk may not hit as hard but they can tack on extra with their attacks. A hasted monk can force a Legendary monster to burn through all their legendary resistances in one turn by just hammering them with Stunning Strikes over and over again.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
My thought was that the cleric could still use their main action to cast a spell but then would get the hasted action attack as well.
Which Sorcerer sub-class is yours? If you happen to be Divine Soul, just forget Haste and go for a cheaper and much more effective Bless spell.
As the Monk in the party, if our casters could haste 2 of us, the Barbarian and Fighter would be the choice in most encounters, but I would get it before the Fighter in a heated battle, due to the AC boost helping my squishy butt survive longer. Yes, the extra attacks can let us force numerous saves from bosses, and my experience is few things annoy our DM more than when I manage to Stun his BBG. At that point, our Fighter and Barbarian TRULY start ripping them up, with Advantage on all their melee attacks. Against highly mobile enemies as well, I get almost double their movement speed already, so Hasted, few enemies have enough movement to avoid my attacks, where many recent bosses seem to have enough to elude the beefier ones in our group. If I get something to make me fly, even Dragons won't be able to keep away from me lol.
Cleric is going to benefit least from it and unless Swords or Valor Bard, he/she won't get a lot either. Melee types for sure and boosting your PC's is almost always a better return on investment than an NPC.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Firstly I don’t think haste is a good spell.
depending on the circumstances you find yourself in with numbers of creatures, the cleric might need to be prioritized simply to keep spirit guardians. The damage spirit guardians deals will scale with number of enemy that have turns starting in that area or enter that area, and that number can be drastically more than the number of attacks your party has. The +2 to AC and the Dex save bonus might be enough to prevent Concentration saves.
the cleric taking the dodge action with the hasted action might actually give more damage than another party member using it to attack if it ensures concentration is kept.
I’m kinda curious why you think haste isn’t a good spell? Especially twinned. Giving anyone an extra limited action is nuts alone. Let alone the plus 2 to ac, dex boost, move speed and that.
I'm the Monk in my party and giving me haste is a standard battle tactic. I have it in a ring of spell storing so I can cast is on myself without the wizard having to concentrate. At level 11 (and being a wood elf) this means I can go 130ft with just my usual movement. This, plus the increase in attacks and AC, means I can zip around the battlefield being a real pain in the butt to the enemies (mobile feat makes this even better).
Barbarian and monk for sure but don't forget about yourself if you are going to be closer than you like. You can't cast two spells but you can use that extra action to Dash, Disengage, Hide, etc. the +2 to AC and the advantage on Dex saving throws helps squishes and you need to maintain concentration on Haste for it to be effective.
Haste has a negative side. A hasted alley that fails a saving throw against Crown of Madness can really hurt another member of the party. I hasted the barbarian. He was mind controlled and the cleric was the closest person to him.
https://tabletopbuilds.com/overrated-spells-haste/
I'm playing a 5th level Aberrant Mind sorcerer in Avernus, I'm built for control/manipulation but all the devil's have magic resistance so I'm trying to reconfigure my planned build. I decided to take 2 warlock levels at 7 and 8 which will help. I have Enemies Abound and Hypnotic Pattern at 3rd, Suggestion and Tasha's Mind Whip at 2nd. So I think I should pick up a buff spell at 6th level so I have something that would be more effective against devils until Eldritch Blast comes online.
I also saw Pack Tactics video on Haste and just read the piece you shared which got me second guessing whether to take something else. I kind of think my main 2 options are Haste or Enlarge/Reduce. Since you probably have a view that Haste wouldn't be the good choice, do you have a contrary idea for something you'd recommend? I'd really like an informed opinion on other spells than Haste.
I have had a read through this and I am really not agreeing with a lot of this. He has some hard numbers in the damage section sure but his whole “all three are rarely relevant” rings a bit follow. Fly is a third level spell which he is comparing haste to that does a part of somethings effect. It also compares it to the single most stacked spell in the lower 5 levels of spells, that only a handful of classes get. A spell many people agree is NOT balanced like a first level spell. And all he seems to look at is damage. Stick this in a mage and you can debuff things with mind sliver before hitting them with a big save spell.
It’s also throwing phantom steed out there to match it’s speed which is a ritual. Nice but that ain’t there in combat. The steed dies in 1 point of damage you can’t cast it in combat. And the steed lasts an hour. actually stoping every hour to ritual recast is going to get old with a casting time of 11 minutes. Also not many classes get this spell. Sorcerers don’t without some sort of feat/multi class. I am not massively convinced by the whole just cast phantom steed multiple times to get everyone a horse. Unless you burn spell slots, casting it 3 times for 3 horses and you’ve lost half the time the spell lasts.
in fact he mentions so many other spells that are “more efficient”. Shield of faith? A spell with ONE effect. One that STACKS with haste. Slam a pally with both shield of faith and haste for plus 4 ac. And shield of faith most classes don’t get. That and saying monsters will just target someone else? That’s such a meta way to dm. Play monsters as the individual things would play. A gm style that actively avoids a players strength is so antagonistic. And even if they did do that haste adds damage then. If they want to ignore someone with an extra attack that’s on them. See how many grunts last a reckless, raging hasted barb with gwm.
And the head scratcher for me is this. it STACKS with bless. Why have one when you can have both? This isn’t an either or situation. Bless also has zero synergy with metamagic. It can’t be twinned. Bless also can’t cause crits (though maths wise that’s not a massive overall boost). just because two buffs exist, one of which is only on divine casters, why should you be limited to one?
that article compares a single spell two two third level spells that do part of its effects. It also compares haste two an aoe spell (which isn’t always appropriate). And it concludes that mobility, defence and the extra action are features you rarely use more than one of? And I have to just ask, when is any less than two of them relevant at all times. If you are hitting things they can probably hit back. And if something dies how often have you had to dash to get to the next creature? it ignores twinning. It also ignores if you have someone who can smite, or reckless attack. It also ignores any utility a person can do with the action. A hasted warlock can push someone a VERY long way away. And sure those spells he listed are good. Fly is great. Phantom steed is fine. Bless is amazing. But not everyone gets them. Some can’t be cast in combat. And none do everything in one. And these other things? If you have a caster that can use them work with haste. And metamagic is a thing. Sure if you stop haste it hurts but ehh it’s a powerful spell. It needs SOME downsides. Like the thing says it’s like 3 spells in one.
and the article keeps saying how an extra attack is a minor thing like it isn’t a massive power for martials at fifth level. I don’t think anyone at fifth level got extra attack and thought ehh this is mediocre. Like fighters are built around getting extra attacks. Hell fighters can slap an extra battle maneuever on that extra attack too. Action economy wins fights. And an extra action (or two if you twin) dramatically changes things. a dead enemy contributes no damage. And if you can run between multiple grunts killing them then you just saved your team damage.
honestly, the fact he had to compare it to 4 separate spells, two of which are 3rd level sells it for me. And the fact they fixate on “all aspects of it are never useful together” as a big thing too. Mobility, ac and attacks are things classes are built around. I feel like his argument is incomplete. Especially as sorcerers aren’t mentioned. At all. I’ve never heard anyone who received haste say “oh man this is a mediocre buff. Just use a different spell”. Every time it’s “oh man yes this is amazing”. It makes other characters feel awesome. And things can’t resist haste. That extra action is happening. Hypnotic pattern , things can be immune to.
It is not fair to compare Haste to Bless as in most cases they are on different spell lists.
The benefits of Haste has already been discussed repeatedly in previous post so I am going to skip over that. However the drawback of Haste has not been discussed much so I will do so here. If the OP who is a Sorcerer Twins Haste, guess what the DM will do? Every intelligent enemy on the field is going to go after that squishy Sorcerer in order to try break concentration on Haste. And what happens when concentration is lost well your Barb and Monk will spend a turn doing absolutely nothing. To add insult to injury the Barb might even lose their Rage.
Also the enemies don't have to swarm the Sorcerer as a simple Dispel Magic would achieve similar results.
Spells I would compare Haste to would be: Hypnotic Pattern, Slow and Fireball.
Hypnotic Pattern is one of the best if not the best save or suck spell in the game. The enemies get 1 save if they fail they are most likely out of commission for at least 1 round of combat if not the entire combat, Sorcerers also have access to Careful Spell metamagic so they can cast the spell indiscriminately even if allies are in the area. Also if the Sorcerer loses concentration then the battle just resumes with the same dynamic as before the spell was cast instead of swinging it into the enemies favor for Haste.
Slow is another very powerful debuff spell like Hypnotic Pattern. It is also save or suck and has a slightly larger area than Hypnotic Pattern. You also get to choose the targets (up to 6). While not outright taking enemies out of combat the debuff of Slow is extremely powerful: half speed, -2 AC, -2 DEX saves, no reactions, no multi attacks, can only use a Action or Bonus Action not both, and 50% chance a spell being cast takes 2 turns to complete. Not as good as Hypnotic Pattern as they get saves every turn but no negative effects if concentration is lost.
And finally we come to Fireball. Simply put its Fireball, at level 5 it can just end combats lol. Not much more need to be said on how powerful this spell is at 5th level.
If we compare Haste to these examples I just listed then I feel Haste does not seem as powerful because it only buffs 1 target (unless Twinned) while the examples I put forth can all affect multiple enemies.
But getting back to the original topic of the thread, I would put Haste on the Monk and the Fighter if the Fighter had additional affects it can add to its attacks like a Battlemaster. Otherwise it goes on the Barb.
If the fighter wasn't an NPC I'd be tempted to go with whichever of the three combatants were best at tanking. Adding haste would allow these characters to gain even more attention for themselves and give opponents even more motivation for enemies to try to take them out
Spellcasters have little use of haste unless they have a strong physical attack. Their major contributions include their maintenance of concentration spells so giving opponents increased motivation to attack your spellcasters could be counterproductive. That cleric has their mind on that bless spell which may be helping you to maintain haste.
Since haste is concentration, can't you end it willingly when they fall under Crown of Madness? That would lead to a wasted turn for the mind-controlled player, not double actions.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Yeah, PHB says, "You can end concentration at any time (no action required)."
I imagine the Mad character might get 1 attack in first, but probably can prevent the rest?
One thing to note, especially for sorcerers: spells known and/or prepared are not a free resource.
Haste is mechanically suboptimal from a white-room perspective, yes. The half-dozen spells the TTB article lists as being individually better than Haste's components would take up the majority of a fifth-level characters entire active spell roster. Haste allows a player to prepare/know a speed booster, a defensive AC/saving-throw buff, and a versatile extra-action spell all in the same, single spell. That can be important for some people that need as many tools as they can squeeze into a very limited spell list. Not to mention the benefits of hasting characters with more than just weapon damage riding on an attack. Haste a rogue to allow them a second (or third, depending on) chance at their crucial Sneak Attack damage in a round. Haste a paladin to allow them an additional hit to Smite with. Sometimes, Haste is the right tool for the job. And sometimes you'd rather have Enlarge or Fly, but hey.
So long as you're actively thinking about your spells and how best to use them, you should be good to go.
Please do not contact or message me.
I would say either the Cleric or the Barbarian, and maybe the Bard if they have any healing magic, otherwise stuff it.
"Know your enemy, know your self"
Click here to read my Homebrew thread!
"Veni, vidi, vici...
Status update:
I am going to be afk very frequently for a currently un predictable amount of time, for more information/details on this, check my homebrew thread which can be found easier by clicking the 'here' above ^^^
Give it to whoever needs it in the moment.
Homebrew: Creatures | Magic Items | Races | Spells | Subclasses