Generally speaking, we all use weapons on our D&D characters, especially when we run out of spell slots, and have no cantrips that will do the job (Firebolt vs. Red Dragon). There's also the dice dragons who need to accumulate hoards somehow so they can roll, and Illusion spells are really helpful for avoiding combat in general. And with that, I have written 3 articles that could potentially help with this. These are opinion based, and not in any particular order, and yes, they are for 5e.
This is interesting to say the least. I'll go down each article and bring my input into it.
Martial Weapons
Okay yeah Rapier, Greatsword, some obvious picks here. Heavy crossbow is kind of weird, I think a longbow is much better, you might do a 1 damage point less on average, but you have a longer range, and don't need to pick a feat just to attack more than once. (Bonus action attack from Crossbow Expert doesn't apply to heavy crossbow)
There's a reason most people don't use nets, remember that when a enemy is within 5 feet, you have disadvantage on all ranged attacks (even if your not targeting that enemy). So the net will always have disadvantage unless you take Crossbow Expert, and even if you do hit, it'll likely take only one attack to do more than 5 hp. You could of attacked them for far more than that. This is decent in the early game, hard to pull off but does waste a enemies turn... until multiattack comes or the enemies aren't hit by your disadvantage.
One-hand Weapons
See above about net.
Illusion Spells
Not a whole lot to say. Do note that quite a few of features rely on the target being able to hear them, so Silence has a lot of niche uses. Bard you don't like? They can't inspire their teammates if they can't hear them. Same for enemies such the knight with their leadership ability ("The creature can add a d4 to its roll provided it can hear and understand the knight"), etc. Also honestly Simulacrum is kinda overpowered with wish yeah.
Skipping dice sets, Two-hand weapons
Club and shortbow are the top two two-handed weapons. Yeah I get they are cheap, but I thought we were judging them off of their stats not how easy it is to find in a normal campaign.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
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Generally speaking, we all use weapons on our D&D characters, especially when we run out of spell slots, and have no cantrips that will do the job (Firebolt vs. Red Dragon). There's also the dice dragons who need to accumulate hoards somehow so they can roll, and Illusion spells are really helpful for avoiding combat in general. And with that, I have written 3 articles that could potentially help with this. These are opinion based, and not in any particular order, and yes, they are for 5e.
Martial Weapons https://www.gamersdecide.com/articles/dnd-best-martial-weapons
One-Handed Weapons https://www.gamersdecide.com/articles/dnd-best-one-hand-weapons
Illusion Spells: https://www.gamersdecide.com/articles/dnd-best-illusion-spells
Dice Sets: https://www.gamersdecide.com/articles/dnd-best-dice-sets
Two-Handed Weapons: https://www.gamersdecide.com/articles/dnd-best-two-hand-weapons
In the end, it's your choice as to what you pick up, and how you build your character (or dice collections). Good luck on your rolls, and have fun!
This is interesting to say the least. I'll go down each article and bring my input into it.
Martial Weapons
Okay yeah Rapier, Greatsword, some obvious picks here. Heavy crossbow is kind of weird, I think a longbow is much better, you might do a 1 damage point less on average, but you have a longer range, and don't need to pick a feat just to attack more than once. (Bonus action attack from Crossbow Expert doesn't apply to heavy crossbow)
There's a reason most people don't use nets, remember that when a enemy is within 5 feet, you have disadvantage on all ranged attacks (even if your not targeting that enemy). So the net will always have disadvantage unless you take Crossbow Expert, and even if you do hit, it'll likely take only one attack to do more than 5 hp. You could of attacked them for far more than that. This is decent in the early game, hard to pull off but does waste a enemies turn... until multiattack comes or the enemies aren't hit by your disadvantage.
One-hand Weapons
See above about net.
Illusion Spells
Not a whole lot to say. Do note that quite a few of features rely on the target being able to hear them, so Silence has a lot of niche uses. Bard you don't like? They can't inspire their teammates if they can't hear them. Same for enemies such the knight with their leadership ability ("The creature can add a d4 to its roll provided it can hear and understand the knight"), etc. Also honestly Simulacrum is kinda overpowered with wish yeah.
Skipping dice sets, Two-hand weapons
Club and shortbow are the top two two-handed weapons. Yeah I get they are cheap, but I thought we were judging them off of their stats not how easy it is to find in a normal campaign.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.