14 or higher Dex isn't a big ask for a low level spellcaster. If you're using Mage Armor, Light Armor, or Medium Armor, you'll want Dexterity for your AC. If you're using Heavy Armor, you'll want at least 13 strength. As a spellcaster, normally Constitution and either Dexterity or Strength (usually Dexterity) will be your second and third highest stats.
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Which maneuvers were you thinking of choosing if you went the Battlemaster route?
Which runes would you choose if you went the Rune Knight route?
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If you do that, then you'd have a bunch of higher level spell slots that you can only use for upcasting spells. If you didn't multiclass, you'd have acccess to level 6 spells at level 11. Instead, being a Sorc 6 Bard 6 means that you can only cast 1st, 2nd, and 3rd level spells even though you'd have a 6th level spell slot (and two 5th level slots and three 4th level slots). Instead of single classing and getting access to Mass Suggestion at level 11, you'd have to wait all the way until level 17 to get access to that spell (at which time a single classing spellcaster would have access to level 9 spells).
Heck, you won't even get to spells like Fly and Fireball until a few levels after a single classing character would get those spells. If you go Sorc 4 Bard 4, then you won't be getting Fly or Fireball until you reach level 9. On the bright side, by the time you get those spells, you won't be limited to casting them just two or three times per day, you'll be able to cast them more than half a dozen times per day by the time you finally can learn them. But I think it's much more fun to learn Fireball and Fly at level 5 than to learn them at level 9.
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It is not objectively worse. Eldritch Blast is a D10, and a Longbow is just a D8, but a Longbow can be boosted by Sharpshooter, or by using a magical weapon, whereas Eldritch Blast doesn't get either of those.
In a game with no magical gear and no feats, Eldritch Blast is better than a Hexbow. But I don't know of anyone that runs their games that way.
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Leave the single target damage dealing to the martial characters and the Agonizing Blast Warlocks. Spellcasters have other roles to fill in the party.
There will occasionally be some parties that are very light on the martial characters and need more single target damage from the spellcasters, but in most parties (especially in larger groups), you can focus on other things like multi target damage, buffs, debuffs, crowd control, etc. and let the martial characters do what they do best. It's much more fun to focus on what your character is best at doing, and to not try to step on the toes of the other characters that want to do what they're best at doing. Especially if you're not going to be anywhere as good as they are at it.
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The damage reduction on Heavy Armor Master is good in tier 1, but once you reach tier 2, it starts to decline rapidly.
If your party is melee heavy, then +2 Charisma to boost your aura that you get at level 6 from +4 on saving throws to +5 on saving throws will basically be a +1 to all saving throws for you and a few other people in your party. That's a fantastic bonus. Once you get into tier 2, you'll find that saving throws start becoming much more important. At levels 4 and 5, the Charisma boost won't be nearly as useful. So one thing to consider is how much time you expect to spend in levels 4 and 5, and how soon the campaign ends. If the campaign is ending at level 6, then Heavy Armor Master would be a great choice. But if the campaign is going up to level 12, then Heavy Armor Master would be a horrible choice.
From your post, I would guess that the campaign is going up into the double digits for PC level, so I would go with the +2 Charisma.
But you also have to consider how often your group lets PCs get killed off and replaced by new characters. Some groups play much more recklessly and the DMs up the difficulty, which means that PC deaths are more common (which isn't necessarily a bad thing: it lets you try out more characters, and building a new character is one of the highlights of D&D for many players). In this case, even if your campaign goes up to level 15, your PC might die at level 5. But if your group is very sentimental and the DM doesn't increase the difficulty because you want to dominate every fight and feel like superheroes and never lose any of your characters, then it's a safe bet that your current PC will make it to the end of the campaign.
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If you're up in melee range, a good DM might have your opponents pick up your weapon after you drop it, or they might kick/throw it to someplace else on the battlefield.
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Recently I've found Fog Cloud to be quite useful against enemy spellcasters. It shuts down most spells (not Fireball of course), because most spells require you to see your target. Upcasting it with a 2nd level spell slot fills up a huge area on the battlefield.
https://twitter.com/jeremyecrawford/status/705101071123787776?lang=en
And per Jeremy Crawford, it even prevents spellcasters with True Sight from casting spells that require them to see their target.
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If you can't sell it, it doesn't have value. That's how its value is determined.
D&D 5e isn't meant to be like some video game where you can loot gear off every enemy you kill and sell it all to a merchant in town for money. Of course the DM can choose to make it that way, but that's not how it's supposed to be according to the rules as written.
If your DM wants to do it that way, it's your DM's right to do that. If you want to change the rules to make the Forge Cleric more powerful, it's the DM's right to do that. But you need to be very careful when changing the rules to make a PC more powerful, especially when it's something like a Forge Cleric that really doesn't need a DM to make houserules to make it more powerful.
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If it's not in good enough condition to sell, then how is it not worthless?
How much clearer do they need to spell things out for you?
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Basic Rules, page 45:
"Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."
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Poor quality daggers and shortswords can't be turned into chain mail. Bad gear can't be turned into better gear. The Channel Divinity requires that you lay out metal equal to the value of the object that you create.
And the 100gp limit isn't fluid. It's very rigid RAW.
Of course, a DM can ignore RAW and make house rules that override the RAW, but of course the DM could choose to give you the benefits of the Forge Cleric's level 17 ability at level 1. DMs can do whatever they want. But if you're suggesting that the way to "fix" a Cleric ability is to make it far more powerful than it is according to RAW, then you're entering very dangerous territory. DMs need to be extremely careful about making PCs much more powerful than they should be according to RAW.
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Here's my proof that you're wrong:
https://youtu.be/xUOaQ_XY7wE?t=720
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Do you have any proof that Self (xyz) does not prohibit twinning according to Jeremy Crawford?
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Rogues are much better at the exploration and social aspects of the game, and Fighters are better at the killing stuff aspect of the game. It's the intent of the game designers that this be the case. How these two classes compare to each other will vary from game to game because some games will emphasize exploration and social more than other games will. But the Fighter should always be doing more damage than the Rogue in every game. In some games, being good at sneaking around, at lock picking, at deception, at insight, etc. will be more important than being able to kill stuff faster.
The Fighter's ability to kill stuff faster doesn't make them the best class. It makes them the best class in the way some people's games go. But in other games, a Rogue is going to be much better. But the Fighter is definitely the best martial class at killing stuff.
That's why the whole premise of this thread is a flawed. Hopefully we can all at least agree that the PHB Ranger sucks. But the Ranger subclasses in Xanthar's, and the upgrades in Tasha's help close this gap. But when it comes to comparing a Wizard to a Fighter, how the hell are you supposed to make this comparison? They do completely different things.
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If we're talking level 1, spellcasters only get 2 spell slots. But even at level 3, spellcasters get 6 spell slots. Clerics also get their Channel divinity once per short rest, Warlocks get 2 level 2 spell slots per short rest instead of 4 level 1 and 2 level 2 spell slots per long rest, Sorcerers get Sorcery points, Wizards get Arcane Recovery, etc.
Oh, and with Hex + Agonizing Blast, a Warlock is doing much more than just a D10 of damage per attack.
And a Cleric could be casting a cantrip (or smacking something with their weapon) with their action and also attacking with their Spiritual Weapon as a Bonus Action for the entire combat (at the cost of just one level 2 spell slot).
A Variant Human War Cleric could definitely choose Great Weapon Master because of how it works so well with their channel divinity.