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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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<blockquote data-quote="NotAYakk" data-source="post: 8113443" data-attributes="member: 72555"><p>Dragon Breath: cast it on a familiar or a tiny servant.</p><p>Tiny servant: get them to aid another.</p><p>Enlarge: 2nd level slots are near free. Main use is, admittedly, for grappling.</p><p>Haste</p><p>Elemental Weapon</p><p>Holy Weapon</p><p>Flame arrows</p><p>Otto's irresistible dance</p><p>Hold person</p><p>Hold monster</p><p>Faerie Fire</p><p>Greater Invisibility</p><p>Dissonant Whispers (save or provoke OA)</p><p>Command</p><p>Invisibility (first attack of fight, lasts hours)</p><p>Polymorph (Giant Ape) (TRex)</p><p>Bless</p><p>Contagion</p><p>Divine Word</p><p>Create Bonfire</p><p>Elemental Bane</p><p>Insect Plague</p><p>Telekinesis</p><p>Magic Stone (tiny servants!)</p><p>Moonbeam</p><p>Wall of Fire</p><p></p><p>In some cases, this relies on characters having the ability to push/pull creatures cheaply with attacks (like an EB Warlock, for example). In other cases, it is granting advantage on attacks. In other cases, static damage, extra attacks, new attack forms, etc.</p><p></p><p>Some of these require ability checks, some saves, some attack rolls. Some are buffs on allies.</p><p></p><p>Many are concentration. The non-concentration ones tend to be weaker.</p><p></p><p>The list is not complete.</p><p></p><p>As a concrete example, level 4 slot (3 tiny servants) by one PC, plus bonus action by a druid every turn, is a volly of 3d6+15 (25.5) damage stones every turn, for 8 hours. No concentration.</p><p></p><p>Or drop a greater invisibility on a sharp shooter level 11 fighter; you'll boost her damage by a good 25%+ with one spell. Or haste (riskier) for +33% damage output.</p><p></p><p>(Btw, the +2d8 only happens on a 20, and that is a legendary weapon).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8113443, member: 72555"] Dragon Breath: cast it on a familiar or a tiny servant. Tiny servant: get them to aid another. Enlarge: 2nd level slots are near free. Main use is, admittedly, for grappling. Haste Elemental Weapon Holy Weapon Flame arrows Otto's irresistible dance Hold person Hold monster Faerie Fire Greater Invisibility Dissonant Whispers (save or provoke OA) Command Invisibility (first attack of fight, lasts hours) Polymorph (Giant Ape) (TRex) Bless Contagion Divine Word Create Bonfire Elemental Bane Insect Plague Telekinesis Magic Stone (tiny servants!) Moonbeam Wall of Fire In some cases, this relies on characters having the ability to push/pull creatures cheaply with attacks (like an EB Warlock, for example). In other cases, it is granting advantage on attacks. In other cases, static damage, extra attacks, new attack forms, etc. Some of these require ability checks, some saves, some attack rolls. Some are buffs on allies. Many are concentration. The non-concentration ones tend to be weaker. The list is not complete. As a concrete example, level 4 slot (3 tiny servants) by one PC, plus bonus action by a druid every turn, is a volly of 3d6+15 (25.5) damage stones every turn, for 8 hours. No concentration. Or drop a greater invisibility on a sharp shooter level 11 fighter; you'll boost her damage by a good 25%+ with one spell. Or haste (riskier) for +33% damage output. (Btw, the +2d8 only happens on a 20, and that is a legendary weapon). [/QUOTE]
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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Class Balance In A5E: How Much Damage Should A Damage Dealer Deal?
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