![]() ![]() I think the Eldritch Knight probably gets the most out of Shadow Blade, in spite of their rather slow spellcasting progression. It's a tradeoff, but then again, all multiclassing is a tradeoff. On the other hand, the spell does do psychic damage, which is really, really good. They have less hit points than the single class paladin, and don't have as much of a healing pool to recover when they are hit. Unlike divine smite, this applies to thrown melee weapons (javelins, hand axes, etc.) They also lose the immunity to being frightened. If they use it for shadow blade then its gone until the next day.Ĭompared to a level 13 paladin, the multiclass has given up improved divine smite (+1d8 radiant on every single attack with a melee weapon, all day. They are not likely to have Strength of 20, which a single-classed level 13 paladin or fighter might have. They have one 5th level slot. Such a character would have spread their ability scores around, with all of Strength, Wisdom and Charisma requiring 13 or more. what if the Paladin you spoke of was, instead, multi-classed to (let's say) 8 paladin, 4 sorcerer, and 1 War Cleric. Rogue: Haven't played much at all, but the 7d6 sneak attack + the base attack seems to put them on similar footingīarbarian: Also haven't played enough Barbarian, but the Rage damage bonus likely causes this to average out to something similar Meanwhile, that Paladin can just spam the attack action as much as they like, dealing that comparable damage every single turn without having to worry about it running out of juice.īrief overview of other melee(Weapon) classes:įighter: They get a 3rd attack per round, and if they have the same weapon and STR mod as the Paladin example, then the third attack does similar damage to what the Paladin gets from the 2d8s (With the Magic weapon mod adding another +3 on top of it) It will only last them 2 combat encounters, since they only have 1 spell slot each for level 6 and 7 spells. A d8 gets 4.5 on average, so that +14 is equivalent to roughly 3 d8s, thus they will be doing (Very roughly) 7d8 damage per round.Īt most, spellcasters tend to have a +2 or 3 to their dex, but even if they had a 4, then that would just be 4d8+4 or 5d8+4 (Roughly equivalent to 5d8 or 6d8)Īlso keep in mind, that Shadow Blade only lasts a minute! 6th and 7th level spell-slots are the spellcaster's highest level spell-slots by this point, meaning they are precious resources that they need to use wisely. That means he's doing 2d8 +7 damage per attack, and since he gets Multiattack then that is 4d8 + 14 per round. Going to wing it and say he has +4 STR by this point. He's doing 1d8+ STR mod as a base, +3 from it being a magic item, and another 1d8 from improved divine smite. In practice, the guy wielding that +3 Greatsword will have other features in their class boosting it up in place of spells, the 1d12+3 is not happening in a vacuum.įor comparison, I'll use a Paladin of the same level, using a Rapier to help smooth out the math a bit. But that's because a 6th or 7th level spell slot is a large part of a spellcaster's power budget, spells are the lifeblood of spellcasters. All the martial-classes except for Rogue get Multiattack, Rogue gets sneak attack, and many other features can keep them scaling a bit more (Barbarian's Brutal Critical, Paladin's improved divine smite, etc). Often a melee build is helped out more by just staying in one class just to get more of those features, rather than biding a ton of time just for that one spell.Īs a side-note, it isn't uncommon to take the magic initiate feat for the spell Hex, which gets a similar result without the same commitment.Īlso, depending on how the DM runs the campaign, it's common to get +1 to +3 magic weapons, which put your regular ol' Greatsword or Rapier close to on-par with Shadow Blade anyway.įor these examples I'm going to assume level 13, where you'd be just barely high enough level to cast it at 7th level. Most of the Melee classes get some kind of bonus to their damage through their class features. So already, melee classes already have something they won't have in the form of durability. Wizards and Sorcerers both are pretty frail, and usually want to hang farther back and kite enemies. The classes that get it are kind of limited in how much they can actually get out of it's melee. Monstrous Compendium Vol 3: Minecraft Creatures ![]()
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