Wizard’s Aren’t OP, and here’s some reasons why.

I keep seeing the assertion that wizards are OP. In older editions, this had some basis, though they were only OP until they ran out of spells. In 5 e I really don’t think they are, and I’m going to show why using actual math and facts, comparing them to other classes, etc.

Let’s start at the top. A 20th level wizard can cast meteor swarm. On the surface, this looks like an insane amount of damage, and maybe it is. 40d6 to the poor schlub who gets hit by all of it. But. Save for half…and maybe energy resistance. But let’s ignore that because it applies to other peoples attacks too. It does spread a lot of damage around, maybe clearing the battlefield of lesser foes. But on average, it does 140 hp of damage to the folks that take the full thing. That is a lot. But:

The 20th level fighter, any subclass, does that much , on average, dependably, every single round. All day. 3x a day, it bumps to 280, not counting crits, with the very modest assumption of a +3 maul or greatsword, 1d6 of elemental damage, and a 20 strength. Nothing else, even though there are more ways to boost that damage, like the Great Weapon Master feat. Sure, it doesn’t hit as many…but it’s fantastic for the BBEG or boss monster, and again, he can do it all day. The wizard gets 1 9th level slot.

If the fighter is a Champion, 1 out of 8 hits will be a crit, on average. That’s one every other round, or one every round with Action Surge, for another 27 damage, on average.

If they are a Battlemaster, 6 of those attacks will have an additional +1d12 damage and a special effect. On average, 6 more damage per attack, and again, a special effect. Which at least might eat up a Legendary resistance, or have a significant effect on the battle. So, for one round, with Action Surge, using a maneuver on every attack (which you can), and some maneuvers might even give another attack…That’s 48 more damage. More with a crit, cause all dice are doubled. And he gets at least one superiority die in every fight, even if he uses them all.

Other subclasses have their own utility and flavor, all worthwhile. Cavaliers make great bodyguard tanks. Etc.

A 20th level druid has unlimited wildshape. Which by the current rules, means unlimited HP with smart play. And they can cast spells in all their forms. The Moon druid has forms that still have combat utility at that level as well.

Spell wise: Storm of Vengeance. 6 thunder damage avg 1st round for a 360’ radius. Huge for crowd control. 2nd round 3 acid damage , same area. Third round, 30+ dmg to 6 different creatures. 4th round, 7 dmg to everyone again. Every round after that, for 5 more rounds, 3 cold damage to the whole area. By the end, 19 dmg to everyone within a 360’ radius, 49 total to six of them…plus a ton of battlefield control special effects.

Monks: 4 attacks every round, possible stun on each one, Just that by itself. but also: avg 44 dmg per round plus nearly untouchable in return. Way of the open hand gets even more special effects which can be stacked with Stunning strike. And Quivering Palm.

Paladins: Vengeance Paladin especially: Vow of Enmity the BBEG. Advantage every attack, thus double crit chance. first round, two attacks, same dmg as fighter, avg 35 each…except add 7d8 (26 radiant ) per attack, and possibly a blinding smite for 13 more dmg plus blindness, oh wait, three attacks because the bad guy makes an attack so another 35+21 radiant (lower spell slot) for a total of…190 dmg. he does less in subsequent rounds, yes, but can keep doing it and is more reliable even than the fighter due to constant advantage.

I really feel like I’ve made my point. What do you think?

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