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Which D&D Class Can Do The Most Damage at Level 1?

UPDATE 21/02/2020: There have been three sets of updates to this article since it went live. Firstly, the original article included proficiency in damage which, after pointed out by Kegatron in the comments was quickly corrected. This was a human error on my behalf. Seondly, I’ve finally got around to updating this article after other ways of dealing damage were pointed out by Torad in the comments. For the updates, I have kept in the original logic as well as put the update. Full credit to Torad for those comments – thanks! Finally, most recently, Ann shared comments helping refine some of the original ideas, as well as clarifying some of the weapon proficiencies, and offering solutions. Those have now been updated. Thanks Ann! I encourage everyone to read their comments below – they’re awesome!

Dungeons and Dragons is the ultimate game, but sometimes it can be hard to choose which character to create. You’ve rolled your abilities, you have one 18, but you just don’t know where to put it. All you know is that you want a kick ass Level 1 character, something that is really difficult to do seeing most get interesting around Level 3. You want to be the hero of your own campaign, and that includes Level 1, but the question is – how have the most impact?

Well, worry not dear reader. If you have ever wondered which D&D 5E class can do the most damage at Level 1 then you have come to the right place. This article is going to not just tell you what does the damage, but how.

We’ve spent a few hours going through the Player’s Handbook, working out what each class starts with, and we have theorised the most damage possible for each class at Level 1. To do this however, and before we begin, a few assumptions have had to be made.

  1. Races aren’t taken into account and characters get the same bonus as we are only looking at classes. We’re looking at Level 1, and are assuming one ability of 18. This gives a unified +4 modifier as base. This assumes some pretty muscular or dexterous characters.
  2. All dice are maxed out, as we are looking at the maximum possible damage.
  3. Each class has a starting equipment list that we are abiding to. These are level one, completely out of the box – so no specialist or modified equipment lists.
  4. We are assuming no buffs from other players. No adding +6 to everything as a potential Bardic Inspiration.
  5. [Update] A character can only start with the base equipment. No equipment buying!

That’s about it – so with that in mind, let’s look at which class does the most damage at Level 1 in D&D 5E.

Which Class does the most damage in D&D 5E at Level 1?

Let’s just jump in with the graph. After a few hours of work, these are the results for maximum damage at Level 1. It should be fairly easy to understand, but there is a quirk where we’ll be looking at sorcerers twice. Once, weirdly, for magic going wrong.

Below is the revised graph taking the new suggests into account.

As you can see by the above graph there is definitely a hierarchy based on the maximum damage a Level 1 character can deal out. This, if all my mathematics are correct, is the following – in ascending order –

  1. The Paladin, Ranger, and Druid are bottom.
  2. We then get the Bard, Warlock, Wizard, and Sorcerer.
  3. Next we have the Barbarian, Fighter, and Monk.
  4. We then have the Rogue, with 22 damage.
  5. The Cleric is next.
  6. Finally, we have the Sorcerer again. More on this in a bit.

“So, how was this achieved?” I hear you ask.

Well, dear reader, in order to answer that question we are going to need to look at each class one by one. Once again, I have included the original logic and the revised version so you can see what the original thought process was.

How Each Class Can Do The Most Damage in D&D (Level 1)

Okay, so keep in mind we are making the assumption that this isn’t based on average rolls, but rather maximum rolls, so the answers are more theoretical, that being said – it is still interesting to look at. Keep in mind though, that to get a higher average a few classes may need to change what they do. For instance, Wizards and base Sorcerers get a higher average through using a staff than they do with magic at low levels. They can reach a higher max damage with magic however. The averages will have to be an article for another time, using this as a base.

Anyway, I digress. Here is how we believe you can get the most damage with each class in D&D 5E at Level 1.


The Barbarian is fairly simple. Get a +4 for strength, and arm him/her/it with two hand axes. The hand axes will be dual wielded, even if it won’t be efficient. This means that the Barbarian will get a 1D6+4 for the first handaxe. That’s already a maximum of 10 with one axe. Then add on the second axe as an additional 1D6 (or +6 in this case), making it 16. There is no ability bonus on the second hand. The final 4 points of damage come from Raging with each weapon. At first level, rage adds in +2 damage per attack. That’s 20 points damage.


Original Thought: The Bard is the easiest of all the classes to work out, as you simply give them a rapier and all the bonuses necessary to use it well. That’s 1D8+4 all-in-all, or 12 damage. I was wondering if Bardic Inspiration could be of some use, but it states in the rules it needs to be used on other people, and not the Bard themselves. It makes sense, I suppose, when you think about it.

Revised Version: The Bard is a magic using class and, although 12 damage at Level 1 is fairly respectable, there is actually more that they can do. At Level 1, the Bard gets Dissonant Whispers as a spell. What Dissonant Whispers does as a spell is is play a discordant melody that can cause 3D6 psychic damage on a failed Wisdom throw.


Original Thought: Clerics are unique in D&D as they actually choose their domain at first level. If the Cleric chooses the Domain of War then, as a bonus action, they can attack again a set number of times per day. If you arm a Cleric with a Warhammer then they will get 1D8 plus the ability modifier of +4, giving 1D8+4. They then get that twice however, so 2x(1D8+4). This results in a max damage of 24.

Revised Version: At Level 1, Clerics get the spell Inflict Wounds which can do 3D10  necrotic damage. I believe this makes Inflict Wounds one of the most damaging early level spells in the game.


Original thought: Druids have a major downside in D&D 5E and that is that they don’t really get interesting until they can shape shift into their Wild Form at Level 2. Until then they are a bit of a stick in the mud, with only proficiencies in some simple weapons. This means the most damaging weapon they can get their hands on is a quarterstaff (this is an update from the original thought of a great club, since druids don’t get proficiency with great club), and that works out about the same as the rapier for the Bard – 1D8+4 or 12 max. It’s pretty sucky, and I basically just envisage a Druid running around with a stick.

The most damage you can actually do with a Druid is by dual wielding two weapons. This includes the Scimitar, which is 1D6+4 (using the pre-defined specs), and then something like a Handaxe. This will add an additional 1D6, giving us a maximum of 16. It’s better than 12, but it is still pretty low. Also, Druids don’t get proficiency in handaxes so it’ll be really hard to hit on the offhand, but that doesn’t matter when we are looking at max damage.


Ahh the bread and butter of D&D. Well, it may be of no surprise that the Fighter is pretty good at…well…fighting.

One of the big bonuses of a Fighter is that they get to choose their fighting style at Level 1. This means that a Fighter can specialise in dual wielding pretty early, and doing so allows them to attack twice in a turn (once with each arm) and keep the ability modifier for both.

This means, a fighter with two scimitars (for example) would get 1D6+4+1D6+4, or 20 damage.


Original Thought: The key to combat and the Monk is that they get better with their hands as time goes on. For Level 1 however, they are better off using a (and know it hurts me to say this because monks are so much cooler than this) great club, getting an additional unarmed strike afterwards.

What this means is that the monk gets 1D8+4 for a great club, followed by 1D4+4 for the unarmed strike. That is 20 damage max.

The original thought behind the Monk was to use the Great Club, doing 1D8 damage as base, with the additional unarmed strike – however, this isn’t possible due to the Great Club having the two-handed attribute. This means the best we are looking at is a Quarterstaff, which has the versatile attribute and not the two handed attribute.

Interestingly, this means the Monk can do the same amount of damage, just with a different means. It is 1D8 plus the additional unarmed strike, for a maximum of 20 damage.


Paladins are pretty awesome fighters, and have the option to start with two martial weapons in the game. This means that, for instance, a Paladin can start with 2x scimitars as an example, or 2x short swords, or any kind of martial weapon you want really. Since 1D6 is the best you can get out of a light martial weapon, it doesn’t really matter which one you take. Either way it totals 16.

Note that you can take a Maul for 2D6+4 for the same effect.


The ranger is very similar to the Paladin. They can start with two short swords, with the calculations working out the same. They can attack twice, once with all bonuses, and one with only the ability modifier. That also comes to 16.


Rogues are great fun in D&D and they come with some pretty decent abilities. Most notably, and something they are renowned for, is their Sneak Attack ability, which adds 1D6 to any attack where they have the advantage. Since they can start with a rapier, that’s pretty good.

Original Thought: What that means is that a rogue can have 1D8 for the rapier, +4 for the ability modifier, +1D6 for the sneak attack. This comes to 18 damage maximum.

It is possible to give Rogues two short swords at Level 1, and have the wield both at the same time. This means they will get 1D6+4 for their first short sword and ability modifier (as specified for maxing out the damage), plus 1D6 for the second short sword, plus 1D6 for the sneak attack. This is a maximum of 22!

Sorcerer (1&2)

Ahh, and so now we exit the non-magical classes and into the hardcore magic users – the Sorcerer, Warlock, and Wizard.

Sorcerers are interesting in D&D as there are a couple of ways they can do maximum damage. The first is due to a spell that goes right. At Level 1, the spell with the most damage potential is Burning Hands for 3D6 damage. That is a maximum of 18.

However, and this is a big however, Sorcerers get a “Sorcerous Origin” – allowing them to choose between Draconic and Wild Magic. If a Sorcerer chooses Wild Magic, then they get the Wild Magic Surge ability – or, in other words, if they roll a 1 on a D20 (also known as a critical fail) they get a random effect happen, rolling 2D10 and associating the results on a chart of 50 possibilities.

Now, some of those possibilities are ridiculous such as gaining height or casting Grease on yourself. Nothing too useful.

Options 65-66 however, are interesting. If those come out (of which there is 1/50 chance) then three creatures within 30 ft get 4D10 damage each, for a maximum of 40 points.

The odds are; however, insanely low – hence why we are looking at Burning Hands  instead. (Note: This was revised from Thunderwave)


Original Thought – Warlocks actually get pretty good spells for Level 1. Hellish Rebuke is one of the best Level 1 spells in the game and can do 2D10 damage. That is a maximum of 20.

Revised Version: Warlocks, like with Sorcerers, get Burning Hands if they take the Fiend Patron, or they can get Dissonant Whispers from the Great Old One. Both of those do 3D6 damage. We are discounting Hellish Rebuke because it is a reaction. If we allow for reactions then we need to allow them for everyone and this gets a lot more complex. Hellish Rebuke is worth keeping in mind though.

Just a note on magic – Sorcerers, Warlocks, and Wizards – get their modifier on casting the spell but not on the damage.


Original Thought: Finally, we have Wizards as the last of the 12 Dungeons and Dragons 5E classes we will be looking at. Wizards get interesting at second level, so at first level their best spell for damage is Thunderwave at 2D8. Poison Spray at 1D12 is also pretty good, but the potential for 16 damage and minimum of 2 outdoes Poison Spray in both categories.

Revised Version: Wizards get Burning hands for 3D6 – which is 18. That makes Burning Hands the best spell for Wizards at Level 1 for just dealing damage.

So, there we have it – a bit of a D&D analysis. It’s quite interesting to see which class actually stands the chance of doing the most damage at Level 1. Leaving aside the Sorcerer, who would have guessed it would have been the Cleric? As mentioned right at the start of the article, the average may be different, so it is worth looking at that next.

This actually turned out to be a pretty long article, with a lot of revisions based on double checking all the mathematics, so I’m going to call it here. What are your thoughts though? Which classes do you like to play? Let me know in the comments below.

Once again, special thanks to Kegatron, Torad and Ann for their useful comments.


  1. For Sorcerer 2 you might interpret it as a maximum of 120 damage (possibly with even lower odds of that occurring). Or at least I would.
    Here’s the text: “Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.”
    It doesn’t say “…each take 4d10…” but it also doesn’t say “…4d10 lightning damage total…”
    So, 4d10 split three ways? That doesn’t seem realistic if you choose 3 creatures spread far apart. Maybe close together?
    4d10 for each creature? But then do you roll 4d10 once and that applies to each creature?
    Or do you roll 4d10 separately for each so each gets a random value? (leading to the very low possibility that each would get 40 damage)
    I’d have to say this is one of those rules where “DM interpretation wins” and in my case that would be very much based on the circumstances.

    Liked by 2 people

    • Ahhh haha – a very fair point. I would personally interpret it as 4D10 rolled once and applied to all, which could be seen as 120 max damage which is a very fair point you make. But, if we do take it that way then we hit an issue with area affect spells – Poison Spray is 1D12 but can hit multiple enemies. How do we know how many to apply the 1D12 to? Any thoughts?

      I think we need to take it as the theoretical damage against one enemy to stand any chance of being able to quantify it 🙂

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  2. For Sorcerer 2 you might interpret it as a maximum of 120 damage (possibly with even lower odds of that occurring). Or at least I would.
    Here’s the text: “Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.”
    It doesn’t say “…each take 4d10…” but it also doesn’t say “…4d10 lightning damage total…”
    So, 4d10 split three ways? That doesn’t seem realistic if you choose 3 creatures spread far apart. Maybe close together it does. But then how is it split?
    Is it 4d10 for each creature? But then do you roll 4d10 once and that value applies to each creature?
    Or do you roll 4d10 separately for each so each gets a random value? (leading to the very low possibility that each of them would get 40 damage)
    I’d have to say this is one of those rules where “DM interpretation wins” and in my case that would be very much based on the circumstances.


  3. Nice analysis. One thought. What about damage output over the course of encounters? The cleric will get pulled off damage dealing to heal people. The casters will run out of spells. However the fighter can just, well, keep in fighting. Especially if the cleric heals her or him because of having the most hit points and the best AC.

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      • Sorry for not getting back to you sooner. I had to think about this one a bit and work and life got in the way. I don’t have a great answer, but I think you could do it with a five room dungeon, and iterating through it with different parties that use the same results. In other words, pre determine success and failure rolls, use them for each PC and NPC (a long random result chart should be fine), and try to have the characters do the rooms in the same order with as many of the same or similar combat actions. The trick is in the branching, because you’ll come to places where a character might have an ability that will let them beat an obstacle, or get beaten by an obstacle. The less effective means I thought of, which would also require lots of data gathering, would be to get records of actual games from something like and go through those to try to figure things out.

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        • Interesting ideas. It’s a lot of math, but I’m sure we can figure something out. I had the conversation with a player I know and they suggested an infinite line of goblins as an experiment. Then you can kind of see when the characters would need to heal etc. How do you propose we determine the group type?


          • Thanks for your patience with the reply. (I was traveling on business.) The line of infinite goblins is really funny conceptually. I feel that it would not test more than the party’s ability to deal damage in a static scenario vs. a single creature at a time though. So it might be a good part of a test to assess how long each character can deal damage, how much, and how many deaths you could get if you wanted to gather those statistics. IMO you’d still want to try other scenarios to try to test the group together because there are synergies. (And frankly I’m feeling a tad out of my depth however I’m cheerfully willing to try to still figure it out.)

            So as to group composition, I’d think you run the classic party: fighter, cleric, wizard, thief
            Then you interact to: Barbarian, Druid, Ranger, Sorceror
            End with Paladin, Bard, Monk, Warlock

            If you wanted to test it further you could really go crazy. And as I eyeball the above combos, my gut tells me that they are in rough order of preference and overall traditional playability sanitized for personal preference. I offer no warranty to actual playability. 😉

            This seems like a large project, no?

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  4. Couple of things to note after a quick glance:
    1.All classes without fighting style (in your case rogue, bard, druid) could dual wield, since the PHB allows you to shop with money instead of choosing equipment (although i assume that you don’t count that?)
    2. For the warlocks you list Hellish rebuke as a spell for 20dmg – that is a reaction. If you count reactions for damage, then should the other characters get an opportunity attack added to their dmg? Given of course, it’s easier to get hit than for an enemy to run from you. However, either way the warlock still has the option to make an attack with his action (assume hexblade patron, bonus action hexblade curse, action attack with hexweapon for another 1d8+6 or another 14 dmg, +2 from proficiency to Hellish rebuke for a 36 total. If hexblade is not allowed due to not from PHB, the warlock can still do another 10 dm by eldritch blasting, totallying at 30. If we do not allow the reaction from hellish rebuke cause of action economy fairness, the warlock maxes out at 18 dmg from a burning hands (fiend patron, 3d6)/dissonant whispers (great old one, 3d6). For all the others i will not include reactions, otherwise things like tempest cleric (another 16 dmg if hit) get way better.
    3. For the casters, thunderwave is not the highest damaging spell, at 2d8 (16). Burning hands/dissonant whispers at 3d6 maxes out at 18, Chromatic orb (3d8, 24 max) would be even better, but that one has a material component.
    4. For the wildmage sorc im pretty sure that a selfcentered fireball (8d6, 48 on multiple creatures; probably including your party and definitly you) is a way better way to deal maximum damage in a turn at lv 1 (and end your own character).
    5. Cleric can go higher, they actually have the best dmg spell at lv 1 with Inflict wounds (3d10, so 30 max). obviously same would go for divine soul sorcerer, but that’s not PHB.
    6. bard has access to dissonant whispers, so 3d6 (18)

    So in summary, if you disallow reactions (if you don’t i can do the calculations again with reactions) and disallow selfbuying more weapons to dualwield and material components for spells, the following things would change:
    Warlock down to 18, wizard up to 18, sorcerer up to 48, Cleric up to 30, bard up to 18.

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    • Wow – I’m definitely going to need to update this. Yes, you are absolutely correct.

      Taking the points one at a time – you’re right on the dual wield, but I believe you are correct on why I didn’t choose it (it’s been a couple of weeks now since writing this, but I believe you’re correct).

      On spells – Chromatic Orb actually requires a trigger as well, which is why I didn’t include it originally; however, yeah, you’re right. It’s an awesome spell.

      It’s a very fair point about the Hellish Rebuke and you are absolutely correct on the rest. I can’t believe I was that far out!

      Thanks for your comment and pointers!

      Side question – can you think of any way the Druid can do more?

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      • He also makes a good point about Fireball. That is a possibility on the wild magic surge table, albeit dangerous as it is centered on self. Still, 8d6 damage is a lot at 48 total.

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      • A very interesting analysis. I like stuff like this because while I focus a lot on story and roleplaying and such, I DM more than I play so digging down into the mechanics by reading stuff like this is interesting and helpful too. I noticed a few things; I’ll be interested to see if I’m correct or mistaken in my analysis.

        I was pretty surprised when I got my new PHB and started looking up spells and saw that Inflict Wounds did so much damage as a level one spell.  I was sort of used to the idea of it being not a very useful spell at low levels.  So with Inflict Wounds and then a bonus attack from a warhammer used in two hands (versatile) by a war priest the total damage given the parameters you set up, I believe, would be 42 damage.  I’m assuming +2 damage for strength, since most war clerics are going to want to start out with a decent strength so they aren’t slowed by heavy armor, which they get proficiency with as part of their domain.  

        What is to stop a druid from using a pair of scimitars if they are trying to maximize damage? Sure, they technically don’t start with two given their equipment but I think it one really wanted to, you could take a background, such as noble, that would allow you the funds to buy one.  As for the great club, maybe I’m missing something but I don’t think they are proficient in the great club.  The regular club, yes, but I don’t see great club on their list.  If they want to do 8 damage with a weapon in two hands they could use a quarterstaff or spear though. 

        I think monks are pretty cool too.  I’ve been trying out different characters in Adventurer’s League while looking for a regular campaign and I made up a monk where I reskinned her weapons.  So the shortswords are butterfly swords, her quarterstaff is a three-section staff, and darts are “leaves” (she’s an elf) but they are shuriken.  
        So far as the great club is concerned, I think I’d call it a kanabo or something, but one doesn’t have to do that because at level one the great club cannot be a monk weapon because it has the two-handed property.  You can get the same maximum damage though by using a quarterstaff in two hands (versatile), which can be a monk weapon.  

        I’m not sure how you got 20 damage at 1st level.  Sixteen is as high as I can get it.  They do have two-weapon fighting as an option at 2nd level, and then I see where they can get 20 damage.

        They could start, based on the starting equipment list, with two short swords, which would give them 22 damage with sneak attack.  

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        • Looking at cleric again, I do see now that you have to use an Attack action to get the bonus action swing as a war priest. So much for Inflict Wounds followed up by a bonk to the head! Still, 24 damage for our hypothetical cleric is pretty respectable, though not as good as just casting the spell.

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          • Ahh I’m just writing a response to your other comment 🙂 I shall move it to this comment!

            Yes, the bonus is on the Attack action, which is unfortunate if you are a player, but as a DM I’m kind of thankful for it!

            For Druids, you know, I think you’re right. I don’t think they have proficiency in Great Clubs, which isn’t good. You’re right about the quarter staff.

            I’m so desperate for Druids to be able to do more damage in D&D, that as a DM you’re right. I would probably agree to two scimitars, especially in a small adventuring party. They can have a Wooden Shield or a Simple Weapon as well as a Scimitar or a Simple Weapon. Maybe a Scimitar and a Dagger?

            Monks are cool! Again, you are correct. Where a monk can use a great club, they can’t get the unarmed strike afterwards. I’m going to need to edit the graph and details again!

            Ranger – yep – you’re correct 🙂 I think that was a typo since I say it’s the same as the Paladin before giving a different number. It’s also 16 in the graph 🙂

            Rogue – yep – you’re correct there as well! So that would be 6 for the short sword, plus 4 for the ability, plus 6 for the second short sword, plus 6 for the sneak? Which, yes, is 22!

            Okay – so in short – Druid changes to Quarterstaff, Monk and Rogue need their numbers changed/attack amount changed, and with Ranger I need to correct the typo. Interested to hear your thoughts on the druid.

            Thanks for helping Ann! I knew, when I wrote this article, there would be amends – so comments like this are both awesome and helpful. Thank you!

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            • You’re welcome and thank you for writing this article. I’ve learned a lot from this as well. I’ve been playing my AL half-elf cleric with an ethos that she doesn’t direct inflict hit points of damage as a matter of ritual purity and theology (not morals, she actually isn’t a very nice person at heart) … but I was thinking that the next cleric I was going to play was going to be the opposite where she didn’t cast healing spells and I was going to do the war priest, Inflict Wounds, bonus action bonk with a war hammer thing and I was all excited about that. Better to find out that it would be a no go now than when I tried to do it in a game, or worse yet having an NPC cleric do it in a game I was DMing. Heresy! 🙂

              Scimitar and dagger would look cool for a druid. I think scimitar and sickle would look pretty cool too.

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            • It would be incredibly powerful – but to be honest, Inflict Wounds by itself would also be incredibly powerful, so you definitely have a character to be reckoned with there!

              I’ve half updated the article. I just need to figure out the Druid max when dual wielding and update the graph. It’s on another laptop so will do that later. Thanks again Ann!

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          • Actually, The war Cleric can only use the bonus action attack if they use their action to attack. So they could use a maul to attack twice dealing 4d6+8 for 32 damage

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  5. It’s unfortunate that races aren’t taken into account, because (for example) a Variant Human War Cleric with Great Weapon Master is the most damage for Cleric by a significant margin. 4d6+28 damage (max 52), at the cost of drastically reduced hit rate. In fact, just about every martial (or martial-oriented) character would do more damage with a 1st-level feat.

    You probably know this, but I thought it was worth pointing out for readers who might not.

    Liked by 1 person

    • There is definitely a larger analysis piece there…it should be possible to work out though!

      You know, I hadn’t thought of Great Weapon Mastery – this was just to look at base classes. You make a really interesting point though and feats could massively change things – as could additional ability modifiers. It’s definitely worth considering.

      Thanks for the comment!


  6. I may be mistaken , but if Spellcasters take an Arcane Focus, they can cast spells without the material components. In this case, Sorcerors would be able to cast Color Spray with no material components at Level 1, which totals 60 damage maximum. And if I am not wrong, Bards are able to cast Sleep at Level 1, which totals 40 damage maximum. Druids also have their Druidic Focuses, which should allow them to cast Ice Knife with not material components. Ice Knife at Level 1 can deal 22 damage maximum to one target if they fail their Dex save. If the target is surrounded by other creatures, then the total could go up to 106 if everyone fails their saves.

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    • Your raise a couple of interesting points 🙂 Colour Spray and Sleep have interesting wording, but I don’t think they actually deal damage. Instead the number you roll is how many hit points of creatures that spell can effect. For example, if you are casting Colour Spray and you roll a 14, and you are facing two goblins with 7hp each, then those goblins will be blinded. If you are facing 3 goblins at 7hp each, then only two would be blinded.

      Ice Knife looks like a great spell. I hadn’t actually come across it before since it is in the Elemental Evil module. If you are playing with Elemental Evil then that is 100% a way of potentially dealing more damage with the druid. The radius damage is what makes it there – thanks for sharing!


  7. A Hexblade Warlock at lvl 1 has hexweapon, hex, and hexblades curse and can dual wield. 2 daggers with both hexes on a target. 1d4+4(hexblade) + 1d4(offhand) + 2d6(hex) + 4(hexblade’s curse) = 28 damage


    • Potentially – however, for this article we’re only looking at the class options available in the Player Handbook. I believe the Hexblade was introduced in Xanathar’s Guide 🙂


    • Chromatic Orb is more damaging but since it has a material component with a specified cost (“A Diamond Worth at least 50 GP) it requires equipment outside of starting to use (A Focus does not work as focus’ only work to replace material components that are not consumed or do not have a specified cost).
      What was forgotten is Chaos Bolt, this raises the Sorcerer 1 up to 22 as its damage is 2d8 + 1d6 and has no material cost.


  8. War Clerics can cast divine favour to deal an extra d4 damage per attack this is better than casting Inflict wounds as it is (8+4+4)*2 vs 3*10


    • Ok this took a minute to realize for me but yeah your right. you forgot to mention the War Cleric’s Extra attack as a bonus action though witch confused me for a second but yes this is correct, though it should probably be in a different category (like wild magic sorcerer) cause it relies on subclass.


      • Wait sorry I just realized this is wrong.
        A War Cleric has 3 abilities that Increase their damage above normal Clerics.
        1: They can cast Divine Favor increasing their damage by 1d4 per attack (or just 4 in this case)
        2: They get “War Priest” Their level 1 class ability allowing them to make an attack as a Bonus Action after using the Attack Action (this still uses modifiers on the attack)
        3: They get proficiency in Martial Weapons allowing them to use the Great Sword, which does 2d6+STR Mod Damage

        The max damage of this would be (2d6 +1d4 + 4) * 2 or (12+4+4)*2 or 40 Damage, rivaling the Sorcerer 2 now.

        The only downside to this is the fact that it takes 2 turn to pull off, while all the damage is done in one turn it requires 2 Bonus Actions (1 before the turn to cast Divine Favor and 1 on the turn to make an Attack).

        Just gonna point out that technically this would be the highest possible since unlike the Sorcerer 2 this can Crit. making it (24 + 8) *2 + 4 + 4 (Since flat damage is not doubled) for a total of 72 damage max, to a single target, at level 1, by yourself.

        Liked by 1 person

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