A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
That's actually not even close to the fastest they can go. With multi-classing as well as assistance from other characters via spells and class items, it gets up to somewhere around, 9,600 feet per turn. This was all game theoried out on numerous /r/dnd threads.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
Not sure if all these effects would stack.... 3rd lvl barbarian totem, for resistance to all but psychic damage and unarmored defense boost to ac. Then 8 levels of rogue, for uncanny dodge and evasion. Then remaining levels into Paladin oath of ancients, wherein you would get resistance to spell damage, as well as cha boost to saves. Basically, you mitigate almost all incoming damage down to next to nothing. (e.g. you take 40 hp slash dmg, rage-halved to 20, uncanny dodged to 10. You have cha bonus to save vs spells plus advantage if it's dex save plus no dmg if you succeed plus half if you don't plus half of that because of oath of ancients...)
Offensively, you would be adding rage damage, sneak Attack (situationally), and smite (unless smites are ruled as casting a spell, which can't be done while raged).
Just trying this as a thought experiment: Creating an Avatar of Luck
Halfling or a Human with the Lucky feat.
2 levels of Wizard (Divination) for the Portent feature (14 levels would grant an extra D20 roll to the Portent feature for a total of 3D20) (Int 13
Then mix and match any of those below.
1or 2 Levels of Cleric (Light or War) (Wis 13) [Warding Flare, Radiance of the Dawn; War Priest, Guided Strike]
3 Levels of Barbarian (Totem Warrior) (Str 13) [Rage, Totem Spirit- Bear or Eagle or Wolf]
2 or 3 Levels of Bard (Lore or Valor) (Cha 13) [Jack of All Trades, Expertise; Bonus Proficiencies, Cutting Words; Bonus Proficiencies, Combat Inspiration]
3 to 14 Levels of Monk (Dex and Wis 13) [Unarmored Movement, Deflect Missiles, Extra Attack, Evasion, Diamond Soul; Tranquility; Shadow Arts, Shadow Step, Cloak of Shadows]
Probably the simplest would be Wizard 2 (Diviner) Monk 3/14 (Int, Dex & Wis 13 minimum though)
But a Wizard 2, Cleric 2, Barbarian could be fun especially with an Outlander or Uthgardt Tribe background. The Halfling Barbarian Shaman upon awakening hailed the Light for the new day or praised War for surviving the night and received his/her portents for the coming day. Later encountered some trouble, chose to face it and Luck was on his/her side.
There are lots of possible choices and it all depends on how you choose to describe luck.
A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
That's actually not even close to the fastest they can go. With multi-classing as well as assistance from other characters via spells and class items, it gets up to somewhere around, 9,600 feet per turn. This was all game theoried out on numerous /r/dnd threads.
The best I get is 42540ft in one round. Using UA content, party help and magic itens.
One build that i've seen is relatively simple, level 17 wizard with simulacrum and wish. Prepare both spells and cast simulacrum. This created creature obeys you and has your prepared spells, including wish. This could be used to make disposable bodies to use wish without chancing the loss of the spell, but you can also use wish to get the simulacrum to cast simulacrum on you, duplicating the spell, so that the simulacrum you created isn't destroyed, and the newly created one has wish. You then just repeat this process until you have enough wizards that your character takes up the majority of the biomass in the campaign. Bonus points if you have boon of high magic or a similar ability so you can have your simulacrum's cast massed wish and you simply break the campaign.
A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
You feel the need. The need for speed.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Take 2 levels in barbarian, but build with stats for a rogue. It is mandatory you start your first levels as Barb so you have extra hit die and no need for 13 STR to multiclass.
Take rogue afterwards. The barbarian is solely for Reckless attack. Then if you can, grab a shield to make up for your more vulnerable self, but congrats. You got instant sneak attacks at 3rd level.
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Maybe I'm a bit late to the thread but I thought I'd get my own build on a forum somewhere, assuming UA is allowed. I've been playing for about a year now. I've read a couple 'overpowered build' threads and none really have anything but 'a fighter, pole-arm master'. While this is an ok solution I feel its a little limited. First of all I'll give my own variant: either fighter 20 sharpshooter crossbow expert or even better, a brute fighter with pole-arm master, great weapon master, mage initiate (hex) and a couple of javelins since the brute damage is ranged too. No proficiencies but in combat brutes make DMs cry.
My own submission would be a changeling (or winged tiefling) Hexblade Paladin 2/Warlock 1/Swords College Bard 17 (1st level point buy ). I believe the key to a 'broken' character is one that excels at everything. So - changeling grants alter self at will, extra languages and proficiencies - hexblade gives CHA scaling weapon, increased crit chance, and proficiency added to attack rolls - paladin gives heavy armour proficiency if taken first, fighting style, great first spells and SMITES - bard gives 9th level spells, extra proficiency and expertise, bard spell list for support, magical secrets for offence (spiritual weapon is a must for me, tenser's transformation is nice too), extra attack with defensive flourishes, D8 hit die so reasonable Hp, and full caster spell range for better smite stamina than paladin. It gets 4 ASI taking 2 to maximise CHA and taking tough and inspiring leader feats for another team buff. The down side is extra is late so warlock's booming blade is a friend for the first couple levels
so when your not using eldritch blasts at range, healing your team, inspiring them, or confusing the enemy with bard spells, your simply terrifying in combat. Plate armour, defence from paladin and a shield gives 21AC on basic items to be modified by defensive flourish. For melee: two attacks both burning a 4th level smite and one defensive flourish, hexblade curse damage and crit chance, and a bonus action for an 8th level spiritual weapon which is duration so doesn't interrupt concentration spells. This comes out to 2x(D8+5D8 smites+5 CHA+6 Prof)+D12 flourish + 4D8+5 CHA+6 Prof = 16D8+D12+33. It burns resources but the point is its just an option.
Take 2 levels in barbarian, but build with stats for a rogue. It is mandatory you start your first levels as Barb so you have extra hit die and no need for 13 STR to multiclass.
Take rogue afterwards. The barbarian is solely for Reckless attack. Then if you can, grab a shield to make up for your more vulnerable self, but congrats. You got instant sneak attacks at 3rd level.
Wow, so for the first level, there are no stat requirements, you could literally play a druid with 8 wisdom?
Take 2 levels in barbarian, but build with stats for a rogue. It is mandatory you start your first levels as Barb so you have extra hit die and no need for 13 STR to multiclass.
Take rogue afterwards. The barbarian is solely for Reckless attack. Then if you can, grab a shield to make up for your more vulnerable self, but congrats. You got instant sneak attacks at 3rd level.
Wow, so for the first level, there are no stat requirements, you could literally play a druid with 8 wisdom?
Technically, yes, but as soon as you want to multiclass it becomes a resounding "no":
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
That completely abides by all the rules.
Human battle master with GWM, PAM and Precision.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
A tabaxi monk at level 5 has 45 feet of movement speed. This increases as they level, obviously. A tabaxi can double their movement speed on, essentially, every other turn, for free. This means that it interacts with the Dash action. All of which means, a tabaxi monk could shadowstep 60 feet, then move 90 feet, and then dash 90 additional feet, for a total of 240 feet in a single turn. This does not take into account interactions with haste (which would further double their movement speed, bringing their single round distance up to 420 feet), or any magic items such as boots of speed, which would again double their movement speed, bringing them up to 780 feet in a single round, on foot. In a 6-second round, this means that, not counting the teleport, the monk is traveling at 81.8 mph, or 130.9 kph. At higher levels, this gets even more ridiculous.
Wear a red spandex suit and call yourself flash
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Not sure if all these effects would stack.... 3rd lvl barbarian totem, for resistance to all but psychic damage and unarmored defense boost to ac. Then 8 levels of rogue, for uncanny dodge and evasion. Then remaining levels into Paladin oath of ancients, wherein you would get resistance to spell damage, as well as cha boost to saves. Basically, you mitigate almost all incoming damage down to next to nothing. (e.g. you take 40 hp slash dmg, rage-halved to 20, uncanny dodged to 10. You have cha bonus to save vs spells plus advantage if it's dex save plus no dmg if you succeed plus half if you don't plus half of that because of oath of ancients...)
Offensively, you would be adding rage damage, sneak Attack (situationally), and smite (unless smites are ruled as casting a spell, which can't be done while raged).
Also, check out Nerdarchy youtube channel. They have a video on this subject. One example they make is a character with passive perception of 30!
Just trying this as a thought experiment: Creating an Avatar of Luck
Halfling or a Human with the Lucky feat.
2 levels of Wizard (Divination) for the Portent feature (14 levels would grant an extra D20 roll to the Portent feature for a total of 3D20) (Int 13
Then mix and match any of those below.
1or 2 Levels of Cleric (Light or War) (Wis 13) [Warding Flare, Radiance of the Dawn; War Priest, Guided Strike]
3 Levels of Barbarian (Totem Warrior) (Str 13) [Rage, Totem Spirit- Bear or Eagle or Wolf]
2 or 3 Levels of Bard (Lore or Valor) (Cha 13) [Jack of All Trades, Expertise; Bonus Proficiencies, Cutting Words; Bonus Proficiencies, Combat Inspiration]
3 to 14 Levels of Monk (Dex and Wis 13) [Unarmored Movement, Deflect Missiles, Extra Attack, Evasion, Diamond Soul; Tranquility; Shadow Arts, Shadow Step, Cloak of Shadows]
Probably the simplest would be Wizard 2 (Diviner) Monk 3/14 (Int, Dex & Wis 13 minimum though)
But a Wizard 2, Cleric 2, Barbarian could be fun especially with an Outlander or Uthgardt Tribe background. The Halfling Barbarian Shaman upon awakening hailed the Light for the new day or praised War for surviving the night and received his/her portents for the coming day. Later encountered some trouble, chose to face it and Luck was on his/her side.
There are lots of possible choices and it all depends on how you choose to describe luck.
Monk 14, Wizard 2, Bard 3, Cleric 1 (6th level Spellcaster) (4/3/3)
Start as Bard, then either go Cleric or Wizard
Bard 3: 2 cantrips, 6 spells (Vicious Mockery, Mending; Heroism, Longstrider, Bane; Enhance Ability, Lesser Restoration, Suggestion): Athletics, Survival(Exp), Perception(Exp), Persuasion, Insight, (Stealth, Intimidation, Investigation- Lore)
Wizard 2 (Divination): 3 Cantrips, 8 spells- (Blade Ward, Booming Blade, Green Flame Blade; Burning Hands, Comprehend Languages, Detect Magic, Expeditious Retreat, Identify, Find Familiar, Thunderwave, Shield
Cleric 1: (3 cantrips- Guidance, Resistance, Spare the Dying), War Priest
Then taking Monk
I think I might give this character a try.
One build that i've seen is relatively simple, level 17 wizard with simulacrum and wish. Prepare both spells and cast simulacrum. This created creature obeys you and has your prepared spells, including wish. This could be used to make disposable bodies to use wish without chancing the loss of the spell, but you can also use wish to get the simulacrum to cast simulacrum on you, duplicating the spell, so that the simulacrum you created isn't destroyed, and the newly created one has wish. You then just repeat this process until you have enough wizards that your character takes up the majority of the biomass in the campaign. Bonus points if you have boon of high magic or a similar ability so you can have your simulacrum's cast massed wish and you simply break the campaign.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Craziest combo I ever ran was a Gnome; Bard & Rage barbarian..... Greatest mixture ever. Still waiting for another opportunity to run this mix again.
Take 2 levels in barbarian, but build with stats for a rogue. It is mandatory you start your first levels as Barb so you have extra hit die and no need for 13 STR to multiclass.
Take rogue afterwards. The barbarian is solely for Reckless attack. Then if you can, grab a shield to make up for your more vulnerable self, but congrats. You got instant sneak attacks at 3rd level.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Oh right I forgot reckless attack used str. Nevermind
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Maybe I'm a bit late to the thread but I thought I'd get my own build on a forum somewhere, assuming UA is allowed. I've been playing for about a year now. I've read a couple 'overpowered build' threads and none really have anything but 'a fighter, pole-arm master'. While this is an ok solution I feel its a little limited. First of all I'll give my own variant: either fighter 20 sharpshooter crossbow expert or even better, a brute fighter with pole-arm master, great weapon master, mage initiate (hex) and a couple of javelins since the brute damage is ranged too. No proficiencies but in combat brutes make DMs cry.
My own submission would be a changeling (or winged tiefling) Hexblade Paladin 2/Warlock 1/Swords College Bard 17 (1st level point buy ). I believe the key to a 'broken' character is one that excels at everything. So - changeling grants alter self at will, extra languages and proficiencies - hexblade gives CHA scaling weapon, increased crit chance, and proficiency added to attack rolls - paladin gives heavy armour proficiency if taken first, fighting style, great first spells and SMITES - bard gives 9th level spells, extra proficiency and expertise, bard spell list for support, magical secrets for offence (spiritual weapon is a must for me, tenser's transformation is nice too), extra attack with defensive flourishes, D8 hit die so reasonable Hp, and full caster spell range for better smite stamina than paladin. It gets 4 ASI taking 2 to maximise CHA and taking tough and inspiring leader feats for another team buff. The down side is extra is late so warlock's booming blade is a friend for the first couple levels
so when your not using eldritch blasts at range, healing your team, inspiring them, or confusing the enemy with bard spells, your simply terrifying in combat. Plate armour, defence from paladin and a shield gives 21AC on basic items to be modified by defensive flourish. For melee: two attacks both burning a 4th level smite and one defensive flourish, hexblade curse damage and crit chance, and a bonus action for an 8th level spiritual weapon which is duration so doesn't interrupt concentration spells. This comes out to 2x(D8+5D8 smites+5 CHA+6 Prof)+D12 flourish + 4D8+5 CHA+6 Prof = 16D8+D12+33. It burns resources but the point is its just an option.
Wow, so for the first level, there are no stat requirements, you could literally play a druid with 8 wisdom?
Technically, yes, but as soon as you want to multiclass it becomes a resounding "no":
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Blood Hunter/ Monk