Multiclassing into fighter requires Str 13 so you will have some trade offs there.
Or Dex 13. Pretty much every character will have either Str 13 and/or Dex 13 unless you try really hard not to, so multiclassing into a fighter is sort of a free pass.
is it legit? I can't find anything in the PHB that counter this.
Looks legit.
High-level characters are scary.
A fighter could do a similar thing with Extra Attack and Action Surge, sending a huge number of bolts or arrows at a target. With a dip in ranger of warlock, all of those missiles could have hex or hunter's mark damage. The fighter also gets to take advantage of magic weapons and ammunition, which the warlock does not. As an aside, the fighter can do this in silence, something the warlock cannot.
Of course, all those numbers look really small when you consider what a high-level spellcaster can do.
The 120 feet of pushing/pulling is just flat out not possible. The invocations that let you push or pull specify that it can only be once per round. You can push or pull one creature 10 feet. If you take both invocations, you can push 10 feet and then pull them 10 feet, but now you've used up both invocations that you get at Warlock 2 on a plan that is of dubious usefulness.
...
Repelling Blast (push 10 feet) has no such restriction. It can be used as often as you hit with one of the blasts. Grasp of Hadar (pull 10 feet) does indeed have the once per turn limit.
Don't forget to add the +proficiency bonus and crit on 19 or 20 that is possible with Hexblade's curse. Yes it would require one more setup round but I have done it several times with success.
If you use I think if you took 14 level of wizard instead of sorcerer you be an evoker and use overchannel to max it out though it could get really MAD it would be fun if you started at a high level.
14 Wizard means no quickened and overchannel does NOT work on cantrips. Your build is sub par, even with MAD.
If you go more than a couple levels of Wizard do NOT take more than 2 other levels. You want to learn 9th level wizard spells like Wish and Invulnerability.
Also, wizards are never the best attackers, even with Evoker and Overchannel. Wizards do battlefield control and defense amazingly well. Attack, not so much.
If a warlock combines Eldritch Blast (1d10 force per beam) with Hex (1d6 bonus necrotic) and the Eldritch Invocation Agonizing Blast (Add Charisma Modifier), then that is a pretty powerful attack. For example, an 8th level warlock with a Charisma of 20 can cast two beams of EB on a single Hexed target, leading to a maximum of 21 damage and a minimum of 7 damage on two successful rolls, plus more is possible with a critical hit. That's pretty good for a cantrip!
You have an old version of the PHB. The newest copy and the Errata says:
Overchannelp117
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
Damn, just had an image of a high level Evocation Wizard with multiple simulacrums all casting over-channeled 5th level fireballs until they die. Probably not an effective use but it would be glorious :)
I think that (UA) Wizard 2 only works on Wizard Spells (spells on Wizard Spell list), so no Eldritch Blast.
It did work on any spell cast with a spell slot. But the subclass was axed, so it’s not any more relevant to the discussion than someone’s homebrew that says “you multiply your eldritch blast damage by your charisma modifier” or whatever.
With a three round setup Undead Warlock could top this Hexblade for this with 24d10+90+24d6 necrotic I think this is achievable at 11th level this averages at 282 damage assuming you:
Because the Undead Warlock gets the feature Grave Touched a 6th level which changes you Eldritch Blast damage to necrotic and extra damage die for all necrotic damage dealt while using the 1st level feature Form of Dread not to mention some nice extra temporary hit points and a chance to frighten your enemy once per round. And you can keep the pressure up every round with 16d10+60+16d6 necrotic damage as long as you have sorcery points, and to keep up your concentration get repelling blast to shoot your enemies 120 feet away, once your out of sorcery point probably on round 5 it drops to 8d10+30+8d6 which lasts until the end of round 11 although 16d10+60+16d6 could easily be maintained by using font of magic to expend spell slots for sorcery points which are in this case more valuable, and now over the course of a little over a minute minute you dealt 1316-1786 and could have pushed an enemy 560 feet maybe lance of lethargy is easier to keep your enemies within range. This more damage than the original idea over the long haul and if your enemies don't have ranged attacks your untouchable. Most combat don't last 11 rounds, but they certainly won't if you're doing this although this combo only really works once per long rest, although 8d10+30+8d6 is an easy average 94 damage per round if font of magic and hex are all you use your spell slots for.
At Fighter 2, you only get one action surge per short rest. So, if you spend your first round casting Hex and one casting of Eldritch blast, yes, you can get that much damage for round 2, but only for round 2. Then you don't have any more action surges. Now you're down to just eldritch blast + hex and a quickened eldritch blast + hex.
The 120 feet of pushing/pulling is just flat out not possible. The invocations that let you push or pull specify that it can only be once per round. You can push or pull one creature 10 feet. If you take both invocations, you can push 10 feet and then pull them 10 feet, but now you've used up both invocations that you get at Warlock 2 on a plan that is of dubious usefulness.
Another thing to take into account is that multiclassing across three classes really screws up your over-all power level. You're gonna miss a bunch of ASI's, meaning it's a strong possibility it's gonna take you a really long time to get your casting stat up high enough to be reliably hitting your target with all of your beams. Assuming you start with Warlock 2, then Fighter 2, then all of your Sorc levels, you're gonna be level 8 the first time you get an ASI.
Also, counting this damage up using max damage is foolish, since in practice you will almost never get max damage on both your d6 and your d10 for every blast.
Trying to cheese every last damage point out of eldritch blast generally just doesn't pay off past a certain point. A Sorcerer with a Warlock dip, a Warlock with a Sorcerer dip, or just a Sorc with Spell Sniper for Eldritch Blast are all better ideas than blowing 2 levels on Fighter and losing evocations/spell levels/ASIs in the process just so you can get 1 extra casting of EB on your 2nd round.
repelling blast doesnt specify once per turn. It specifically says when you hit each beam requires you to roll to hit thus 1 beam is 1 hit
Edit: Alright lets fix a few things. Race: Kobold (You could also technically do Goblin for a maximum of 20 more maximum damage, trust me though Kobold is worth it)
Ability Scores 20+ Charisma, Not hard to get. at least 13 dex at least 13 int (thank you to Ravnodaus the absolute mad scientist)
Classes Take 5 levels of Warlock, guess what Its everyone's favorite overpowered subclass Hexblade Pact of the Chain, probably best to make your familiar something unassuming. Agonizing Blast and Maddening Hex If you can use the Crossbow Expert/Gunner, and Polearm Master Feats also take Repelling Blast
2 levels of Fighter for action surge
6 levels of Bladesinging Wizard for the ability to make two attack actions that can be replaced with cantrips (It's crazy that doesn't specify wizard cantrips) Training in War and song: Quarterstaff
Optional 3 levels of Rogue for assassin's autocrit but not sneak attack I don't know how I missed that before.
Optional 2 levels of Grave Cleric to give something vulnerability. This would be better if you just had a friend use this ability though as then you wouldn't need to waste an action casting this instead of Eldritch Blasting Twice and This would require you to have 13+ wisdom
Though it isn't reliable in any sense it still has the 1/50 chance to maximize the damage of the first cast of Eldritch Blast in a turn. 1 level of Wild Magic Sorcerer (unless something comes out that updates Draconic to have gem ancestry, in which case take Amethyst immediately)
Rest of the levels can be put into anything you want
Magic Items Staff of the Magi is a Staff that gives you a +2 to spell attack rolls, while technically a wand of the War Mage +3 will let you get another +1 we want this one because it can count as a magical quarterstaff, as well as just being a powerful, legendary item. (If your DM won't let you have this because its a powerful legendary item, there are a few other magical staves that can be wielded as a quarterstaff which you can just use instead)
Illusionist Bracers: Quickened Spell for Free. (only downside being it is a Ravnica item which your DM may not let you have)
Potentially a Robe of the Arch magi I don't know if the +2 it gives to spell attack bonus can stack with other magic items I don't see why it wouldn't but hell I was wrong before I can be wrong again.
Feats Warcaster: Just good to have and lets you cast a spell as a reaction Polearm Master: While you're holding your Staff of the Magi things are going to provoke attacks of opportunity which with Warcaster lets you swap out for another cast of Eldritch Blast (though a DM can rightfully just tell you no) Crossbow Expert/Gunner: removing disadvantage from ranged attacks at 5 feet. (Should work, they both just say ranged attack rolls but not ranged weapon attack rolls, these aren't required just good if they work.) Lucky is also good for Crit fishing
Now for the combo: Surprise Round Move your familiar to be within 5 feet of the target creature (If your DM won't count it as an ally, you have friends, odds are one of them is tanky and can also stand within 5 feet of it) Bonus Action: Cast Hex give disadvantage on Wisdom Saves (If you Wild Surge you want a 33 or 34, this will maximize the damage of the first Eldritch Blast you cast this turn) Action: Ravnodaus's Idea of using Bladesinging's Extra Attack lets you cast Eldritch Blast Twice because it doesn't specify Wizard Cantrips. (May autocrit if you took the optional 3 levels of assassin rogue)
Ally: Have someone with at least 5 levels in Sorcerer, Wizard, or Oder Domain Cleric cast Slow on the Target so they have a -2 to their AC (Increased chance to hit and nothing more, not mandatory)
1st Turn Bonus Action: Use your Hexblade's Curse: Now you crit on 19s or 20s Action: Two Eldritch Blasts Reaction: Cast Eldritch Blast at anything that enters your attack range
(This is where your Grave Cleric Friend should use their Channel Divinity. If you are the grave cleric then treat the next turn will be the 3rd turn of combat instead of the 2nd. This is because the Channel Divinity will use up your action and you won't be able to use a bonus action to cast Eldritch Blast with your Bracers)
2nd Turn (probably end combat) Action: Two Eldritch Blasts Bonus Action: One more Eldritch Blast from your Illusionist Bracers Action Surge Action: Two more Eldritch Blasts Reaction: Eldritch Blast
Before Kobold with Pack Tactics, you have the standard 1/20 (5%) chance to crit, With pact tactics before Hexblade curse you have a 1/10 (10%) chance. After Hexblade's Curse it becomes a 1/5 (20%). With a Luck Point its closer to roughly 1/3 (30%)
Please feel free to let me know if I missed a magic item or something, but not with unwarranted hostility. I don't feel like trying to calculate average Damage per round when every spell attack is done at advantage because kobold, and I think that's fair. Thank you again to SagaTympana, Ravnodaus, and Thezzaruz for your insight.
You don't need metamagic to pull any of this off just get Illusionist Bracers.
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Basically free quicken but only for a cantrip you've already cast. Which is, you know, exactly what we're trying to do here.
Also squeeze 6 levels of Bladesinger in so you can attack twice but then sub attacks for a cantrip, instead of just cantrip. This brings us to:
Attack action: Attack + EB
Bonus action: Repeat EB
Action Surge Attack Action: Attack + EB
Brings us to 2 regular weapon attacks, and 12 EB beams. Only requires 2 Fighter + 2 Warlock + 6 Wizard + 7-10 whatever else you like. And one very rare magic item.
Edit: If we wanna get silly on force damage we can go Amethyst Dragonborn and swap both those attacks for 2 15ft cones of 4d10 more force damage each.
Edit2: If we go Echo Knight we can Unleash Incarnate and squeeze in 2 extra attacks, that we could then swap for 2 more cone breaths. That'd bring our total to 12* (1d10+1d6+5) plus 16d10 15ft cone.
Or Dex 13. Pretty much every character will have either Str 13 and/or Dex 13 unless you try really hard not to, so multiclassing into a fighter is sort of a free pass.
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I'm going to make this way harder than it needs to be.
Looks legit.
High-level characters are scary.
A fighter could do a similar thing with Extra Attack and Action Surge, sending a huge number of bolts or arrows at a target. With a dip in ranger of warlock, all of those missiles could have hex or hunter's mark damage. The fighter also gets to take advantage of magic weapons and ammunition, which the warlock does not. As an aside, the fighter can do this in silence, something the warlock cannot.
Of course, all those numbers look really small when you consider what a high-level spellcaster can do.
.
Repelling Blast (push 10 feet) has no such restriction. It can be used as often as you hit with one of the blasts. Grasp of Hadar (pull 10 feet) does indeed have the once per turn limit.
Lot's of stuff ...
Don't forget to add the +proficiency bonus and crit on 19 or 20 that is possible with Hexblade's curse. Yes it would require one more setup round but I have done it several times with success.
Loved my Sorlock before it was put away by a Mind Flayer Lich (illithilich). That was a sad day
Lot's of stuff ...
If you use I think if you took 14 level of wizard instead of sorcerer you be an evoker and use overchannel to max it out though it could get really MAD it would be fun if you started at a high level.
14 Wizard means no quickened and overchannel does NOT work on cantrips. Your build is sub par, even with MAD.
If you go more than a couple levels of Wizard do NOT take more than 2 other levels. You want to learn 9th level wizard spells like Wish and Invulnerability.
Also, wizards are never the best attackers, even with Evoker and Overchannel. Wizards do battlefield control and defense amazingly well. Attack, not so much.
Overchannel says any spell under level 5 cantrips are still considered spells.
If a warlock combines Eldritch Blast (1d10 force per beam) with Hex (1d6 bonus necrotic) and the Eldritch Invocation Agonizing Blast (Add Charisma Modifier), then that is a pretty powerful attack. For example, an 8th level warlock with a Charisma of 20 can cast two beams of EB on a single Hexed target, leading to a maximum of 21 damage and a minimum of 7 damage on two successful rolls, plus more is possible with a critical hit. That's pretty good for a cantrip!
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
Damn, just had an image of a high level Evocation Wizard with multiple simulacrums all casting over-channeled 5th level fireballs until they die. Probably not an effective use but it would be glorious :)
I was thinking
Hexblade Warlock 2
Sorcerer 12
Tempest Cleric 2
Lore mastery Wizard 2
Fighter 2
So basicly the theme is use 2nd lvl wizard ability to change Eldritch blast into lightning or thunder damage
Use channel divinity to max out damage for lightning or thunder damage
Cast quickened Eldrtich blast
Cast it normally
Use action surge
Cast Eldritch blast.
With maxed charisma you deal 160 lightning plus 80 from plus 5 to each attack
Then with hex you deal anywhere from am additional 16-96 necrotic
Plus am additional 96 damage from hexblades Curse
So a single round of damage has a range of 352-532
I think that (UA) Wizard 2 only works on Wizard Spells (spells on Wizard Spell list), so no Eldritch Blast.
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I'm going to make this way harder than it needs to be.
It did work on any spell cast with a spell slot. But the subclass was axed, so it’s not any more relevant to the discussion than someone’s homebrew that says “you multiply your eldritch blast damage by your charisma modifier” or whatever.
With a three round setup Undead Warlock could top this Hexblade for this with 24d10+90+24d6 necrotic I think this is achievable at 11th level this averages at 282 damage assuming you:
Bonus Action: Hex
Action: Eldritch Blast 4 beams
Bonus Action: Form of Dread
Action: Eldritch Blast 4 beams
Action Surge
Action: Eldritch Blast 4 beams
Action: Eldritch Blast 4 beams
Bonus Action: Quickened Spell(Eldritch Blast 4 beams)
Because the Undead Warlock gets the feature Grave Touched a 6th level which changes you Eldritch Blast damage to necrotic and extra damage die for all necrotic damage dealt while using the 1st level feature Form of Dread not to mention some nice extra temporary hit points and a chance to frighten your enemy once per round. And you can keep the pressure up every round with 16d10+60+16d6 necrotic damage as long as you have sorcery points, and to keep up your concentration get repelling blast to shoot your enemies 120 feet away, once your out of sorcery point probably on round 5 it drops to 8d10+30+8d6 which lasts until the end of round 11 although 16d10+60+16d6 could easily be maintained by using font of magic to expend spell slots for sorcery points which are in this case more valuable, and now over the course of a little over a minute minute you dealt 1316-1786 and could have pushed an enemy 560 feet maybe lance of lethargy is easier to keep your enemies within range. This more damage than the original idea over the long haul and if your enemies don't have ranged attacks your untouchable. Most combat don't last 11 rounds, but they certainly won't if you're doing this although this combo only really works once per long rest, although 8d10+30+8d6 is an easy average 94 damage per round if font of magic and hex are all you use your spell slots for.
You only get 1 bonus action but if you have haste on you from either a potion or another target, then this will be completely accurate
repelling blast doesnt specify once per turn. It specifically says when you hit each beam requires you to roll to hit thus 1 beam is 1 hit
Edit: Alright lets fix a few things.
Race: Kobold (You could also technically do Goblin for a maximum of 20 more maximum damage, trust me though Kobold is worth it)
Ability Scores
20+ Charisma, Not hard to get.
at least 13 dex
at least 13 int (thank you to Ravnodaus the absolute mad scientist)
Classes
Take 5 levels of Warlock, guess what Its everyone's favorite overpowered subclass Hexblade
Pact of the Chain, probably best to make your familiar something unassuming.
Agonizing Blast and Maddening Hex
If you can use the Crossbow Expert/Gunner, and Polearm Master Feats also take Repelling Blast
2 levels of Fighter for action surge
6 levels of Bladesinging Wizard for the ability to make two attack actions that can be replaced with cantrips (It's crazy that doesn't specify wizard cantrips) Training in War and song: Quarterstaff
Optional 3 levels of Rogue for assassin's autocrit but not sneak attack I don't know how I missed that before.
Optional 2 levels of Grave Cleric to give something vulnerability. This would be better if you just had a friend use this ability though as then you wouldn't need to waste an action casting this instead of Eldritch Blasting Twice and This would require you to have 13+ wisdom
Though it isn't reliable in any sense it still has the 1/50 chance to maximize the damage of the first cast of Eldritch Blast in a turn. 1 level of Wild Magic Sorcerer (unless something comes out that updates Draconic to have gem ancestry, in which case take Amethyst immediately)
Rest of the levels can be put into anything you want
Magic Items
Staff of the Magi is a Staff that gives you a +2 to spell attack rolls, while technically a wand of the War Mage +3 will let you get another +1 we want this one because it can count as a magical quarterstaff, as well as just being a powerful, legendary item. (If your DM won't let you have this because its a powerful legendary item, there are a few other magical staves that can be wielded as a quarterstaff which you can just use instead)
Illusionist Bracers: Quickened Spell for Free. (only downside being it is a Ravnica item which your DM may not let you have)
Potentially a Robe of the Arch magi I don't know if the +2 it gives to spell attack bonus can stack with other magic items I don't see why it wouldn't but hell I was wrong before I can be wrong again.
Feats
Warcaster: Just good to have and lets you cast a spell as a reaction
Polearm Master: While you're holding your Staff of the Magi things are going to provoke attacks of opportunity which with Warcaster lets you swap out for another cast of Eldritch Blast (though a DM can rightfully just tell you no)
Crossbow Expert/Gunner: removing disadvantage from ranged attacks at 5 feet. (Should work, they both just say ranged attack rolls but not ranged weapon attack rolls, these aren't required just good if they work.)
Lucky is also good for Crit fishing
Now for the combo:
Surprise Round
Move your familiar to be within 5 feet of the target creature (If your DM won't count it as an ally, you have friends, odds are one of them is tanky and can also stand within 5 feet of it)
Bonus Action: Cast Hex give disadvantage on Wisdom Saves (If you Wild Surge you want a 33 or 34, this will maximize the damage of the first Eldritch Blast you cast this turn)
Action: Ravnodaus's Idea of using Bladesinging's Extra Attack lets you cast Eldritch Blast Twice because it doesn't specify Wizard Cantrips. (May autocrit if you took the optional 3 levels of assassin rogue)
Ally: Have someone with at least 5 levels in Sorcerer, Wizard, or Oder Domain Cleric cast Slow on the Target so they have a -2 to their AC (Increased chance to hit and nothing more, not mandatory)
1st Turn
Bonus Action: Use your Hexblade's Curse: Now you crit on 19s or 20s
Action: Two Eldritch Blasts
Reaction: Cast Eldritch Blast at anything that enters your attack range
(This is where your Grave Cleric Friend should use their Channel Divinity. If you are the grave cleric then treat the next turn will be the 3rd turn of combat instead of the 2nd. This is because the Channel Divinity will use up your action and you won't be able to use a bonus action to cast Eldritch Blast with your Bracers)
2nd Turn (probably end combat)
Action: Two Eldritch Blasts
Bonus Action: One more Eldritch Blast from your Illusionist Bracers
Action Surge
Action: Two more Eldritch Blasts
Reaction: Eldritch Blast
Before Kobold with Pack Tactics, you have the standard 1/20 (5%) chance to crit, With pact tactics before Hexblade curse you have a 1/10 (10%) chance. After Hexblade's Curse it becomes a 1/5 (20%). With a Luck Point its closer to roughly 1/3 (30%)
Please feel free to let me know if I missed a magic item or something, but not with unwarranted hostility.
I don't feel like trying to calculate average Damage per round when every spell attack is done at advantage because kobold, and I think that's fair.
Thank you again to SagaTympana, Ravnodaus, and Thezzaruz for your insight.
Eldritch Blast can't sneak attack.
You don't need metamagic to pull any of this off just get Illusionist Bracers.
Basically free quicken but only for a cantrip you've already cast. Which is, you know, exactly what we're trying to do here.
Also squeeze 6 levels of Bladesinger in so you can attack twice but then sub attacks for a cantrip, instead of just cantrip. This brings us to:
Attack action: Attack + EB
Bonus action: Repeat EB
Action Surge Attack Action: Attack + EB
Brings us to 2 regular weapon attacks, and 12 EB beams. Only requires 2 Fighter + 2 Warlock + 6 Wizard + 7-10 whatever else you like. And one very rare magic item.
Edit: If we wanna get silly on force damage we can go Amethyst Dragonborn and swap both those attacks for 2 15ft cones of 4d10 more force damage each.
Edit2: If we go Echo Knight we can Unleash Incarnate and squeeze in 2 extra attacks, that we could then swap for 2 more cone breaths. That'd bring our total to 12* (1d10+1d6+5) plus 16d10 15ft cone.
I got quotes!