I still need to find a campaign for it, but I made a variant human Rune Knight with expertise in athletics... that means a +10 to shove/grapple attempts with advantage using Giant's Might against any opponent Huge or smaller. And another +2 if I activate the right rune.
With a wizard who has Enlarge/Reduce on my team, that character could potentially restrain a tarrasque long before level 20.
So, I decided to minmax a Sorlock for damage output, and:
D&D Shadow Hexblade Sorlock Eldritch Blast Damage at Level 20
Detailed damage
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*necrotic damage in bold
Summarized
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
Why this level combo? Because of spells. If you get 15 levels in sorcerer you get 8 level spells along with being able to use sign of ill omen. But there are a few downsides. You lose a few ASI’s and don’t get many skills. In my opinion, a few ASI’s are worth one-shotting most monsters.
Here is the process simplified:
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
Rollback Post to RevisionRollBack
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
So, I decided to minmax a Sorlock for damage output, and:
D&D Shadow Hexblade Sorlock Eldritch Blast Damage at Level 20
Detailed damage
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*necrotic damage in bold
Summarized
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
Why this level combo? Because of spells. If you get 15 levels in sorcerer you get 8 level spells along with being able to use sign of ill omen. But there are a few downsides. You lose a few ASI’s and don’t get many skills. In my opinion, a few ASI’s are worth one-shotting most monsters.
Here is the process simplified:
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
Wow. For a sec, though, I thought you were talking about the pokemon Solrock. Lol.
So, I decided to minmax a Sorlock for damage output, and:
D&D Shadow Hexblade Sorlock Eldritch Blast Damage at Level 20
Detailed damage
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*necrotic damage in bold
Summarized
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
Why this level combo? Because of spells. If you get 15 levels in sorcerer you get 8 level spells along with being able to use sign of ill omen. But there are a few downsides. You lose a few ASI’s and don’t get many skills. In my opinion, a few ASI’s are worth one-shotting most monsters.
Here is the process simplified:
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
Instead of Hex, what about casting Spirit Shroud through a 7th level spell slot for 3d8 necrotic damage per beam (or a 9th level slot for 4d8 if you go 17 levels of Divine Soul Sorceror)
It would only work at 10ft, but with that much damage or an incapacitating effect, it would be crazy
yes, but do I need more damage when I can three-cycle the tarresque?
wait, never mind, I want 472 damage and the ability to two-cycle the tarresque.
Rollback Post to RevisionRollBack
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
This was during the “Tomb of Annihilation” campaign, towards the beginning of my D&D experience, where I had a painful streak of dead characters.
I lost a Sorcerer, a Ranger, a Bard-Warlock, and a Wizard…before I decided to grit my teeth, pour through the character options, and ultimately settled on a Zealot Barbarian; since the label essentially read “hard to kill”.
It actually was a fun character who managed to stick around through that campaign to the next one…when you don’t fear death as much as your average adventurer; you are free to do some fun, reckless things!
In addition, the damage boost isn’t anything to scoff at, either…that radiant damage from round-to-round let that dwarf character cleave through all sorts of baddies.
WildBill/Dragonheart/DH (all names have been used at different times and places) (see sig for a partial view of him) . Started as a 23 year old geology grad student with a background in martial arts and survival camping carrying a buck knife in his hip pocket. The DM dumped him in the game as a monk 3 /ranger 3 human switch class ( yes switch class this was 1e). He eventually grew to L20 (L3 monk/L17 ranger). Then, in the Demonweb Pits he managed to kill Lolth. (It was more of a fluke than by any sort of major power- he critted on a called shot to her eye with an arrow of slaying then the DM rolled 10 critical fails in a row for every resistance he could think of.) As the only sentient around at that moment he absorbed her powers, raised his party and they plane shifted back to the prime where he was greeted by the seldarine and Dwarven pantheons. They gifted him with enchantments of purification on his armor that block/cleanse and suppress the corrupting and overwhelming effects of the power and grant him time to adjust before becoming a deity. The powers did activate latent psionics talents in him and he continued to adventure on several worlds as a psionicist till he reached L13. At that point he developed a psionics ability to absorb, store, alter and release magic based energies including AoEs. At that point he decided to explore magic switching classes yet again. Working with his followers and fellow adventurers (all my old line characters). They tried to establish baronies as boundaries at the edges of elven kingdoms but each time they finished clearing the region and getting things set up they world walked (I moved, and I’ve moved ALOT). I took them out of play but used them as developing NPCs for my homebrew FR campaign so I don’t have to do ton of maintenance. They arrived there in 1362 DR. He led the group to CANDLEKEEP where the mages and clerics spent a year researching the new (to them) world while the fighters, rogues and nature folk spent the year working in teams with caravans seeing the world and learning it that way. He formed a trade coster with one end in Waterdeep trading across Faerun to Cormyr where they got adventurer and coster licenses. Then up towards Zhentil Keep. In the Dales they were attacked by the draconic Dretchroyaster and destroyed it taking its lair in Cormanthor as a base. When Cyric besieged Zhentil Keep he used the opportunity to wipe the Zhentarim out of Teshendale and Daggerdale. He killed several of the giants and dragons from the besieging forces when they tried to raid “his” dale, then took over Zhentil Keep when they left. Exploring Cormanthor he found Myth Drannor saving the temple of Shandukul bringing him to that God’s attention. Shandukul sensed the hidden deification powers in him and after some discussion DH agreed to become a “chosen” of Shandukul as part of his ongoing “training” in deity hood. He also discovered and gained entrance to Windsong tower and the Nether Scrolls. Over the next 21 years he read one scroll each year gaining a mage level with each one (not sure if this is canon or homebrew). This took him from a L15 mage to a L25 archmage. In the mean time he cleared the Black road turning it into a route for his coster. In the process he took on Malygris the dracolich Sovereign of the blue dragons of Anauroch and destroying the dracolich to become the new sovereign. When the phaerrim were released and attacked Evereska he led an army that included both the blue dragons and brass dragons of Anauroch. He was involved in the dragon rage killing a number of rogue dragons and was one of those involved in the final battle against Sammaster. When the Fey’ri were freed and came to Cormanthor he allied with the army of return to wipe them out and clear and restore Myth Drannor. He was part of the party that chased the leaders into the Gatekeeper’s realm and defeated Malkazid in single combat killing him.he was able to transfer the gatekeeper’s life link from Malkazid to himself to save the Gatekeeper. He helped renew and reraise the Mythal of Myth Drannor as well as help in the Khelben’s ritual to bring the Meiyeritar city of hope forward to the High Moor. He was in windsong tower when agents of shade attempted to steal the Nether Scrolls their and destroyed the party. He met with Eillistraee when she went looking for the cause of the silence of Lolth and was able to trace it to his presence in Faerun which blocked Lolth’s access until she underwent a rebirth ritual. With the coming of the spell plague he went back to working as a ranger and monk until magic settled down into its new structures. Because he (and Teshendale and his coster) were often at odds with Shade he began to explore the Shadowfell to better understand his foes. He often traveled there in the guise of a ranger or monk. When Eillistraee killed her brother Vheraun she passed his Spirit/deification essence to DH to cleanse as he was cleansing Lolth’s. When Eillistraee was herself killed she sent her most of her spirit and powers to him as wells ending a seed of herself to a newborn Drow girl of one of her clerics. DH rescued that family and provided them shelter in Cormanthor and later Rhymanthien (sp?). He led a group of companions into the under dark when Drow raids became a problem and various factions and besieging groups from Maerymedra and Szith Morcaine recovering the war blade of Myth Drannor in the process. He spent nearly 20 years exploring the Shadofell discovering Shar’s great secret - an Atropal Scion 4th son of hers that was slowly corrupting her and the shadowfell. Following that he put together groups to aid him in finding and building the tools he would need to dispatch this thing without Shar’s interruption. To deal with surface Drow problems in Cormanthor he built and cast an epic level/Elven High Magic spell that removed any demonic taint s from them, forced religious reckoning of conscious on them and then shifted the survivors alignments one step towards good as well as converting them from Drow back into dark elves as they were before the descent. He ended this by bring all of the survivors together into a single clan under his sponsorship. He located 4 of the Imaskara artifacts drawing their information into his for use. As the spell plague was ending he led a large party of epic characters into the Shadowfell and destroyed the Atropal scion then shattered the links holding the negative plane to Shadow severing the Shadowfell back into Shadow and the negative material plain. He used a ritual similar to that he used on the Drow of Cormanthor on Shar when she returned to Shadow. This has Altered Shar in ways still to be seen. Contingencies he had placed in Myth Drannor’s Mythal attempted to shunt the falling city of Shade away from Myth Drannor in the final battle between them but Larloch’s partial draining of them weakened his efforts resulting in the city being partially damaged including Windsong tower being destroyed and the Nether Scrolls being broken up and scattered to reform in random location in the future. With the return of Mystra, and the other deities he has taken his place with them marrying Eillistraee in the process. yes he is OP so OP all I can do is make him a deity in my homebrew 😁
I'm not sure if this counts because I haven't actually made this character but - a barbarian who takes three levels in warlock, takes pact of the chain for gift of the ever living ones. Probably celestial (for healing) or hexblade (for more damage). They'd be quite hard to kill.
I don't usually make super strong characters as i prefer the roleplay over combat. however i did make one that i consider super strong. but there are a few things about her that make her so strong
1: she has homebrew in her race, and feats. being a homebrewed imp and mark of greed feat. this basically takes her base race and makes it stronger.
2: she had magic items. the main two that are important are the boots of elvenkind and the bracers of flying daggers.
Her name is mini morningstar. an assassin rouge imp. what made her so powerful is obviously her subclass. being able to always land a crit as long as she goes before someone and surprises them is iffy at best. but when giving the right timing she can 1 shot just about anything that isn't supposed to be a boss. and if it is a boss then she can solo them assuming she can hide. she had an average damage of 70-80 on that first hit. and she was almost always guaranteed that with her feats which had given her advantage to roll plus her already high initiate. the boots of elvenkind gave her advantage to stealth and the bracers of flying daggers let her attack twice as a single action.
she also knew how to make poison and did for extra deadliness
she wasn't all that strong as all you need to do is go before her or see her to make her far less powerful
My most OP character is Ravin Black Tounge, a Deep Gnome Necromancer. Thanks to a couple of homebrew spells and a LOT of creativity he is pretty powerful, and he is Chaotic Evil. So most of his enemies end up facing fates worse than death, either joining his personal army of undead or taking a one way portal for the Abyss/Nine Hells/Shadowfell.
One of his most notable evil acts is been trasforming a villain (an high level bandit leader) in a Vampire and then sending him to Hades with a portal, so he can enjoy the loneliness of the Gray Waste for the rest of his eternal life. What has done the bandit to suffer such an horrible punishment? he killed Ravin favorite undead minion.
One of his most notable evil acts is been trasforming a villain (an high level bandit leader) in a Vampire and then sending him to Hades with a portal, so he can enjoy the loneliness of the Gray Waste for the rest of his eternal life. What has done the bandit to suffer such an horrible punishment? he killed Ravin favorite undead minion.
You dont even need homebrew for wizards to break the game. Just teleportation
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
Level 8 Tabaxi Fighter level 5 with Crit Role Gun proficiency, Bard 3 College of Secrets. He is an inveterate gambler, a crew member of the Weatherlight under Captain Sisay on and off, currently off. Spells load out for utilities, guns for damage. Has the wonderous homebrew item 'Lute of Looping' which allows a magical version of looping, beats, voice amplification and performance bonus. Best storytelling character I have ever had, can't wait to see how it finishes for him.
I still need to find a campaign for it, but I made a variant human Rune Knight with expertise in athletics... that means a +10 to shove/grapple attempts with advantage using Giant's Might against any opponent Huge or smaller. And another +2 if I activate the right rune.
With a wizard who has Enlarge/Reduce on my team, that character could potentially restrain a tarrasque long before level 20.
So, I decided to minmax a Sorlock for damage output, and:
D&D Shadow Hexblade Sorlock Eldritch Blast Damage at Level 20
Detailed damage
Important Stats:
Metamagic: Quickened
Important spells: Hex
Invocations: Agonizing blast, Sign of ill omen
Hexblade Curse
Base Damage: 4d10 Force, 4 beams
Agonizing blast:
Agonizing blast adds your charisma modifier to each beam and is always active. For these calculations, we assume you have 20 charisma, which is +5.
4d10 + 20 Force damage, 4 beams.
Base damage + Quickened spell Metamagic:
Quickened spell lets you cast as an action and as a bonus action, doubling damage.
4d10 x 2 = 8d10 + 40 force, 8 beams. We are doing more damage than disintegrate. (10d6 + 40)
Base damage + Hex:
Hex adds 1d6 necrotic damage to each beam.
4d10 force + 4d6 necrotic + 20 force, 4 beams.
Base damage + Hexblades curse:
Hexblades curse adds your proficiency bonus to attack and damage roles. With a proficiency of 6, you deal an extra 4x6 (24) damage.
4d10 + 44 force damage, 4 beams.
Base damage + sign of ill omen:
Sign of ill omen adds has several options, but the one we are using adds 1d6 necrotic damage to each beam.
4d10 + 20 force + 4d6 necrotic damage.
Everything together:
Quickened Metamagic doubles damage, which has been added to the calculations.
Agonizing blast adds 40 force = 8d10 + 40 force damage (120 max, 48 min)
Sign of ill omen adds 8d8 necrotic damage = 8d10 + 40 force + 8d8 necrotic damage (120 F. + 48 N. (184 max, 58 min)
Hex adds 8d6 necrotic damage = 8d10 + 40 force + 8d8 + 6d8 necrotic damage (120 F. + 112 N. (232 max, 64 min))
Hexblades curse adds 48 force = 8d10 + 88 force + 8d8 + 6d8 necrotic damage (168 F. + 112 N. (280 max, 110 min))
*necrotic damage in bold
Summarized
We do 280 max damage. We can damage every single type of monster because of the necrotic/ force damage combo. Remember, this isn’t nova. This is single target sustained, which means we deal this damage every turn. Along with this, we have +11 to attack rolls. This means we almost have a guaranteed hit against most monsters. Also, if you encounter a helmed horror or a Rakshasa, you can use transmuted spell to change to damage type. Finally, if you wanted to stay with warlock the whole time, you would deal 140 damage, not 280 damage.
Why this level combo? Because of spells. If you get 15 levels in sorcerer you get 8 level spells along with being able to use sign of ill omen. But there are a few downsides. You lose a few ASI’s and don’t get many skills. In my opinion, a few ASI’s are worth one-shotting most monsters.
Here is the process simplified:
Eldritch Blast at max level shoots four beams at your target, 1d10 per beam.
Agonizing Blast lets each of these beams benefit from your Charisma bonus.
Hexblade Curse adds your proficiency bonus to each attack, and it crits on a 19.
Hex adds 1d6 to each beam.
Sign of ill omen adds another 1d8 to each beam.
Quickened Spell lets you do it all over again as a bonus action.
Damage per beam:
Base: 1d10
Agonizing blast: + 5 force
Hexblades curse adds 6 force, so 1d10 + 11 force.
Sign of ill omen adds 1d8 necrotic, which means 1d10 + 11 force + 1d8 necrotic.
Hex adds 1d6 necrotic, which adds up to 1d10 + 11 force + 1d8 + 1d6 necrotic.
So, you deal 1d10 + 11 force + 1d8 + 1d6 necrotic damage, or 22 Force + 14 Necrotic = 36 total max damage.
Minimum damage is 1 + 11 Force + 1 + 1 Necrotic = 12 Force + 2 Necrotic = 14 total min damage.
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
mom come pick me up im scared
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
Wow. For a sec, though, I thought you were talking about the pokemon Solrock. Lol.
Instead of Hex, what about casting Spirit Shroud through a 7th level spell slot for 3d8 necrotic damage per beam (or a 9th level slot for 4d8 if you go 17 levels of Divine Soul Sorceror)
It would only work at 10ft, but with that much damage or an incapacitating effect, it would be crazy
yes, but do I need more damage when I can three-cycle the tarresque?
wait, never mind, I want 472 damage and the ability to two-cycle the tarresque.
Hello!
By reading this signature, you have agreed to pull 20 cards from the deck of many things. If you lose your soul in any way, it will go to me and the following will happen: When you create your next character, you will become a celestial warlock in servitude to me. Once a month, I require an ounce of empyrean blood. If you fail to deliver on this, all the cards you pulled will converge on you at once.
Many thanks,
Gweledydd Slantse
Zealot Barbarian.
This was during the “Tomb of Annihilation” campaign, towards the beginning of my D&D experience, where I had a painful streak of dead characters.
I lost a Sorcerer, a Ranger, a Bard-Warlock, and a Wizard…before I decided to grit my teeth, pour through the character options, and ultimately settled on a Zealot Barbarian; since the label essentially read “hard to kill”.
It actually was a fun character who managed to stick around through that campaign to the next one…when you don’t fear death as much as your average adventurer; you are free to do some fun, reckless things!
In addition, the damage boost isn’t anything to scoff at, either…that radiant damage from round-to-round let that dwarf character cleave through all sorts of baddies.
WildBill/Dragonheart/DH (all names have been used at different times and places) (see sig for a partial view of him) . Started as a 23 year old geology grad student with a background in martial arts and survival camping carrying a buck knife in his hip pocket. The DM dumped him in the game as a monk 3 /ranger 3 human switch class ( yes switch class this was 1e). He eventually grew to L20 (L3 monk/L17 ranger). Then, in the Demonweb Pits he managed to kill Lolth. (It was more of a fluke than by any sort of major power- he critted on a called shot to her eye with an arrow of slaying then the DM rolled 10 critical fails in a row for every resistance he could think of.) As the only sentient around at that moment he absorbed her powers, raised his party and they plane shifted back to the prime where he was greeted by the seldarine and Dwarven pantheons. They gifted him with enchantments of purification on his armor that block/cleanse and suppress the corrupting and overwhelming effects of the power and grant him time to adjust before becoming a deity. The powers did activate latent psionics talents in him and he continued to adventure on several worlds as a psionicist till he reached L13. At that point he developed a psionics ability to absorb, store, alter and release magic based energies including AoEs. At that point he decided to explore magic switching classes yet again. Working with his followers and fellow adventurers (all my old line characters). They tried to establish baronies as boundaries at the edges of elven kingdoms but each time they finished clearing the region and getting things set up they world walked (I moved, and I’ve moved ALOT). I took them out of play but used them as developing NPCs for my homebrew FR campaign so I don’t have to do ton of maintenance. They arrived there in 1362 DR. He led the group to CANDLEKEEP where the mages and clerics spent a year researching the new (to them) world while the fighters, rogues and nature folk spent the year working in teams with caravans seeing the world and learning it that way. He formed a trade coster with one end in Waterdeep trading across Faerun to Cormyr where they got adventurer and coster licenses. Then up towards Zhentil Keep. In the Dales they were attacked by the draconic Dretchroyaster and destroyed it taking its lair in Cormanthor as a base. When Cyric besieged Zhentil Keep he used the opportunity to wipe the Zhentarim out of Teshendale and Daggerdale. He killed several of the giants and dragons from the besieging forces when they tried to raid “his” dale, then took over Zhentil Keep when they left. Exploring Cormanthor he found Myth Drannor saving the temple of Shandukul bringing him to that God’s attention. Shandukul sensed the hidden deification powers in him and after some discussion DH agreed to become a “chosen” of Shandukul as part of his ongoing “training” in deity hood. He also discovered and gained entrance to Windsong tower and the Nether Scrolls. Over the next 21 years he read one scroll each year gaining a mage level with each one (not sure if this is canon or homebrew). This took him from a L15 mage to a L25 archmage. In the mean time he cleared the Black road turning it into a route for his coster. In the process he took on Malygris the dracolich Sovereign of the blue dragons of Anauroch and destroying the dracolich to become the new sovereign. When the phaerrim were released and attacked Evereska he led an army that included both the blue dragons and brass dragons of Anauroch. He was involved in the dragon rage killing a number of rogue dragons and was one of those involved in the final battle against Sammaster. When the Fey’ri were freed and came to Cormanthor he allied with the army of return to wipe them out and clear and restore Myth Drannor. He was part of the party that chased the leaders into the Gatekeeper’s realm and defeated Malkazid in single combat killing him.he was able to transfer the gatekeeper’s life link from Malkazid to himself to save the Gatekeeper. He helped renew and reraise the Mythal of Myth Drannor as well as help in the Khelben’s ritual to bring the Meiyeritar city of hope forward to the High Moor. He was in windsong tower when agents of shade attempted to steal the Nether Scrolls their and destroyed the party. He met with Eillistraee when she went looking for the cause of the silence of Lolth and was able to trace it to his presence in Faerun which blocked Lolth’s access until she underwent a rebirth ritual. With the coming of the spell plague he went back to working as a ranger and monk until magic settled down into its new structures. Because he (and Teshendale and his coster) were often at odds with Shade he began to explore the Shadowfell to better understand his foes. He often traveled there in the guise of a ranger or monk. When Eillistraee killed her brother Vheraun she passed his Spirit/deification essence to DH to cleanse as he was cleansing Lolth’s. When Eillistraee was herself killed she sent her most of her spirit and powers to him as wells ending a seed of herself to a newborn Drow girl of one of her clerics. DH rescued that family and provided them shelter in Cormanthor and later Rhymanthien (sp?). He led a group of companions into the under dark when Drow raids became a problem and various factions and besieging groups from Maerymedra and Szith Morcaine recovering the war blade of Myth Drannor in the process. He spent nearly 20 years exploring the Shadofell discovering Shar’s great secret - an Atropal Scion 4th son of hers that was slowly corrupting her and the shadowfell. Following that he put together groups to aid him in finding and building the tools he would need to dispatch this thing without Shar’s interruption. To deal with surface Drow problems in Cormanthor he built and cast an epic level/Elven High Magic spell that removed any demonic taint s from them, forced religious reckoning of conscious on them and then shifted the survivors alignments one step towards good as well as converting them from Drow back into dark elves as they were before the descent. He ended this by bring all of the survivors together into a single clan under his sponsorship. He located 4 of the Imaskara artifacts drawing their information into his for use. As the spell plague was ending he led a large party of epic characters into the Shadowfell and destroyed the Atropal scion then shattered the links holding the negative plane to Shadow severing the Shadowfell back into Shadow and the negative material plain. He used a ritual similar to that he used on the Drow of Cormanthor on Shar when she returned to Shadow. This has Altered Shar in ways still to be seen. Contingencies he had placed in Myth Drannor’s Mythal attempted to shunt the falling city of Shade away from Myth Drannor in the final battle between them but Larloch’s partial draining of them weakened his efforts resulting in the city being partially damaged including Windsong tower being destroyed and the Nether Scrolls being broken up and scattered to reform in random location in the future. With the return of Mystra, and the other deities he has taken his place with them marrying Eillistraee in the process.
yes he is OP so OP all I can do is make him a deity in my homebrew 😁
Wisea$$ DM and Player since 1979.
I'm not sure if this counts because I haven't actually made this character but - a barbarian who takes three levels in warlock, takes pact of the chain for gift of the ever living ones. Probably celestial (for healing) or hexblade (for more damage). They'd be quite hard to kill.
I don't usually make super strong characters as i prefer the roleplay over combat. however i did make one that i consider super strong. but there are a few things about her that make her so strong
1: she has homebrew in her race, and feats. being a homebrewed imp and mark of greed feat. this basically takes her base race and makes it stronger.
2: she had magic items. the main two that are important are the boots of elvenkind and the bracers of flying daggers.
Her name is mini morningstar. an assassin rouge imp. what made her so powerful is obviously her subclass. being able to always land a crit as long as she goes before someone and surprises them is iffy at best. but when giving the right timing she can 1 shot just about anything that isn't supposed to be a boss. and if it is a boss then she can solo them assuming she can hide. she had an average damage of 70-80 on that first hit. and she was almost always guaranteed that with her feats which had given her advantage to roll plus her already high initiate. the boots of elvenkind gave her advantage to stealth and the bracers of flying daggers let her attack twice as a single action.
she also knew how to make poison and did for extra deadliness
she wasn't all that strong as all you need to do is go before her or see her to make her far less powerful
My most OP character is Ravin Black Tounge, a Deep Gnome Necromancer. Thanks to a couple of homebrew spells and a LOT of creativity he is pretty powerful, and he is Chaotic Evil. So most of his enemies end up facing fates worse than death, either joining his personal army of undead or taking a one way portal for the Abyss/Nine Hells/Shadowfell.
One of his most notable evil acts is been trasforming a villain (an high level bandit leader) in a Vampire and then sending him to Hades with a portal, so he can enjoy the loneliness of the Gray Waste for the rest of his eternal life. What has done the bandit to suffer such an horrible punishment? he killed Ravin favorite undead minion.
jesus
You dont even need homebrew for wizards to break the game. Just teleportation
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Level 8 Tabaxi Fighter level 5 with Crit Role Gun proficiency, Bard 3 College of Secrets.
He is an inveterate gambler, a crew member of the Weatherlight under Captain Sisay on and off, currently off.
Spells load out for utilities, guns for damage.
Has the wonderous homebrew item 'Lute of Looping' which allows a magical version of looping, beats, voice amplification and performance bonus.
Best storytelling character I have ever had, can't wait to see how it finishes for him.
My turtle monk named Boogway. He would basically just punch a guy 4 times and send him flying 15 feet into a wall.
Any similarities to a certain turtle from Kung Fu Panda?
Maybe, maybe not.
Maybe, maybe not.