Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Arguably you can't use wild shape while wild shaped, so an action and a bonus action to refresh your hp. Moon druid is still a good choice though.
Rather than the most powerful build, I would look for builds that will be interesting to play but that you'd never want to play at lower levels.
@ Lunali which kind of builds do you mean? what is low level impossible to play
i like to play powerbuilds and i think thats beautiful
It's not about what's impossible to play or even what doesn't shine until you reach a certain level, but rather what do you not want to play all the way to 20 but you'd like a chance to play at 20.
For me, this would include moon druid, which shines early and at 20, but not as much in the middle. I'd also like to see what shenanigans I can pull with cavalier's vigilant defender, though I'd likely never play the 18 levels necessary to get it. Monk's empty body and artificer's seven lives could also qualify. Another option is any build that doesn't really work until very late such as Yferna, the Feywarden.
Id say something slightly different to Lunali. You want a build that you don't think that you'll ever take to level 20/high levels for whatever reason . For example, if you only ever get to play to 20 once a decade, but you're itching to play a Level 20 Wizard despite having already committed to playing a Ranger on your to-level-20 campaign, then playing a Wizard is a possibility.
When I go to a restaurant, I rarely get steak. I can do steak at home quite easily and very well, so instead I choose something that I either can't get at home (eg curry, my wife can't deal with spice) or something I won't get at home (eg a mixed grill, I could do it, but can't be bothered). Similar here, I'd encourage you to pick something that you can't or won't be playing otherwise. It's a throwaway session, so play something that you otherwise wouldn't. No point playing a Ranger if you always play one and have already done to-20 Rangers 5 times already.
Personally, I like the Moon Druid and will do a campaign with him, so I'd do something else personally. Maybe a Barbarian - I like spellcasters, and playing Barb for a long time would bore me. However, as a one-shot? Level 20? It would be different and an experience. That's me, Lunali couldn't stick a Moon Druid, so that's his/her choice. What's a level 20 character that you won't play otherwise?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Arguably you can't use wild shape while wild shaped, so an action and a bonus action to refresh your hp. Moon druid is still a good choice though.
Rather than the most powerful build, I would look for builds that will be interesting to play but that you'd never want to play at lower levels.
Why do you say a Druid can’t use Wild Shape while in Wild Shape? You’re the first person I’ve heard say that.
- Agonizing Blast Invocation, Voice of the Chain Master Invocation
- Pact of the Chain, Imp Familiar
- Quickened Spell Metamagic
- Eldritch Blast Cantrip, Darkness Spell
Use Quickened Spell to throw out 8 Eldritch Blast Beams, Baleful Curse to increase damage, and cast Darkness to get triple advantage, with your Imp granting replacement Devil’s Sight and a great scout. Clockwork Sorcerer would grant you +21 to hit minimum, but is bonus action costly.
8*1d10+11 force damage at the cost of 2 sorcerer points per round.
I was curious, so I did a little thought experiment. I'm sure it isn't optimal, but a Paladin 2 / Hexblade 1 / Bladesinger 17 can be abusable with some mechanics. I am fairly sure this wouldn't be allowed in any actual campaign. Fighter 2 can replace the Paladin 2 levels; it's a tossup between Action Surge or Divine Smite, whichever works. I would personally go the Divine Smite route.
Side note: I'm sure there's more that can be done with this build, this is just by midnight-induced half-baked idea being thrown out there.
Firstly, with your 17 levels of Wizard, use the Magic Jar spell combined with True Polymorph and Simulacrum shenanigans in some thread I will link once I've found it to functionally allow you to permanently transfer your body, along with all spellcasting capabilities and class levels, into a Marilith. If your DM hasn't banned you yet, snag some magical weapons while you're there (longsword or rapier matters little since your Strength and Dexterity are covered by the Marilith form). True Polymorph as the spell can functionally accomplish this in and of itself, but it lasts an hour, is concentration, and costs a 9th-level spell.
Assuming the necessary Point-Buy for this build and racial ASI's granting +2/+1 (you could go Vuman, but I'm not bothering with feats for this), you could theoretically have 13/8/16/16/8/13 stats right off the bat. The 13/18/16 will be converted into the Marilith's 18/20/20, while your Intelligence score should be ASI'd until you hit 20. Bonus points if you take an Elf/Half-Elf for Elven Accuracy, but whether or not you can apply EA as a Marilith is up to your DM. Though, if they've allowed you to go this far, they may very well allow it.
Combining Hexblade's Curse's bonus in Proficiency damage, Dueling fighting style, Song of Victory, and Tenser's Transformation, you should be hitting six times at 2d8+5+6+2+5+2d12 or 39 damage per hit, with crit range of 19-20 and advantage on all attacks, or around 72% chance to have at least one critical hit / high-level smite (85% chance with EA). Your AC should be hanging around 23 from just the Marilith's natural armor and your Intelligence via Bladesong. If you don't have Transformation up, you can theoretically Shield every time an attack hits you, and due to the Marilith's Reactive ability, keep on stacking the reactions.
Either way, I am extremely tired and nearly sure I made an error or few in my post, but the concept is there. Don't be too harsh.
Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Arguably you can't use wild shape while wild shaped, so an action and a bonus action to refresh your hp. Moon druid is still a good choice though.
Rather than the most powerful build, I would look for builds that will be interesting to play but that you'd never want to play at lower levels.
Why do you say a Druid can’t use Wild Shape while in Wild Shape? You’re the first person I’ve heard say that.
I've seen it a few times, looking up stuff about Moon Druids, but never with actual quotes backing it up.
My thoughts are these:
As default, I would have said that you had to revert and then wildshape again. That seems in line with te overall theme of rules.
However, it doesn't explicitly say this, and it does say you retain class features, which, presumably, would include wildshaping.
Additionally, it says that you can choose to expend a use to extend your wildshape if your timer runs. Logically, I can think of no reason why you:
1. Could not do this early.
2. Could not use this to wildshhape into something else rather than retain the same one.
Therefore, it should be acceptable to wikdshape from one form directly to another, but I'd rule that it cancels the previous wildshape - you don't get the remaining HP or time as that wildshape back. This is all a house of cards based on the assumption that there are no rulings against this that I haven't seen. If there is one, I'd appreciate being pointed towards it.
A meta reason to not allow it, and it's topical to this thread, is the Archdruid. He can wildshape without limit to pretty powerful forms, which means that even if I'm wrong, he gets to replenish his health as often as he likes. If I'm right, then he not only replenishes his health every single turn (ie the only way to defeat him is to oneshot him, that's pretty hard as that means in a single round he has to lose at least his HP in wildshape plus his own HP), but also gets to attack you in return. He's practically invulnerable and can do damage - good luck as a DM trying to overcome that while keeping the rest of the party relevant!
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Great Idea, do you have more like this? or any guids?
How similar do you want? A zealot barbarian is even harder to kill with raw damage than a moon druid is (you can hit a moon druid hard enough to kill it, it's just difficult - you need a lot of damage, and you need to do it twice before the druid gets a turn; you can't hit a zealot barbarian hard enough to kill it).
If you're after 9th-level spellcasting, mark of healing halfling genielock 17/sorcerer (take your pick, I like Shadow) 3 is both a cocainelock (you never need to long rest and can spam short rests for infinite spell slots) and has infinite wishes (via the simulacrum spell). In a sense you also have infinite hit points, but only insofar as your infinite simulacra can die without bothering each other or you.
I've seen it a few times, looking up stuff about Moon Druids, but never with actual quotes backing it up.
My thoughts are these:
As default, I would have said that you had to revert and then wildshape again. That seems in line with te overall theme of rules.
However, it doesn't explicitly say this, and it does say you retain class features, which, presumably, would include wildshaping.
Additionally, it says that you can choose to expend a use to extend your wildshape if your timer runs. Logically, I can think of no reason why you:
1. Could not do this early.
2. Could not use this to wildshhape into something else rather than retain the same one.
Therefore, it should be acceptable to wikdshape from one form directly to another, but I'd rule that it cancels the previous wildshape - you don't get the remaining HP or time as that wildshape back. This is all a house of cards based on the assumption that there are no rulings against this that I haven't seen. If there is one, I'd appreciate being pointed towards it.
A meta reason to not allow it, and it's topical to this thread, is the Archdruid. He can wildshape without limit to pretty powerful forms, which means that even if I'm wrong, he gets to replenish his health as often as he likes. If I'm right, then he not only replenishes his health every single turn (ie the only way to defeat him is to oneshot him, that's pretty hard as that means in a single round he has to lose at least his HP in wildshape plus his own HP), but also gets to attack you in return. He's practically invulnerable and can do damage - good luck as a DM trying to overcome that while keeping the rest of the party relevant!
There's a massive difference between extending your current shape and using a new form/resetting your hp. If you allow an archdruid to reset their hp or form in this way, you should also do it for people much lower level who are merely extending their form.
Honestly, I don't think it's RAW that you have to revert, it might be RAI, but don't really know there either. It is, however, up for some debate and there's a non-zero chance that your DM will decide that you require both an action and a bonus action to revert and shift again. I know that if I were DMing a 20 one shot I would probably include in my advisories to players that they wouldn't be able to use wildshape while wildshaped.
I've seen it a few times, looking up stuff about Moon Druids, but never with actual quotes backing it up.
My thoughts are these:
As default, I would have said that you had to revert and then wildshape again. That seems in line with te overall theme of rules.
However, it doesn't explicitly say this, and it does say you retain class features, which, presumably, would include wildshaping.
Additionally, it says that you can choose to expend a use to extend your wildshape if your timer runs. Logically, I can think of no reason why you:
1. Could not do this early.
2. Could not use this to wildshhape into something else rather than retain the same one.
Therefore, it should be acceptable to wikdshape from one form directly to another, but I'd rule that it cancels the previous wildshape - you don't get the remaining HP or time as that wildshape back. This is all a house of cards based on the assumption that there are no rulings against this that I haven't seen. If there is one, I'd appreciate being pointed towards it.
A meta reason to not allow it, and it's topical to this thread, is the Archdruid. He can wildshape without limit to pretty powerful forms, which means that even if I'm wrong, he gets to replenish his health as often as he likes. If I'm right, then he not only replenishes his health every single turn (ie the only way to defeat him is to oneshot him, that's pretty hard as that means in a single round he has to lose at least his HP in wildshape plus his own HP), but also gets to attack you in return. He's practically invulnerable and can do damage - good luck as a DM trying to overcome that while keeping the rest of the party relevant!
There's a massive difference between extending your current shape and using a new form/resetting your hp. If you allow an archdruid to reset their hp or form in this way, you should also do it for people much lower level who are merely extending their form.
Honestly, I don't think it's RAW that you have to revert, it might be RAI, but don't really know there either. It is, however, up for some debate and there's a non-zero chance that your DM will decide that you require both an action and a bonus action to revert and shift again. I know that if I were DMing a 20 one shot I would probably include in my advisories to players that they wouldn't be able to use wildshape while wildshaped.
You seem to have misunderstood what I wrote. I argued that that while I can't see a rule against it, I'd probably rule against an Archdruid being able to do it due to it being way OP. I'd be willing to consider lower levels - but then it becomes awkward if they ever make it to L20 and I have to take the power away. I'd end up having a rule like that they only get infinite wildshapes if they revert - otherwise, they get two like before, or something.
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Everyone should take cube of force, so that you have a permanent nearly indestructible defence. Either set it to keep out spells and make ranged attacks, or keep out physical and go blasting.
Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Arguably you can't use wild shape while wild shaped, so an action and a bonus action to refresh your hp. Moon druid is still a good choice though.
Rather than the most powerful build, I would look for builds that will be interesting to play but that you'd never want to play at lower levels.
There is nothing prohibiting this so it can currently be done.
The definition of OP can vary (because some people thank that a lvl 20 Fighter with Action Surge, 8 attacks with one of the '-5 to hit/+10 damage Feats) is OP but I'd think about something that's fun and if it happens to also be OP then that's all for the better.
Druids have been suggested and they're great but how about a Druid 17/Barbarian 3 multiclass? You can Rage while in animal form (it's not considered a spell) for all the juicy benefits that may bring.
A spell that I only recently discovered is Steel Wind Strike, a 5th level Ranger spell that enables you to attack up to 5 targets within 30' of you. you make a melee spell attack against each and each hit generated 6D10 Force damage!
A lvl 20 Fighter/Samurai will have two rounds with 4 attacks plus one with 8 attacks (thanks to Action Surge), all at Advantage. Add in a Greatsword, Great Weapon Master and you're generating 70+ damage for the two rounds and twice that with Action Surge. You could go with Sharpshooter and do the same thing at range if you prefer.
As a lvl 20 Artificer/Armorer, you'll be the greatest tank ever. You'll have Thunder Gauntlets for melee attacks, Lightning Launchers for ranged attacks, a total of 6 magic items you can be attuned to, +6 on all of your Saves, and an impressive list of spells.
TBH almost any single class can get really obnoxious at lvl 20. The Barbarian gets the best capstone though if that makes a difference.
You have all the game breaking spells a wizard gets, plus medium armor and free no-concentration bless.
Wish, simulacrum, true polymorph, and shapechange are all very powerful. Wall of force, forcecage, and maze are great control spells. As always, shield and absorb elements are important for protection. Chronurgy gives you access to gift of alacrity, so you can win initiative to land your control spells before the enemies can do anything.
Cleric spells you should grab: bless for save protection, sanctuary for protection after landing a concentration spell.
Be sure to give your familiar your arcane abeyance bead. They start a concentration spell, then use your action to send them to their pocket dimension. Their concentration won't be broken.
Very rare: +3 arcane grimoire to raise your save dc. Uncommon: if allowed, broom of flying for concentrationless flight.
For race, custom lineage for +2 int and telekinetic for another +1. Use telekinetic to free your allies from grapples and push/pull enemies into hazard zones.
ASIs: war caster, resilient constitution, +2 int, lucky, alert.
I was curious, so I did a little thought experiment. I'm sure it isn't optimal, but a Paladin 2 / Hexblade 1 / Bladesinger 17 can be abusable with some mechanics. I am fairly sure this wouldn't be allowed in any actual campaign. Fighter 2 can replace the Paladin 2 levels; it's a tossup between Action Surge or Divine Smite, whichever works. I would personally go the Divine Smite route.
Side note: I'm sure there's more that can be done with this build, this is just by midnight-induced half-baked idea being thrown out there.
Firstly, with your 17 levels of Wizard, use the Magic Jar spell combined with True Polymorph and Simulacrum shenanigans in some thread I will link once I've found it to functionally allow you to permanently transfer your body, along with all spellcasting capabilities and class levels, into a Marilith. If your DM hasn't banned you yet, snag some magical weapons while you're there (longsword or rapier matters little since your Strength and Dexterity are covered by the Marilith form). True Polymorph as the spell can functionally accomplish this in and of itself, but it lasts an hour, is concentration, and costs a 9th-level spell.
Assuming the necessary Point-Buy for this build and racial ASI's granting +2/+1 (you could go Vuman, but I'm not bothering with feats for this), you could theoretically have 13/8/16/16/8/13 stats right off the bat. The 13/18/16 will be converted into the Marilith's 18/20/20, while your Intelligence score should be ASI'd until you hit 20. Bonus points if you take an Elf/Half-Elf for Elven Accuracy, but whether or not you can apply EA as a Marilith is up to your DM. Though, if they've allowed you to go this far, they may very well allow it.
Combining Hexblade's Curse's bonus in Proficiency damage, Dueling fighting style, Song of Victory, and Tenser's Transformation, you should be hitting six times at 2d8+5+6+2+5+2d12 or 39 damage per hit, with crit range of 19-20 and advantage on all attacks, or around 72% chance to have at least one critical hit / high-level smite (85% chance with EA). Your AC should be hanging around 23 from just the Marilith's natural armor and your Intelligence via Bladesong. If you don't have Transformation up, you can theoretically Shield every time an attack hits you, and due to the Marilith's Reactive ability, keep on stacking the reactions.
Either way, I am extremely tired and nearly sure I made an error or few in my post, but the concept is there. Don't be too harsh.
I really want to see this post. I'm curious on the bed for polymorph and sim
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Hello,
my DM will lead a Oneshot for LVL 20 characters. We gain one very rare item and one uncommon item.
Which ideas of building a complete broken and abusive character do you guys have? Multiclassing is allowed, all add ons are also allowed.
I need a good character, because the Monsters will be very hard. I want to shine in battle.
Regards
Arvid
Level 20 Moon druid. Literally immortal god tank of infinite HP and unstoppable ninth-level spellcasting. Wild Shape as a bonus action every single turn to refresh your HP and assume whatever form is best for that turn. Usually elementals, but still. Archdruids are beyond busted.
Please do not contact or message me.
Arguably you can't use wild shape while wild shaped, so an action and a bonus action to refresh your hp. Moon druid is still a good choice though.
Rather than the most powerful build, I would look for builds that will be interesting to play but that you'd never want to play at lower levels.
Great Idea, do you have more like this? or any guids?
@ Lunali which kind of builds do you mean? what is low level impossible to play
i like to play powerbuilds and i think thats beautiful
It's not about what's impossible to play or even what doesn't shine until you reach a certain level, but rather what do you not want to play all the way to 20 but you'd like a chance to play at 20.
For me, this would include moon druid, which shines early and at 20, but not as much in the middle. I'd also like to see what shenanigans I can pull with cavalier's vigilant defender, though I'd likely never play the 18 levels necessary to get it. Monk's empty body and artificer's seven lives could also qualify. Another option is any build that doesn't really work until very late such as Yferna, the Feywarden.
Id say something slightly different to Lunali. You want a build that you don't think that you'll ever take to level 20/high levels for whatever reason . For example, if you only ever get to play to 20 once a decade, but you're itching to play a Level 20 Wizard despite having already committed to playing a Ranger on your to-level-20 campaign, then playing a Wizard is a possibility.
When I go to a restaurant, I rarely get steak. I can do steak at home quite easily and very well, so instead I choose something that I either can't get at home (eg curry, my wife can't deal with spice) or something I won't get at home (eg a mixed grill, I could do it, but can't be bothered). Similar here, I'd encourage you to pick something that you can't or won't be playing otherwise. It's a throwaway session, so play something that you otherwise wouldn't. No point playing a Ranger if you always play one and have already done to-20 Rangers 5 times already.
Personally, I like the Moon Druid and will do a campaign with him, so I'd do something else personally. Maybe a Barbarian - I like spellcasters, and playing Barb for a long time would bore me. However, as a one-shot? Level 20? It would be different and an experience. That's me, Lunali couldn't stick a Moon Druid, so that's his/her choice. What's a level 20 character that you won't play otherwise?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
We did never play a campaign after lvl 8, so i didnt ever had the chance to level a character from 1-20.
So that´s the point. I understand your idea but i dont know how to deal with it.
Why do you say a Druid can’t use Wild Shape while in Wild Shape? You’re the first person I’ve heard say that.
Professional computer geek
- Half-elf
- Hexblade Warlock 3, Any Sorcerer 17.
- Elven Accuracy Feat
- Agonizing Blast Invocation, Voice of the Chain Master Invocation
- Pact of the Chain, Imp Familiar
- Quickened Spell Metamagic
- Eldritch Blast Cantrip, Darkness Spell
Use Quickened Spell to throw out 8 Eldritch Blast Beams, Baleful Curse to increase damage, and cast Darkness to get triple advantage, with your Imp granting replacement Devil’s Sight and a great scout. Clockwork Sorcerer would grant you +21 to hit minimum, but is bonus action costly.
8*1d10+11 force damage at the cost of 2 sorcerer points per round.
I was curious, so I did a little thought experiment. I'm sure it isn't optimal, but a Paladin 2 / Hexblade 1 / Bladesinger 17 can be abusable with some mechanics. I am fairly sure this wouldn't be allowed in any actual campaign. Fighter 2 can replace the Paladin 2 levels; it's a tossup between Action Surge or Divine Smite, whichever works. I would personally go the Divine Smite route.
Side note: I'm sure there's more that can be done with this build, this is just by midnight-induced half-baked idea being thrown out there.
Firstly, with your 17 levels of Wizard, use the Magic Jar spell combined with True Polymorph and Simulacrum shenanigans in some thread I will link once I've found it to functionally allow you to permanently transfer your body, along with all spellcasting capabilities and class levels, into a Marilith. If your DM hasn't banned you yet, snag some magical weapons while you're there (longsword or rapier matters little since your Strength and Dexterity are covered by the Marilith form). True Polymorph as the spell can functionally accomplish this in and of itself, but it lasts an hour, is concentration, and costs a 9th-level spell.
Assuming the necessary Point-Buy for this build and racial ASI's granting +2/+1 (you could go Vuman, but I'm not bothering with feats for this), you could theoretically have 13/8/16/16/8/13 stats right off the bat. The 13/18/16 will be converted into the Marilith's 18/20/20, while your Intelligence score should be ASI'd until you hit 20. Bonus points if you take an Elf/Half-Elf for Elven Accuracy, but whether or not you can apply EA as a Marilith is up to your DM. Though, if they've allowed you to go this far, they may very well allow it.
Combining Hexblade's Curse's bonus in Proficiency damage, Dueling fighting style, Song of Victory, and Tenser's Transformation, you should be hitting six times at 2d8+5+6+2+5+2d12 or 39 damage per hit, with crit range of 19-20 and advantage on all attacks, or around 72% chance to have at least one critical hit / high-level smite (85% chance with EA). Your AC should be hanging around 23 from just the Marilith's natural armor and your Intelligence via Bladesong. If you don't have Transformation up, you can theoretically Shield every time an attack hits you, and due to the Marilith's Reactive ability, keep on stacking the reactions.
Either way, I am extremely tired and nearly sure I made an error or few in my post, but the concept is there. Don't be too harsh.
I've seen it a few times, looking up stuff about Moon Druids, but never with actual quotes backing it up.
My thoughts are these:
As default, I would have said that you had to revert and then wildshape again. That seems in line with te overall theme of rules.
However, it doesn't explicitly say this, and it does say you retain class features, which, presumably, would include wildshaping.
Additionally, it says that you can choose to expend a use to extend your wildshape if your timer runs. Logically, I can think of no reason why you:
1. Could not do this early.
2. Could not use this to wildshhape into something else rather than retain the same one.
Therefore, it should be acceptable to wikdshape from one form directly to another, but I'd rule that it cancels the previous wildshape - you don't get the remaining HP or time as that wildshape back. This is all a house of cards based on the assumption that there are no rulings against this that I haven't seen. If there is one, I'd appreciate being pointed towards it.
A meta reason to not allow it, and it's topical to this thread, is the Archdruid. He can wildshape without limit to pretty powerful forms, which means that even if I'm wrong, he gets to replenish his health as often as he likes. If I'm right, then he not only replenishes his health every single turn (ie the only way to defeat him is to oneshot him, that's pretty hard as that means in a single round he has to lose at least his HP in wildshape plus his own HP), but also gets to attack you in return. He's practically invulnerable and can do damage - good luck as a DM trying to overcome that while keeping the rest of the party relevant!
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
How similar do you want? A zealot barbarian is even harder to kill with raw damage than a moon druid is (you can hit a moon druid hard enough to kill it, it's just difficult - you need a lot of damage, and you need to do it twice before the druid gets a turn; you can't hit a zealot barbarian hard enough to kill it).
If you're after 9th-level spellcasting, mark of healing halfling genielock 17/sorcerer (take your pick, I like Shadow) 3 is both a cocainelock (you never need to long rest and can spam short rests for infinite spell slots) and has infinite wishes (via the simulacrum spell). In a sense you also have infinite hit points, but only insofar as your infinite simulacra can die without bothering each other or you.
There's a massive difference between extending your current shape and using a new form/resetting your hp. If you allow an archdruid to reset their hp or form in this way, you should also do it for people much lower level who are merely extending their form.
Honestly, I don't think it's RAW that you have to revert, it might be RAI, but don't really know there either. It is, however, up for some debate and there's a non-zero chance that your DM will decide that you require both an action and a bonus action to revert and shift again. I know that if I were DMing a 20 one shot I would probably include in my advisories to players that they wouldn't be able to use wildshape while wildshaped.
You seem to have misunderstood what I wrote. I argued that that while I can't see a rule against it, I'd probably rule against an Archdruid being able to do it due to it being way OP. I'd be willing to consider lower levels - but then it becomes awkward if they ever make it to L20 and I have to take the power away. I'd end up having a rule like that they only get infinite wildshapes if they revert - otherwise, they get two like before, or something.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Everyone should take cube of force, so that you have a permanent nearly indestructible defence. Either set it to keep out spells and make ranged attacks, or keep out physical and go blasting.
There is nothing prohibiting this so it can currently be done.
The definition of OP can vary (because some people thank that a lvl 20 Fighter with Action Surge, 8 attacks with one of the '-5 to hit/+10 damage Feats) is OP but I'd think about something that's fun and if it happens to also be OP then that's all for the better.
Druids have been suggested and they're great but how about a Druid 17/Barbarian 3 multiclass? You can Rage while in animal form (it's not considered a spell) for all the juicy benefits that may bring.
A spell that I only recently discovered is Steel Wind Strike, a 5th level Ranger spell that enables you to attack up to 5 targets within 30' of you. you make a melee spell attack against each and each hit generated 6D10 Force damage!
A lvl 20 Fighter/Samurai will have two rounds with 4 attacks plus one with 8 attacks (thanks to Action Surge), all at Advantage. Add in a Greatsword, Great Weapon Master and you're generating 70+ damage for the two rounds and twice that with Action Surge. You could go with Sharpshooter and do the same thing at range if you prefer.
As a lvl 20 Artificer/Armorer, you'll be the greatest tank ever. You'll have Thunder Gauntlets for melee attacks, Lightning Launchers for ranged attacks, a total of 6 magic items you can be attuned to, +6 on all of your Saves, and an impressive list of spells.
TBH almost any single class can get really obnoxious at lvl 20. The Barbarian gets the best capstone though if that makes a difference.
Peace Cleric 1/Chronurgy Wizard 19
You have all the game breaking spells a wizard gets, plus medium armor and free no-concentration bless.
Wish, simulacrum, true polymorph, and shapechange are all very powerful. Wall of force, forcecage, and maze are great control spells. As always, shield and absorb elements are important for protection. Chronurgy gives you access to gift of alacrity, so you can win initiative to land your control spells before the enemies can do anything.
Cleric spells you should grab: bless for save protection, sanctuary for protection after landing a concentration spell.
Be sure to give your familiar your arcane abeyance bead. They start a concentration spell, then use your action to send them to their pocket dimension. Their concentration won't be broken.
Very rare: +3 arcane grimoire to raise your save dc. Uncommon: if allowed, broom of flying for concentrationless flight.
For race, custom lineage for +2 int and telekinetic for another +1. Use telekinetic to free your allies from grapples and push/pull enemies into hazard zones.
ASIs: war caster, resilient constitution, +2 int, lucky, alert.
Starting stats assuming point buy: 8, 14, 13, 15, 12, 10
I really want to see this post. I'm curious on the bed for polymorph and sim
You only lose if you die. Any time else, there's opportunity for a come back.