I'll give one, then you can all proceed to rip it to shreds with better survival-optimized parties.
Everyone has 3 levels of Zealot Barbarian and 17 of Life Cleric. They can all cast true resurrection on each other for free (well... as free as a 9th-level spell slot is). A variation that would probably be more effective (versatility-wise) is that everyone has 3 levels of Zealot and at minimum either (1) revivify via 5+ levels of Cleric or 9+ levels of Paladin/Artificer, or (2) raise dead via 9+ levels of Bard/Cleric or 17 levels of Paladin. The remaining levels can be anything, though triple-multiclassing isn't usually considered optimized.
To make this more broken, everyone's a Halfling with the One D&D Epic Boon of Recovery. (You can't fail a death save unless you get a 1, and even if you do, you can reroll it. Chances of failing three death saves are extremely low.)
Okay, whatcha got?
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
X number of clerics. All cast Sanctuary on each other - then summons and heals for the rest of the combat.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If there's no level cap then pretty much any lvl 20 composition is essentially unkillable. Heck, my level 13 group that I DM for is already practically unkillable; I keep actively trying and barely getting them down.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If there's no level cap then pretty much any lvl 20 composition is essentially unkillable. Heck, my level 13 group that I DM for is already practically unkillable; I keep actively trying and barely getting them down.
I mean, obviously any high-level party is going to be near-unkillable, but the goal was to come up with one that could withstand pretty much anything aside from Dungeon Master Intervention, the level 20 feature of the Metagamer class.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
If you mean literally unkillable, at 20th level you'd have to reduce a Long Death monk to 0 hit points 5 times in a single round before they truly reach 0 hit points, and that's only after you've run through their initial 20 ki points.
If you mean literally unkillable, at 20th level you'd have to reduce a Long Death monk to 0 hit points 5 times in a single round before they truly reach 0 hit points, and that's only after you've run through their initial 20 ki points.
I meant unkillable as a party, not individual, but that is certainly unkillable.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Level 20 Moon Druids would be welcome in the party.
Bonus Action to Turn into a Mammoth in effect giving them an extra 126 hit Points (unlimited uses and leaves the action free for other things)
Can cast True Resurrection along with multiple other healing / ressurection spells
Regarding Power Word Kill, my reading of "You automatically revert if you fall unconscious, drop to 0 hit points, or die." means if Power word kill is cast on your beast form (with less than 100HP) you automatically revert to your humanoid form (on the HP as when you went into wild shape)
Level 20 Moon Druids would be welcome in the party.
Bonus Action to Turn into a Mammoth in effect giving them an extra 126 hit Points (unlimited uses and leaves the action free for other things)
Can cast True Resurrection along with multiple other healing / ressurection spells
Regarding Power Word Kill, my reading of "You automatically revert if you fall unconscious, drop to 0 hit points, or die." means if Power word kill is cast on your beast form (with less than 100HP) you automatically revert to your humanoid form (on the HP as when you went into wild shape)
Probably go with Orc for relentless endurance.
Good one.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Well, any party with access to clone is more or less unkillable, just subject to inconvenience. The thing about designing for 'hard to kill' is that a key part of being hard to kill is by reducing incoming damage by killing your enemies, so it mostly winds up that "hardest to kill" isn't meaningfully different from "most powerful party".
The thing about designing for 'hard to kill' is that a key part of being hard to kill is by reducing incoming damage by killing your enemies, so it mostly winds up that "hardest to kill" isn't meaningfully different from "most powerful party".
True to a certain extent but you don't have to kill your enemies to avoid being killed. It is another issue that means a party of long death monks might not be a good answer.
Clerics have word of recall to get the party away from the BBEG as it is about to defeat them. While Druids' transport via plants required them to be near a tree, like Clerics they can plane shift as an alternative. The advantage the Druid has is they don't need to use somantic or verbal components so should be able to avoid getting counterspelled.
They stay at home and don't go on an adventure. Nothing ever happens, so nobody dies!
Ah ha! So I have become the most unkillable D&D adventurer ever!
In all seriousness though, druids can get PWK'd out of their wildshape and then be killed before they get another turn, they just have extra hp at that point. So I think the Zealot barb/cleric combo is the way to go.
They stay at home and don't go on an adventure. Nothing ever happens, so nobody dies!
Ah ha! So I have become the most unkillable D&D adventurer ever!
In all seriousness though, druids can get PWK'd out of their wildshape and then be killed before they get another turn, they just have extra hp at that point. So I think the Zealot barb/cleric combo is the way to go.
If a Zealot Barbs is reduced to less than 100 HP they can be PWKed as well, Rage Beyond death only works if they are reduced to zero HP not if the are killed by some other means, or a mechanism that says they die when reduced to 0 HP (not just PWK also things like disintegrate, Beholder Death Ray, Vampire Bite, or devour intellect).
The Zealot Barb (3)/ Life Cleric (17) option only really benefits from no material components needed to spells like raise dead, and lots of healing though level 20 the party should be able to afford a lot od diamonds for revivify / raise dead (though castings of true resurection might be limited)
Probably need both, moon druid to keep wild shaping into an animal and Cleric to make sure nothing too bad happens if the enemy manages to get 126 damage + druids health in damage + any buffs on them before the moon druid gets to their next turn.
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[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
I think nothing beats moon druids at lvl 20 in terms of survivability, if you just try to stay alive so escaping is allowed. I don't think any other class comes even close.
Infinite bonus action wild shapes into for example air elementals that have 90ft hover and immunity to most conditions, 90hp, can squeeze through narrow gaps, resistance to nonmagical melee. At lvl 20 you can cast cast most of your spells in any shape, including heal.
Also 9th lvl shapechange spell to turn into an Ancient Brass Dragon cr 20. It's concentration but you have Legendary Resistances to maintain your con.
Transport via plants to Teleport to safety through large trees.
Plus other spells like freedom of movement etc.
For fine tuning: Invest in con and the Tough feat to make Power Word Kill unlikely to work. Initiate of High Sorcery BG if DM allows for Shield spell. Wield a shield and wear non-metal half plate. If that's difficult, get a scale armor made of actual dragon scales. Combined AC of up to 24. More if your armor or shield is +1, which shouldn't be a problem at lvl 20.
An entire party of these druids is pretty much completely unkillable. 😅
X max level life (or something like that) clerics who only fight X days a week (rest is praying) because on those days each of the assigned clerics uses divine intervention if their party is in trouble
Redemption paladins are tough too. They have resistance to all dmg as long as they don't attack anyone and they automatically heal 1d6+10 each turn if you are below half HP. And you have Lay on Hands, Heavy Armor and shields and d10 hit dice.
Sanctuary, countespell and extra bonuses to all saves.
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I'll give one, then you can all proceed to rip it to shreds with better survival-optimized parties.
Everyone has 3 levels of Zealot Barbarian and 17 of Life Cleric. They can all cast true resurrection on each other for free (well... as free as a 9th-level spell slot is). A variation that would probably be more effective (versatility-wise) is that everyone has 3 levels of Zealot and at minimum either (1) revivify via 5+ levels of Cleric or 9+ levels of Paladin/Artificer, or (2) raise dead via 9+ levels of Bard/Cleric or 17 levels of Paladin. The remaining levels can be anything, though triple-multiclassing isn't usually considered optimized.
To make this more broken, everyone's a Halfling with the One D&D Epic Boon of Recovery. (You can't fail a death save unless you get a 1, and even if you do, you can reroll it. Chances of failing three death saves are extremely low.)
Okay, whatcha got?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
X number of clerics. All cast Sanctuary on each other - then summons and heals for the rest of the combat.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
If there's no level cap then pretty much any lvl 20 composition is essentially unkillable. Heck, my level 13 group that I DM for is already practically unkillable; I keep actively trying and barely getting them down.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I mean, obviously any high-level party is going to be near-unkillable, but the goal was to come up with one that could withstand pretty much anything aside from Dungeon Master Intervention, the level 20 feature of the Metagamer class.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
If you mean literally unkillable, at 20th level you'd have to reduce a Long Death monk to 0 hit points 5 times in a single round before they truly reach 0 hit points, and that's only after you've run through their initial 20 ki points.
I meant unkillable as a party, not individual, but that is certainly unkillable.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
OK, so 4 20th level Long Death monks then :)
Fair, but what do you do about power word kill?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Level 20 Moon Druids would be welcome in the party.
Good one.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Well, any party with access to clone is more or less unkillable, just subject to inconvenience. The thing about designing for 'hard to kill' is that a key part of being hard to kill is by reducing incoming damage by killing your enemies, so it mostly winds up that "hardest to kill" isn't meaningfully different from "most powerful party".
True to a certain extent but you don't have to kill your enemies to avoid being killed. It is another issue that means a party of long death monks might not be a good answer.
Clerics have word of recall to get the party away from the BBEG as it is about to defeat them. While Druids' transport via plants required them to be near a tree, like Clerics they can plane shift as an alternative. The advantage the Druid has is they don't need to use somantic or verbal components so should be able to avoid getting counterspelled.
Level 1 party of cowards.
They stay at home and don't go on an adventure. Nothing ever happens, so nobody dies!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Ah ha! So I have become the most unkillable D&D adventurer ever!
In all seriousness though, druids can get PWK'd out of their wildshape and then be killed before they get another turn, they just have extra hp at that point. So I think the Zealot barb/cleric combo is the way to go.
Keep your friends close, and enemies closer.
If a Zealot Barbs is reduced to less than 100 HP they can be PWKed as well, Rage Beyond death only works if they are reduced to zero HP not if the are killed by some other means, or a mechanism that says they die when reduced to 0 HP (not just PWK also things like disintegrate, Beholder Death Ray, Vampire Bite, or devour intellect).
The Zealot Barb (3)/ Life Cleric (17) option only really benefits from no material components needed to spells like raise dead, and lots of healing though level 20 the party should be able to afford a lot od diamonds for revivify / raise dead (though castings of true resurection might be limited)
Probably need both, moon druid to keep wild shaping into an animal and Cleric to make sure nothing too bad happens if the enemy manages to get 126 damage + druids health in damage + any buffs on them before the moon druid gets to their next turn.
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
I think nothing beats moon druids at lvl 20 in terms of survivability, if you just try to stay alive so escaping is allowed. I don't think any other class comes even close.
Infinite bonus action wild shapes into for example air elementals that have 90ft hover and immunity to most conditions, 90hp, can squeeze through narrow gaps, resistance to nonmagical melee. At lvl 20 you can cast cast most of your spells in any shape, including heal.
Also 9th lvl shapechange spell to turn into an Ancient Brass Dragon cr 20. It's concentration but you have Legendary Resistances to maintain your con.
Transport via plants to Teleport to safety through large trees.
Plus other spells like freedom of movement etc.
For fine tuning: Invest in con and the Tough feat to make Power Word Kill unlikely to work. Initiate of High Sorcery BG if DM allows for Shield spell. Wield a shield and wear non-metal half plate. If that's difficult, get a scale armor made of actual dragon scales. Combined AC of up to 24. More if your armor or shield is +1, which shouldn't be a problem at lvl 20.
An entire party of these druids is pretty much completely unkillable. 😅
Finland GMT/UTC +2
Until the day when a wizard and 13 dwarves show up for dinner!
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
X max level life (or something like that) clerics who only fight X days a week (rest is praying) because on those days each of the assigned clerics uses divine intervention if their party is in trouble
Asking you to not be very kind to a resident dragon in a far away mountain
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"
Redemption paladins are tough too. They have resistance to all dmg as long as they don't attack anyone and they automatically heal 1d6+10 each turn if you are below half HP. And you have Lay on Hands, Heavy Armor and shields and d10 hit dice.
Sanctuary, countespell and extra bonuses to all saves.
Finland GMT/UTC +2