I recently dived deep into the world of maximizing single turn damage in D&D 5e. This search yielded surprising results with one build in particular standing out (listed below) dealing an expected 500 some damage on average to a single target. I want to challenge the best min-maxers out there to create the highest damage output in one turn generally following these conditions:
No magical items
Base stats must be either point buy or standard array
Must be done with a single character (no buffs from party members, etc.)
Damage must be done to a single target
Do not abuse surrounding environment please (target spawns above a volcano, etc)
Target does not have any vulnerabilities or resistances
No homebrew, only official content (can be from any sourcebook)
Items like purple worm poison are not allowed (feel free to include in a separate final calculation, I'd be interested)
This is the kicker: One round of prep
No damage can be done to the target during this round
Time-Stop is allowed (this would still function as one real-time round)
Go crazy with it, it's the feature that makes the challenge interesting
Anything unspecified can be considered in your favor (size, hit chance, etc.)
Break any of these rules within moderation and have fun!
If you have any questions post them in this thread and I should get back to them in a day or two.
The current build is as follows:
Race: Goblin
Base Stats (point buy): 13, 15, 13, 8, 13, 11
End Stats: 13, 20, 14, 8, 13, 14
Classes:
Fighter 5: Dueling, Action surge, Battle Master, ASI (2x Charisma), Extra attack
Bard 4: Jack of all trades, College of whispers, Psychic blades, ASI (2x Dexterity)
Sorcerer 4: Divine soul, Favored by the gods, Empowered magic, Quickened magic, ASI (2x Dexterity)
Rouge 3: Sneak attack, Assassin, Assassinate
Cleric 2: Grave domain, Channel divinity: Path to the grave
Paladin 2: Smite
Prep Round:
Action: Create bonfire (alternative is using fire bolt on your character to reduce detection)
Movement: Enter bonfire and fail saving throw (unnecessary if you go the fire bolt route)
I'd clarify that the Goblin has to be from Volo's, which is legacy - the current Goblin from MotM does less damage but more often.
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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 do you get your auto-crit on the second round of combat?
I presume they are using a “setup round” - where combat has not started yet. Essentially a turn where they are loading their proverbial guns before kicking on the door.
Personally, I would not allow both a turn of setup and a surprise round, without a very specific set of circumstances (such as prepping in one place, then teleporting into the combat), all of which would cost action economy and other resources. I would be particularly hard pressed to allow a player to cast a flashy, flame-producing spell like Create Bonfire and say the enemy is still surprised. As such, if I were DMing, I would not allow OP’s setup to work.
For OP, assuming you have such a (ridiculously) permissible DM, Legacy Goblin is not your best bet. Legacy Goblin does a flat 20 damage. Legacy Hobgoblin does 2d6 damage per hit, doubled to 4d6 on crits. That is an average of 14 damage per attack roll, which is not restricted to once per round.
Air Elemental has a 90 ft fly speed which is increased by 20 for Mobile + Monk, then doubled for Haste and doubled again for Tabaxi = 440 ft per move action x 3 move actions = 1320 ft of being dragged through Spike Growth = 1320 piercing damage.
Ah oops I forgot about concentration here. So we had have to give up Haste, so only 660 piercing damage. But we could have picked up 5 Barbarian instead for another +10 ft of movement for 690 piercing damage. And unlike the OP there is no surprise round needed, nor risk of any attacks missing, with Expertise in Athletics and if I rearranged the stats & ASIs to raise STR we are extremely likely to succeed on the Grapple check.
Race: Tabaxi Stats: 19,13,14,8,14,8 Druid (Moon) - 10 - BA Wildshape, Spike Growth, Mobile (+10 ft movement), STR +2 Fighter - 2 - Action Surge Barbarian - 5 - Fast Movement (+10 ft movement), Feat: Quicken Spell/Metamagic Adept Monk - 2 (+10 ft movement) Rogue -1 Expertise in Athletics
@Caerwyn_Glyndwr create bonfire is certainly a flashy option and I had thought about those circumstances. The alternative is to pick up fire bolt and shoot yourself with is to trigger the absorb elements with minimal disturbance and a low chance of being spotted. I forgot to add that to the main post and will do it shortly.
edit: previous edit didn't save, and reply isn't working for me? Nevertheless, the legacy hobgoblin feature would definitely be an improvement to the build, but I am unable to find a concrete stat block for this feature, as the D&D beyond legacy hobgoblin gives it the "saving face" feature as opposed to this feature you mention in your post. If you have a stat block for this feature, please post it because I was unable to find it online.
Air Elemental has a 90 ft fly speed which is increased by 20 for Mobile + Monk, then doubled for Haste and doubled again for Tabaxi = 440 ft per move action x 3 move actions = 1320 ft of being dragged through Spike Growth = 1320 piercing damage.
Ah oops I forgot about concentration here. So we had have to give up Haste, so only 660 piercing damage. But we could have picked up 5 Barbarian instead for another +10 ft of movement for 690 piercing damage. And unlike the OP there is no surprise round needed, nor risk of any attacks missing, with Expertise in Athletics and if I rearranged the stats & ASIs to raise STR we are extremely likely to succeed on the Grapple check.
Race: Tabaxi Stats: 19,13,14,8,14,8 Druid (Moon) - 10 - BA Wildshape, Spike Growth, Mobile (+10 ft movement), STR +2 Fighter - 2 - Action Surge Barbarian - 5 - Fast Movement (+10 ft movement), Feat: Quicken Spell/Metamagic Adept Monk - 2 (+10 ft movement) Rogue -1 Expertise in Athletics
Turn: Bonus Action: Wildshape (Air Elemental) - 90ft fly speed + 30 ft from class features = 120 ft fly speed. Free Action: Feline Agility = 240 ft fly speed Action: Dash Action Surge: Dash Move
240 * 3 = 720 ft / 5 * 5 damage per 5ft = 720 average damage or 1152 max damage. Since you can fly only the enemy takes the damage.
Let me start with this, weaponizing movement is the best damage source I've ever seen throughout many years of D&D. The only issue is that you can only drag a grappled enemy at half movement speed (your DM might allow full movement speed because you are technically carrying the target, if so, perfect build), so your effective movement speed is going to be 360, meaning damage will be 144d4 damage with 360 being the expected average and the max damage being 576.
I think this build is a great idea but could some intense refinement to push its max damage output even farther.
Air Elemental has a 90 ft fly speed which is increased by 20 for Mobile + Monk, then doubled for Haste and doubled again for Tabaxi = 440 ft per move action x 3 move actions = 1320 ft of being dragged through Spike Growth = 1320 piercing damage.
Ah oops I forgot about concentration here. So we had have to give up Haste, so only 660 piercing damage. But we could have picked up 5 Barbarian instead for another +10 ft of movement for 690 piercing damage. And unlike the OP there is no surprise round needed, nor risk of any attacks missing, with Expertise in Athletics and if I rearranged the stats & ASIs to raise STR we are extremely likely to succeed on the Grapple check.
Race: Tabaxi Stats: 19,13,14,8,14,8 Druid (Moon) - 10 - BA Wildshape, Spike Growth, Mobile (+10 ft movement), STR +2 Fighter - 2 - Action Surge Barbarian - 5 - Fast Movement (+10 ft movement), Feat: Quicken Spell/Metamagic Adept Monk - 2 (+10 ft movement) Rogue -1 Expertise in Athletics
I’d rule an air elemental is not physically capable of moving like a tabaxi.
That is definitely and option, but it's very DM subjective - there is very little consistence IME about what is and isn't retained in WS aside from things like the Tortle's shell and Aarakocra's flight not being retained - just like combining Shadowblade with Green Flame Blade. Your movement isn't slowed if you are grappling a creature 2-sizes smaller than you. Since the Air Elemental is Large, it could drag a Small creature at full speed. The OP didn't specify size of the enemy only "maximum damage" so I built it assuming everything not specified was in my favour. Just like how the OP didn't account for chance to hit in their attack-based build or that you can't get surprise if you precast a spell.
It doesn't really matter though, it's all thought experiments anyway you'd never actually manage any "max dpr build" in an actual game.
Since the Air Elemental is Large, it could drag a Small creature at full speed. The OP didn't specify size of the enemy only "maximum damage" so I built it assuming everything not specified was in my favour. Just like how the OP didn't account for chance to hit in their attack-based build or that you can't get surprise if you precast a spell.
I think assuming unspecified details in your favor is fair, and I have updated the rule set as such. This should hopefully allow for more really fun and unique builds like your movement speed build.
This is a wonderfully amusing build. I'd still fail it. Effectively, if grappled by a flying creature, the target is also flying. If flying close enough to the ground to inflict damage, both take it.
But if you're immune to piercing damage for some reason. Or at least have resistance. Some combination of barbarian plus temporary hitpoints could make this work. Although concentration spells would become .. difficult.
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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.
ASIs: Max out your CHA + Metamagic Adept (Quicken Spell)
Prep Round: Action: Cast Conjure Animals at 9th level for 24 Elk BA: use Hexblade's Curse on the enemy
Attack Round/Turn: Action: EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Bonus Action: Quickened EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Free Action: Command 24 Elk charge the enemy dealing 3d6+3 damage each = 432 damage
Total = 564 damage average or 672 maximum damage.
Edited to Add: Actually you don't need all those levels in Druid, just needs to be a spellcaster, so.... Druid-5 Hexblade Warlock-2 Paladin-2 Bladesinger - 11 Caster level = 17 so still 9th level spell for Conjure Animals But now on our turn we can do: Action: Attack, replace one attack with EB, the second attack = 1d8+2(Dueling)+5 (Hex weapon)+6(HBC) + 5d8 (Smite) = an additional 40 damage to the above.
And if you add Bugbear sneak attack damage to each attack = 63 more damage.
Prep Round1: Action: Armor of Agathys at 9th level = 45 tmp hp Round 2: Action: Fire Shield Bonus Action: Rage
If attacked by a Marilith who makes 7 attacks, that deals a total 45 damage after rage resistance, you reflect back at it 7*(45+2d8) = 378 cold damage on one turn (Sadly Marilith has only 189 hit points so it dies before finishing all 7 attacks)
Ooh, if instead you were attacked by a Hydra (who can have infinite attacks) the Armour of Agathys would last 9 attacks = 486 damage (though the wimpy hydra would die after only it's 4th attack)
ASIs: Max out your CHA + Metamagic Adept (Quicken Spell)
Prep Round: Action: Cast Conjure Animals at 9th level for 24 Elk BA: use Hexblade's Curse on the enemy
Attack Round/Turn: Action: EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Bonus Action: Quickened EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Free Action: Command 24 Elk charge the enemy dealing 3d6+3 damage each = 432 damage
Total = 564 damage average or 672 maximum damage.
I think this build actually summons 32 elk when cast at 9th level increasing the damage further. I think this is the most effective build for an actual game because the lack of multiclassing and the repeatability with lower-level spell slots.
Edit: This does follow the rules because the rules never specified that YOU had to do the damage, just that it had to be done in one turn, and the elks turn is collective and can hold action waiting for a verbal command on your turn (depending on DM's this could count as your action). You could also replace some of elk with constrictor snakes and that would double (+95%) the chance of the elks hitting with crits.
It would take a lot of coordination for 32 els to succesfully charge the same target in anything but an open field though. In any sort of confined space, it would be difficult to even fit them all in spell range when summoning - 32 elk take up 128 squares of space, after all. But still a good little trick =)
Rollback Post to RevisionRollBack
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.
ASIs: Max out your CHA + Metamagic Adept (Quicken Spell)
Prep Round: Action: Cast Conjure Animals at 9th level for 24 Elk BA: use Hexblade's Curse on the enemy
Attack Round/Turn: Action: EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Bonus Action: Quickened EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage Free Action: Command 24 Elk charge the enemy dealing 3d6+3 damage each = 432 damage
Total = 564 damage average or 672 maximum damage.
I think this build actually summons 32 elk when cast at 9th level increasing the damage further. I think this is the most effective build for an actual game because the lack of multiclassing and the repeatability with lower-level spell slots.
Edit: This does follow the rules because the rules never specified that YOU had to do the damage, just that it had to be done in one turn, and the elks turn is collective and can hold action waiting for a verbal command on your turn (depending on DM's this could count as your action). You could also replace some of elk with constrictor snakes and that would double (+95%) the chance of the elks hitting with crits.
Yes, I agree, it has a lot more flexibility than the others with also options for e.g. Spike Growth + Repelling Blast, or you could even been a Moon Druid and do Conjure Woodland Beings/Minor Elemental + animal attacks, or Heat Metal (or the conjure spell that is just Spirit guardians) + WS:Giant Eagle, or even just Summon Draconic Spirit which is just cool.
Cast time stop, attack as a bonus action(monk, damage negligible) and use tides of chaos automatic wild magic surge from tides of chaos, get row 97-100(8% chance), and get option three, regaining your lowest level expended spell slot - level 9.
Now, attack as a bonus action(monk, damage negligible) and use tides of chaos, then cast meteor swarm (40d6 damage), automatic wild magic surge from tides of chaos, get row 97-100(8% chance), and get option three, regaining your lowest level expended spell slot - level 9.
Repeat this step an amount of times equal to the turns from time stop, minus one. Then, start from the beginning.
Average damage:
1/75 chance of getting option three of row 97-100.
Multiply this by 140 (average of 40d6) for 140/75, or 28/15 average damage.
This is slightly underestimating, if anybody wants to calculate the actual damage factoring in that every 1d4 round's damage is skipped, go ahead.
Maximum damage:
infinite.
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"What do you mean? An African or European swallow?"
then you can action surge, double inflict wounds, and if your DM allows it, roll 2 nat 20s, then use an eighth level spell slot and a seventh level spell slot to do 10*2d10 for the first inflict wounds and 9*2d10 for the second one plus expending 2 forth level spell slots for 2 divine smites for an extra 10*2d8 to make 38d10+20d8 to make a maximum damage of 540 damage. You do need 5e classes for divine smite. You might be able to make it deal more, because I haven't thought about this much. This also has no prep rounds, so might be viable in actual combat if your DM lets you. This has a 0.0000000000000000000000000000000000000000000000000000000000021684044% chance of working or 21684044 in 10000000000000000000000000000000000000000000000000000000000000000000 or 21 million 684 thousand and 44 in 10 unvigintillion chance. Please correct the chance if I'm wrong.
I recently dived deep into the world of maximizing single turn damage in D&D 5e. This search yielded surprising results with one build in particular standing out (listed below) dealing an expected 500 some damage on average to a single target. I want to challenge the best min-maxers out there to create the highest damage output in one turn generally following these conditions:
If you have any questions post them in this thread and I should get back to them in a day or two.
The current build is as follows:
Race: Goblin
Base Stats (point buy): 13, 15, 13, 8, 13, 11
End Stats: 13, 20, 14, 8, 13, 14
Classes:
Prep Round:
The Round:
The Damage:
Attack 1 (from green flame blade): 4d8 (shadow blade), 1d8 + charisma modifier (green flame blade), 6d6 (absorb elements), 5d8 (paladin smite), 2d6 (bard psychic blades), 2d6 (rogue sneak attack), 20 (goblin fury of the small), 5 (damage bonus from weapon)
All dice are x2 due to the rogue auto-crit from assassinate and all damage is x2 from channel divinity: path to the grave
Final damage from attack 1: (20d8 + 20d6 + 27) x 2 or 374 damage on average (614 max), (higher with empowering meta magic from sorcerer)
Attack 2/3 (from action-surge): 4d8 (shadow blade), 5d8 (paladin smite), 5 (damage bonus from weapon)
All dice are x2 due to the rogue auto-crit from assassinate
Final damage from attack 2/3: 18d8 + 5 or 86 per attack on average (149 max)
Total average damage is 546
Total max damage is 912
I'd clarify that the Goblin has to be from Volo's, which is legacy - the current Goblin from MotM does less damage but more often.
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 do you get your auto-crit on the second round of combat?
I presume they are using a “setup round” - where combat has not started yet. Essentially a turn where they are loading their proverbial guns before kicking on the door.
Personally, I would not allow both a turn of setup and a surprise round, without a very specific set of circumstances (such as prepping in one place, then teleporting into the combat), all of which would cost action economy and other resources. I would be particularly hard pressed to allow a player to cast a flashy, flame-producing spell like Create Bonfire and say the enemy is still surprised. As such, if I were DMing, I would not allow OP’s setup to work.
For OP, assuming you have such a (ridiculously) permissible DM, Legacy Goblin is not your best bet. Legacy Goblin does a flat 20 damage. Legacy Hobgoblin does 2d6 damage per hit, doubled to 4d6 on crits. That is an average of 14 damage per attack roll, which is not restricted to once per round.
How about:
Race: Tabaxi
Stats: 13 in everything
Druid (Moon) - 10 - BA Wildshape, Elemental WS, Spike Growth, Mobile (+10 ft movement)
Fighter - 2 - Action Surge
Wizard (Bladesinger) - 5 - Haste, Bladesong (+10 ft movement), Metamagic Adept: Quicken Spell
Monk - 2 (+10 ft movement)
Rogue -1 Expertise in Athletics
Setup:
Action: Grapple Enemy
Bonus Action: Spike Growth
Turn:
Bonus Action: Wildshape (Air Elemental)
Action: Haste
Action Surge: Dash
Hasted Action: Dash
Move
Air Elemental has a 90 ft fly speed which is increased by 20 for Mobile + Monk, then doubled for Haste and doubled again for Tabaxi = 440 ft per move action x 3 move actions = 1320 ft of being dragged through Spike Growth = 1320 piercing damage.
Ah oops I forgot about concentration here. So we had have to give up Haste, so only 660 piercing damage. But we could have picked up 5 Barbarian instead for another +10 ft of movement for 690 piercing damage. And unlike the OP there is no surprise round needed, nor risk of any attacks missing, with Expertise in Athletics and if I rearranged the stats & ASIs to raise STR we are extremely likely to succeed on the Grapple check.
Race: Tabaxi
Stats: 19,13,14,8,14,8
Druid (Moon) - 10 - BA Wildshape, Spike Growth, Mobile (+10 ft movement), STR +2
Fighter - 2 - Action Surge
Barbarian - 5 - Fast Movement (+10 ft movement), Feat: Quicken Spell/Metamagic Adept
Monk - 2 (+10 ft movement)
Rogue -1 Expertise in Athletics
Setup:
Action: Grapple Enemy (2 attempts with +18 modifier)
Bonus Action: Spike Growth
Turn:
Bonus Action: Wildshape (Air Elemental) - 90ft fly speed + 30 ft from class features = 120 ft fly speed.
Free Action: Feline Agility = 240 ft fly speed
Action: Dash
Action Surge: Dash
Move
240 * 3 = 720 ft / 5 * 5 damage per 5ft = 720 average damage or 1152 max damage. Since you can fly only the enemy takes the damage.
@Caerwyn_Glyndwr create bonfire is certainly a flashy option and I had thought about those circumstances. The alternative is to pick up fire bolt and shoot yourself with is to trigger the absorb elements with minimal disturbance and a low chance of being spotted. I forgot to add that to the main post and will do it shortly.
edit: previous edit didn't save, and reply isn't working for me? Nevertheless, the legacy hobgoblin feature would definitely be an improvement to the build, but I am unable to find a concrete stat block for this feature, as the D&D beyond legacy hobgoblin gives it the "saving face" feature as opposed to this feature you mention in your post. If you have a stat block for this feature, please post it because I was unable to find it online.
Let me start with this, weaponizing movement is the best damage source I've ever seen throughout many years of D&D. The only issue is that you can only drag a grappled enemy at half movement speed (your DM might allow full movement speed because you are technically carrying the target, if so, perfect build), so your effective movement speed is going to be 360, meaning damage will be 144d4 damage with 360 being the expected average and the max damage being 576.
I think this build is a great idea but could some intense refinement to push its max damage output even farther.
I don’t think you get your tabaxi species move bonuses while you’re an air elemental.
”You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.”
I’d rule an air elemental is not physically capable of moving like a tabaxi.
That is definitely and option, but it's very DM subjective - there is very little consistence IME about what is and isn't retained in WS aside from things like the Tortle's shell and Aarakocra's flight not being retained - just like combining Shadowblade with Green Flame Blade. Your movement isn't slowed if you are grappling a creature 2-sizes smaller than you. Since the Air Elemental is Large, it could drag a Small creature at full speed. The OP didn't specify size of the enemy only "maximum damage" so I built it assuming everything not specified was in my favour. Just like how the OP didn't account for chance to hit in their attack-based build or that you can't get surprise if you precast a spell.
It doesn't really matter though, it's all thought experiments anyway you'd never actually manage any "max dpr build" in an actual game.
I think assuming unspecified details in your favor is fair, and I have updated the rule set as such. This should hopefully allow for more really fun and unique builds like your movement speed build.
This is a wonderfully amusing build. I'd still fail it. Effectively, if grappled by a flying creature, the target is also flying. If flying close enough to the ground to inflict damage, both take it.
But if you're immune to piercing damage for some reason. Or at least have resistance. Some combination of barbarian plus temporary hitpoints could make this work. Although concentration spells would become .. difficult.
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.
You can rule however you like but:
https://previews.123rf.com/images/steve_byland/steve_byland1211/steve_byland121100017/16418420-adult-bald-eagle-haliaeetus-leucocephalus-carrying-a-fish-in-flight-against-a-blue-sky.jpg
This looks to me like the fish could be dragged across spiky ground without the eagle getting significantly hurt.
This one RAW isn't "one turn" but some DMs allow this to be essentially a single turn:
17 - Druid - 9th level spells + Conjure Animals
2 - Hexblade Warlock - HBC + Eldritch Blast + Agonizing Blast
ASIs: Max out your CHA + Metamagic Adept (Quicken Spell)
Prep Round:
Action: Cast Conjure Animals at 9th level for 24 Elk
BA: use Hexblade's Curse on the enemy
Attack Round/Turn:
Action: EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage
Bonus Action: Quickened EB for 4 attacks each dealing 1d10+5+6 (HBC) damage = 66 damage
Free Action: Command 24 Elk charge the enemy dealing 3d6+3 damage each = 432 damage
Total = 564 damage average or 672 maximum damage.
Edited to Add:
Actually you don't need all those levels in Druid, just needs to be a spellcaster, so....
Druid-5
Hexblade Warlock-2
Paladin-2
Bladesinger - 11
Caster level = 17 so still 9th level spell for Conjure Animals
But now on our turn we can do:
Action: Attack, replace one attack with EB, the second attack = 1d8+2(Dueling)+5 (Hex weapon)+6(HBC) + 5d8 (Smite) = an additional 40 damage to the above.
And if you add Bugbear sneak attack damage to each attack = 63 more damage.
This one is just for fun it's not that high damage but I thought it was fun to consider:
Warlock-1 (Armor of Agathys) + Barbarian-1 (Rage) + Druid/Wizard - 18 (9th level spells + Fire Shield + Elemental Adept - Cold)
Prep Round1:
Action: Armor of Agathys at 9th level = 45 tmp hp
Round 2:
Action: Fire Shield
Bonus Action: Rage
If attacked by a Marilith who makes 7 attacks, that deals a total 45 damage after rage resistance, you reflect back at it 7*(45+2d8) = 378 cold damage on one turn (Sadly Marilith has only 189 hit points so it dies before finishing all 7 attacks)
Ooh, if instead you were attacked by a Hydra (who can have infinite attacks) the Armour of Agathys would last 9 attacks = 486 damage (though the wimpy hydra would die after only it's 4th attack)
I think this build actually summons 32 elk when cast at 9th level increasing the damage further. I think this is the most effective build for an actual game because the lack of multiclassing and the repeatability with lower-level spell slots.
Edit: This does follow the rules because the rules never specified that YOU had to do the damage, just that it had to be done in one turn, and the elks turn is collective and can hold action waiting for a verbal command on your turn (depending on DM's this could count as your action). You could also replace some of elk with constrictor snakes and that would double (+95%) the chance of the elks hitting with crits.
It would take a lot of coordination for 32 els to succesfully charge the same target in anything but an open field though. In any sort of confined space, it would be difficult to even fit them all in spell range when summoning - 32 elk take up 128 squares of space, after all. But still a good little trick =)
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.
Yes, I agree, it has a lot more flexibility than the others with also options for e.g. Spike Growth + Repelling Blast, or you could even been a Moon Druid and do Conjure Woodland Beings/Minor Elemental + animal attacks, or Heat Metal (or the conjure spell that is just Spirit guardians) + WS:Giant Eagle, or even just Summon Draconic Spirit which is just cool.
Level 17 wild magic sorcerer, level 1 monk.
Cast time stop, attack as a bonus action(monk, damage negligible) and use tides of chaos automatic wild magic surge from tides of chaos, get row 97-100(8% chance), and get option three, regaining your lowest level expended spell slot - level 9.
Now, attack as a bonus action(monk, damage negligible) and use tides of chaos, then cast meteor swarm (40d6 damage), automatic wild magic surge from tides of chaos, get row 97-100(8% chance), and get option three, regaining your lowest level expended spell slot - level 9.
Repeat this step an amount of times equal to the turns from time stop, minus one. Then, start from the beginning.
Average damage:
1/75 chance of getting option three of row 97-100.
Multiply this by 140 (average of 40d6) for 140/75, or 28/15 average damage.
This is slightly underestimating, if anybody wants to calculate the actual damage factoring in that every 1d4 round's damage is skipped, go ahead.
Maximum damage:
infinite.
Homebrew spell: dominance
Extended signature
If you do:
Monk:2
Paladin:2
Druid:16
then you can action surge, double inflict wounds, and if your DM allows it, roll 2 nat 20s, then use an eighth level spell slot and a seventh level spell slot to do 10*2d10 for the first inflict wounds and 9*2d10 for the second one plus expending 2 forth level spell slots for 2 divine smites for an extra 10*2d8 to make 38d10+20d8 to make a maximum damage of 540 damage. You do need 5e classes for divine smite. You might be able to make it deal more, because I haven't thought about this much. This also has no prep rounds, so might be viable in actual combat if your DM lets you. This has a 0.0000000000000000000000000000000000000000000000000000000000021684044% chance of working or 21684044 in 10000000000000000000000000000000000000000000000000000000000000000000 or 21 million 684 thousand and 44 in 10 unvigintillion chance. Please correct the chance if I'm wrong.
You can only expend one spell slot per turn.
Homebrew spell: dominance
Extended signature