you can take the Aasimar race: Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus.
16lv a wizard of scribes, 3lv barbarian, 1lv cleric (or druid if you prifere) (you can maket with lv4 Eldritch Knight losing a bit of power).
then you ned to take the nex feats: - Arcane Overload: Power Surge. When you cast an Evocation spell and deal damage with it, you can add yourProficiency Bonus to one damage roll of that spell. Once you use this benefit, you can't do so again until you finish aLong Rest.
-Spellfire Adept: Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to twoHit Point Dice, roll them, and add the total rolled to one damage roll of the spell.
-Evocation Adept: Fueled Evocation. Once per turn when you cast an Evocation spell and deal damage, you can roll up to two of your unexpendedHit Point Dice and add the total rolled to one of the spell's damage rolls. ThoseHit Point Dice are then expended.
With this you can magic misile with the folowing formula: (2+spell lv)((1d4+1)+(2d12)+(1d12+1d8)+6+6)
Also, if you use Boon of Exquisite Radiance, you can deal maximum damage right away.: Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
you can take the Aasimar race: Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus.
16lv a wizard of scribes, 3lv barbarian, 1lv cleric (or druid if you prifere) (you can maket with lv4 Eldritch Knight losing a bit of power).
then you ned to take the nex feats: - Arcane Overload: Power Surge. When you cast an Evocation spell and deal damage with it, you can add yourProficiency Bonus to one damage roll of that spell. Once you use this benefit, you can't do so again until you finish aLong Rest.
-Spellfire Adept: Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to twoHit Point Dice, roll them, and add the total rolled to one damage roll of the spell.
-Evocation Adept: Fueled Evocation. Once per turn when you cast an Evocation spell and deal damage, you can roll up to two of your unexpendedHit Point Dice and add the total rolled to one of the spell's damage rolls. ThoseHit Point Dice are then expended.
With this you can magic misile with the folowing formula: (2+spell lv)((1d4+1)+(2d12)+(1d12+1d8)+6+6)
Also, if you use Boon of Exquisite Radiance, you can deal maximum damage right away.: Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
max damage 61*(2 + L) at lv 9 => 671
The Celestial Revelation doesn't work. magic missile ain't an attack.
None of the rest work because it's once per spell. Magic missile is still considered a single spell.
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Hello! Call me Tana or 타나 My pronouns are Any/All/BOC Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
None of the rest work because it's once per spell. Magic missile is still considered a single spell.
In 2014 there was an argument that you rolled magic missile once and applied it to all missiles. 2024 has reworded things so that argument no longer exists.
So, in your opinion, can I apply the damage multiple times or not? Also, does anyone know if I can cast a second *Magic Missile* with the Cartomancer feat, since I'm not using a spell slot?
Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
So, in your opinion, can I apply the damage multiple times or not?
In 2024, no. In 2014, ask your DM (I don't rule it as single roll even in 2014)
are you Are you sure about that? Because the way I read it, the spell says "you can deal extra damage to one target when you deal damage to it"—not when you cast a spell that deals damage. Since it’s phrased that way—referring to when you deal damage to a creature rather than to attack rolls—and considering that each *Magic Missile* is a separate source of damage, could you explain why it would only deal the extra damage once?
Since it’s phrased that way—referring to when you deal damage to a creature rather than to attack rolls—and considering that each *Magic Missile* is a separate source of damage, could you explain why it would only deal the extra damage once?
So, this contest probably deserves to have two separate versions: the movement shenanigans version (which I'm sure can be done better still than the most recent entry), and the non-movement-shenanigans version. Non-movement shenanigans obviously can't compete with movement nonsense.
Allow me to submit a non-movement shenanigans version.
any Elf Relevantly Dex 16 (19) Wis 13 Cha 17 (20)
Draconic (Fire) Sorceror 8 / War Cleric 12
"O:" Mark of the Storm from House Lyrandar Heir Background
Elven Accuracy (Cleric 4)
Evocation Adept (Cleric 8)
+2 Dex (Sorceror 4)
Boon of Irresistible Offense (Cleric 12 @19th)
Boon of Erupting Spellpower (Sorceror 8 @20th)
Relevant spells: Scorching Ray (Sorceror 3), Conjure Minor Elementals (Cleric 7 or Sorceror 7 - it's on all our spell lists because of Mark of the Storm), Backlash (Sorceror 7)
Metamagic: Twinned and Quickened (Sorceror 2)
Prep Round:
Action: Divine Intervention for Hallow (Vulnerability to Fire for whatever the enemy is)
Bonus Action: Quickened CME cast as a 9th level spell grants +7d8 Fire damage per hit
Main Round:
Bonus Action: Innate Sorcery (Advantage on all attack rolls)
Action: Twinned Scorching Ray with an 8th level slot (-> 9th Twinned) gives us 10 attacks dealing 2d6 Fire damage each + 7d8 fire from CME. (Scorching Ray can hit an additional target when cast at a higher level, so is a legitimate target for Twinned, even if we elect to hit the same target again).
No Action: Spend 2 Cleric HD to add +2d8 (fire?) damage to one Scorching Ray hit (Evocation Adept)
No Action: +Cha (5) Fire damage to one fire damage roll. (Draconic Sorceror)
Move: Trigger an opportunity attack
Reaction: Backlash at 7th level (7d6 Force damage, con save for half) -- might as well squeeze in a little extra.
Damage Calcs:
Our attacks are double advantage (elven accuracy) with +11 to hit against an expected AC of 20 (using Treantmonk's DPR calculation assumptions) = 6.4% chance to miss any one attack. We have 3 Channel Divinity that we can use whenever we miss to get +10 to hit with War Cleric, which will certainly be a hit unless we managed to roll 3x '1', which is such a low probability I'm going to ignore it (0.0125%), as it will make no significant difference in expected damage. The odds of even 4 misses (so there's one miss after using all three War Cleric channel divinities) is just 0.24%, which is probably small enough to be irrelevant. And this rapidly grows smaller (5 misses is only 0.019%, which is definitely irrelevant.) So I'm going to just assume all attacks hit, because statistically, they almost certainly do.
So we probably only need to factor in the chance of 4 misses -> 1 actual miss for average damage calculations, as the likelihood of more than that is so low as to be rounding error on the damage calculation. Even 4 misses is incredibly unlikely.
Each double advantage attack has a 14.26% chance of being a critical hit. In addition to doubling dice, all criticals will add +19 fire damage from Irresistible offense. And we'll save the Evocation Adept ability for a critical hit (or until the last attack if no critical), so it will probably also be doubled (only a 21.47% chance there's no critical hit in 10 attacks).
Boon of Erupting Spellpower treats all 1s and 2s as 3s, so the expected result of a d6 becomes a '4', and of a d8 becomes 4.875. (Also we knock the target prone - probably irrelevant).
Expected Damage per attack: 2d6 + 7d8 = 8 + 34.125 = 42.125 on the dice. Factoring in criticals: 0.8574*42.125 + 0.1426*103.25 (double and +19 irres. off.) = 36.12 + 14.72 = 50.84 expected per hit.
Expected damage from Evocation Adept: 2d8 = 9.75 if used on a regular attack, 19.5 if used on a critical. Only 21.47% there isn't a critical to use it on means: 0.2147*9.75 + 0.7853*19.5 = 2.09 + 15.31 = 17.4 expected damage
Expected damage from backlash: 7d6 = 28 (4 per d6 because of Erupting Spellpower), con save probably ~50% pass , so expected 21. (I assume we get hit, because we can literally just have a 14AC.)
Total: (10 hits * 50.84 expected damage per hit + 17.4 expected damage from evocation adept + 5 Draconic Sorceror) * 2 Vulnerability to fire + 21 Backlash = 1082.6 damage.
(If you're facing a creature that's immune to fire, you can CME not-fire, and use Spellfire Flare instead, but it will be less because there's no way to make it vulnerable to both damage types, but still enough to kill anything in the monster manual. Also, the sorceror subclass is mostly irrelevant, it's just +10 damage here... The Backlash is also silly and unnecessary).
I know the movement shenanigans with a prismatic wall can blow that away... I may take a try at optimizing that, but the speed rules when you have a second speed that depends on your walk speed and have modifiers to your speed are complicated and stupid...
Edit: Well, with the wild surge action nonsense, i can squeeze more damage by tweaking the build. You could activate Innate Sorcery in the prep round that way, and then the build just needs tweaking to get some spells without spell slots, which isn't that hard. But the above build works without getting stupid lucky.
The events are taking place in a Wild Magic Zone and casting a spell with a spell slot results in a 20 followed by a 53-56 giving us another action when helpful.
Base Build: Tabaxi, Level 18 Bladesong Wizard / 2 Monk. Feats: Mark of Passage (House Orien Heir), Speedy (4), Charger (8), Magic Initiate (Longstrider - 12), Grappler (16), Boon of Speed (30k Exp after 20).
Base Speed: 30 + 5 (Mark of Passage) + 10 (Speedy) + 10 (Monk) + 30 (Boon of Speed) = 85 Speed.
Wild Surge Action cast Longstrider without a spell slot. (Speed 210)
Longstrider is adding 10 to Speed before being multiplied by 4 for Feline Agility (see below) and Haste.
Haste Action: Grapple opponent. (Grappler would normally allow us to punch and grapple the enemy but we are not allowed to deal damage during the prep round)
We can't maximize the damage via Wild Magic so we have to take the average damage: 42 + 42 + 42 + 42 + 42 = 210 damage per trip through the wall.
This assumes every save is failed. If we wanted to normalize the damage for saving throw chances, the damage for the first trip would be 65% and the remaining trips would be about 88%. Because we are making so many trips, we can consider the normalized damage to be about 185 per trip.
Wild Magic Action Dash (Movement + 460)
Charger is adding 10 to Speed before being multiplied by 4 for Feline Agility and Haste for a total Speed of 460
Bonus Action Step of the Wind (Movement + 460)
Haste Action Dash (Movement + 460)
At this point, the total Movement is 420 + 460 + 460 + 460 = 1,800 feet
Move back and forth between both sides of the wall 1,800 / 5 = 360 times.
Average Damage is 75,600 damage
Normalized Damage is 66,528 damage
Wow. Look what the cat dragged in indeed. The level 16 feat slot is still available and there may be other options to increase the speed and thus increase the damage.
Edit: Added Grappler in the level 16 slot. That's what I was missing.
Wait, so we get to assume a wild magic surge zone and we roll the result we want? That seems kinda sus.
Do permanent magic effects count against the prep time? I mean, they're permanent, seems like you could start with them active long before your prep round... (I can still see excluding simulacrum, because that's basically a 2nd character, and you're supposed to do this without help.)
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Edit: Oops, I forgot to apply the monk +10' to the climb speed during the speed recalculation. Maybe I'll bother recalculating everything at some point...)
The events are taking place in a Wild Magic Zone and casting a spell with a spell slot results in a 20 followed by a 53-56 giving us another action when helpful.
Base Build: Tabaxi, Level 18 Bladesong Wizard / 2 Monk. Feats: Mark of Passage (House Orien Heir), Speedy (4), Charger (8), Magic Initiate (Longstrider - 12), Grappler (16), Boon of Speed (30k Exp after 20).
Base Speed: 30 + 5 (Mark of Passage) + 10 (Speedy) + 10 (Monk) + 30 (Boon of Speed) = 85 Speed.
Wild Surge Action cast Longstrider without a spell slot. (Speed 210)
Longstrider is adding 10 to Speed before being multiplied by 4 for Feline Agility (see below) and Haste.
Haste Action: Grapple opponent. (Grappler would normally allow us to punch and grapple the enemy but we are not allowed to deal damage during the prep round)
We can't maximize the damage via Wild Magic so we have to take the average damage: 42 + 42 + 42 + 42 + 42 = 210 damage per trip through the wall.
This assumes every save is failed. If we wanted to normalize the damage for saving throw chances, the damage for the first trip would be 65% and the remaining trips would be about 88%. Because we are making so many trips, we can consider the normalized damage to be about 185 per trip.
Wild Magic Action Dash (Movement + 460)
Charger is adding 10 to Speed before being multiplied by 4 for Feline Agility and Haste for a total Speed of 460
Bonus Action Step of the Wind (Movement + 460)
Haste Action Dash (Movement + 460)
At this point, the total Movement is 420 + 460 + 460 + 460 = 1,800 feet
Move back and forth between both sides of the wall 1,800 / 5 = 360 times.
Average Damage is 75,600 damage
Normalized Damage is 66,528 damage
Wow. Look what the cat dragged in indeed. The level 16 feat slot is still available and there may be other options to increase the speed and thus increase the damage.
Edit: Added Grappler in the level 16 slot. That's what I was missing.
Wait, so we get to assume a wild magic surge zone and we roll the result we want? That seems kinda sus.
The rules of the thread say that if someone is there, it's assumed in the players favor.
Rollback Post to RevisionRollBack
Hello! Call me Tana or 타나 My pronouns are Any/All/BOC Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
Rollback Post to RevisionRollBack
Hello! Call me Tana or 타나 My pronouns are Any/All/BOC Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
This isn't about what is reasonable, but rather what's about the thread. So anything that needs to be in favor, is considered in favor.
Rollback Post to RevisionRollBack
Hello! Call me Tana or 타나 My pronouns are Any/All/BOC Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
This isn't about what is reasonable, but rather what's about the thread. So anything that needs to be in favor, is considered in favor.
I wasn't going to claim crits on all hits in my CME build, either.
And having possessed a quickling sometime in the indefinite past is in my favor.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
This isn't about what is reasonable, but rather what's about the thread. So anything that needs to be in favor, is considered in favor.
I wasn't going to claim crits on all hits in my CME build, either.
And having possessed a quickling sometime in the indefinite past is in my favor.
No, because it's not something that is a chance.
Rollback Post to RevisionRollBack
Hello! Call me Tana or 타나 My pronouns are Any/All/BOC Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
We can start with permanent or until dispelled magic effects that do not create another creature which can act separately. (So no find familiar, simulacrum, homunculus, or similar). To maintain the spirit of the rules, any such effects must be fully generatable by the character, with no use of magic items or other allies. Further, we will also exclude any such effects which are not in effect on our person. (ie, no glyph of warding array to trigger a bunch of buffs at once without concentration).
The target enemy is tiny (it is convenient, we don't need Grappler to move with full speed, although it doesn't end up being a problem)
There is a climable surface or object near the creature such that we can place the prismatic wall as a dome which puts the top of the dome at the climbable surface at 5' of height.
Build:
Tabaxi Transmuter Wizard 18 / Monk 2.
Relevant starting stats 13 Dex, 17 Int, 13 Wis
Transmuted Anatomy (Origin) or House Orien Heir (Mark of Passage Dragonmark)
Transmutation Adept (Wizard 4)
Speedy (Wizard 8)
Charger (Wizard 12)
Free feat (Wizard 16 - could be grappler)
Boon of Speed (30k xp after level 20... that seems at least kinda legit to me)
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
"Speed" is your walking speed
"speed" is any or all of your various speeds (walking, climbing, swimming, etc...).
When you dash, you can choose any of your speeds to increase your available movement by that much. "If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action." And Dash adds movement you can take in any movement mode. ("When you take the Dash action, you gain extra movement for the current turn.") So if you have a 120' walking speed, but a 200' swim speed, you can dash to add 200' of movement that you can use with any movement mode, including walking, even though your walking speed was only 120'.
When something gives you a bonus to your speed, it increases all your speeds
According to PHB p374, when something gives a bonus to your Speed, and that bonus is only "for a time" (ie, has a duration), it also applies to all your speeds.
When you have a speed that depends on your Speed, you calculate your Speed first, which sets your other speed = Speed, then apply any appropriate bonuses to your other speed.
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Move them to where we are just outside the prismatic wall and near our climbing surface.
Main Round:
Main Action: Haste with an 8th level spell slot -> 9th level via Transmuter Empowered Transmutation -> +45' movement from Transmutation Adept.
No Action: Feline Agility
Bonus Action: Dash
Haste Action: Dash
Movement: Climb up and down through Prismatic wall as quickly as possible
Alright, let's figure out our speeds.
Base Speed = 185'
+45' Transmuter Adept -> 230' (+10' -> 240' during a dash with Charger)
Haste x2 -> 460' (480' during a dash)
Feline Agility x2 -> 920' (960' during a dash)
Climb Speed base = 920' (960' during a dash)
+45' Transmuter Adept (has a duration) -> 965' (+10' during a dash, also has a duration = that dash. 960 + 45 + 10 -> 1015')
Then Haste and Feline Agility both have durations, so they also multiply the climb speed: 965 x 4 = 3860' (1015 x 4 = 4060' dash)
We took two dashes, so it's a total of 3860 + 4060 + 4060 = 11980' of climbing movement.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
If we're on a grid, it's 5' to the climbing surface (by scenario construction, and passing through the prismatic wall), then 5' up to get above the prismatic wall (by construction, and passing through again), and then it's 5' up / 5'down to pass through twice. So 11980/5 = 2396 passes through the wall. Using SmiteMakesRight's normalized damage, that's ~185 per trip. Total normalized damage = 443,260.
But we don't need to play on a grid. The wall is just 1" thick. If we just climb down 1" and up 1", our grappled victim passes fully through the wall once. (If they're really tiny, they might pass through twice!) So 2" for a pass instead of 5' means we can make 30x as many passes through the wall for 13,297,800 normalized damage.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
This isn't about what is reasonable, but rather what's about the thread. So anything that needs to be in favor, is considered in favor.
I wasn't going to claim crits on all hits in my CME build, either.
And having possessed a quickling sometime in the indefinite past is in my favor.
No, because it's not something that is a chance.
That should make it less objectionable, not more.
Consider it like a special lineage, where I've become a new creature type, but retain features from the old. (sort of like the 2014 Reborn).
darn
Honestly I don't know what happened. Woke up with 10 int.
Just your friendly awakened tree.
Totally not an ancient nature god in disguise.
That would be absurd.
Right...?
you can take the Aasimar race: Celestial Revelation Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus.
16lv a wizard of scribes, 3lv barbarian, 1lv cleric (or druid if you prifere) (you can maket with lv4 Eldritch Knight losing a bit of power).
then you ned to take the nex feats:
- Arcane Overload: Power Surge. When you cast an Evocation spell and deal damage with it, you can add your Proficiency Bonus to one damage roll of that spell. Once you use this benefit, you can't do so again until you finish a Long Rest.
-Spellfire Adept: Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell.
-Evocation Adept: Fueled Evocation. Once per turn when you cast an Evocation spell and deal damage, you can roll up to two of your unexpended Hit Point Dice and add the total rolled to one of the spell's damage rolls. Those Hit Point Dice are then expended.
With this you can magic misile with the folowing formula:
(2+spell lv)((1d4+1)+(2d12)+(1d12+1d8)+6+6)
Also, if you use Boon of Exquisite Radiance, you can deal maximum damage right away.: Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
max damage 61*(2 + L) at lv 9 => 671
The Celestial Revelation doesn't work. magic missile ain't an attack.
None of the rest work because it's once per spell. Magic missile is still considered a single spell.
Hello! Call me Tana or 타나
My pronouns are Any/All/BOC
Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
In 2014 there was an argument that you rolled magic missile once and applied it to all missiles. 2024 has reworded things so that argument no longer exists.
So, in your opinion, can I apply the damage multiple times or not?
Also, does anyone know if I can cast a second *Magic Missile* with the Cartomancer feat, since I'm not using a spell slot?
Hidden Ace. When you finish a long rest, you can choose one spell from your class's spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
In 2024, no. In 2014, ask your DM (I don't rule it as single roll even in 2014)
In 2024, yes. In 2014, no.
are you
Are you sure about that? Because the way I read it, the spell says "you can deal extra damage to one target when you deal damage to it"—not when you cast a spell that deals damage.
Since it’s phrased that way—referring to when you deal damage to a creature rather than to attack rolls—and considering that each *Magic Missile* is a separate source of damage, could you explain why it would only deal the extra damage once?
Because it only applies to one damage roll.
This is why I am glad 5.5 replaced 5e, as well as the supplement books. Way too many ways to synergize abilities for some mega outcome.
So, this contest probably deserves to have two separate versions: the movement shenanigans version (which I'm sure can be done better still than the most recent entry), and the non-movement-shenanigans version. Non-movement shenanigans obviously can't compete with movement nonsense.
Allow me to submit a non-movement shenanigans version.
Prep Round:
Main Round:
Damage Calcs:
Our attacks are double advantage (elven accuracy) with +11 to hit against an expected AC of 20 (using Treantmonk's DPR calculation assumptions) = 6.4% chance to miss any one attack. We have 3 Channel Divinity that we can use whenever we miss to get +10 to hit with War Cleric, which will certainly be a hit unless we managed to roll 3x '1', which is such a low probability I'm going to ignore it (0.0125%), as it will make no significant difference in expected damage. The odds of even 4 misses (so there's one miss after using all three War Cleric channel divinities) is just 0.24%, which is probably small enough to be irrelevant. And this rapidly grows smaller (5 misses is only 0.019%, which is definitely irrelevant.) So I'm going to just assume all attacks hit, because statistically, they almost certainly do.
So we probably only need to factor in the chance of 4 misses -> 1 actual miss for average damage calculations, as the likelihood of more than that is so low as to be rounding error on the damage calculation. Even 4 misses is incredibly unlikely.
Each double advantage attack has a 14.26% chance of being a critical hit. In addition to doubling dice, all criticals will add +19 fire damage from Irresistible offense. And we'll save the Evocation Adept ability for a critical hit (or until the last attack if no critical), so it will probably also be doubled (only a 21.47% chance there's no critical hit in 10 attacks).
Boon of Erupting Spellpower treats all 1s and 2s as 3s, so the expected result of a d6 becomes a '4', and of a d8 becomes 4.875. (Also we knock the target prone - probably irrelevant).
Expected Damage per attack: 2d6 + 7d8 = 8 + 34.125 = 42.125 on the dice. Factoring in criticals: 0.8574*42.125 + 0.1426*103.25 (double and +19 irres. off.) = 36.12 + 14.72 = 50.84 expected per hit.
Expected damage from Evocation Adept: 2d8 = 9.75 if used on a regular attack, 19.5 if used on a critical. Only 21.47% there isn't a critical to use it on means: 0.2147*9.75 + 0.7853*19.5 = 2.09 + 15.31 = 17.4 expected damage
Expected damage from backlash: 7d6 = 28 (4 per d6 because of Erupting Spellpower), con save probably ~50% pass , so expected 21. (I assume we get hit, because we can literally just have a 14AC.)
Total: (10 hits * 50.84 expected damage per hit + 17.4 expected damage from evocation adept + 5 Draconic Sorceror) * 2 Vulnerability to fire + 21 Backlash = 1082.6 damage.
(If you're facing a creature that's immune to fire, you can CME not-fire, and use Spellfire Flare instead, but it will be less because there's no way to make it vulnerable to both damage types, but still enough to kill anything in the monster manual. Also, the sorceror subclass is mostly irrelevant, it's just +10 damage here... The Backlash is also silly and unnecessary).
I know the movement shenanigans with a prismatic wall can blow that away... I may take a try at optimizing that, but the speed rules when you have a second speed that depends on your walk speed and have modifiers to your speed are complicated and stupid...
Edit: Well, with the wild surge action nonsense, i can squeeze more damage by tweaking the build. You could activate Innate Sorcery in the prep round that way, and then the build just needs tweaking to get some spells without spell slots, which isn't that hard. But the above build works without getting stupid lucky.
Wait, so we get to assume a wild magic surge zone and we roll the result we want? That seems kinda sus.
Do permanent magic effects count against the prep time? I mean, they're permanent, seems like you could start with them active long before your prep round... (I can still see excluding simulacrum, because that's basically a 2nd character, and you're supposed to do this without help.)
Alright, let's do this. I am not going to assume a wild magic zone where we always get the result we want, because that's dumb. I am going to assume the following:
Build:
As much as I'd like to legit do the wild magic action thing with a wild magic sorceror, the sorceror has no way of getting Prismatic Wall. So the only choices are Wizard, Bard, and Arcana Cleric. For the purposes of the stupid trick in question, we only need 13 int, but you've got plenty of PB for higher.
So, sometime well before the challenge, we hunted down a Quickling, cast Mass Suggestion (no concentration required) on it to be a willing recipient for the following: Nystul's Magic Aura to make its type Humanoid, and Magic Jar to possess its body. Strange fact about Magic Jar, you retain all your features, including your racial features. But you get the quickling's Speed (of 120' in this case) and its Str/Dex/Con; relevantly 23 Dexterity. Despite this body swap, we retain Tabaxi's climb speed and Feline Agility.
(If you're not optimizing for this specific of a silly scenario, you can use this process to instead body snatch a Gargantua and grapple with strength instead, but you only have 60' movement, so you won't overkill things quite as badly. Quite honestly, you're probably not optimizing this kind of stupid movement trick solo if you're actually trying to do it in a campaign, so you'd do a lot of things differently, like have a buddy cast haste on you while you cast ashardalon's stride instead).
Before we start talking about our speeds, let's talk about terminology and movement rules:
So what speed and bonuses do we have going in (and I'm going to be very careful with capitalization here):
Prep Round
Main Round:
Alright, let's figure out our speeds.
(If we were to assume perfect wild magic zone surges every time, we could get longstrider in the prep round, since we can spell mastery it and cast it without a slot, and take yet another dash during the main round, but this is already silly enough).
Alright, let's figure out how many times we can pass through the prismatic wall.
Edit: Oops, I forgot to apply the monk +10' to the climb speed during the speed recalculation. Maybe I'll bother recalculating everything at some point...)
The rules of the thread say that if someone is there, it's assumed in the players favor.
Hello! Call me Tana or 타나
My pronouns are Any/All/BOC
Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
Also, I would think casting spirit jar beforehand would count as something you need to do inside of the actual prep round.
Hello! Call me Tana or 타나
My pronouns are Any/All/BOC
Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
It lasts until dispelled (and the only dispellable thing is the original body, which is hidden somewhere and Sequestered). I don't see any reason why it would need to happen during the prep round. He could have used Magic Jar years before this, and been wandering around as a Quickling.
That's far more reasonable than a Wild Magic Zone which always wild surges for exactly what is needed.
This isn't about what is reasonable, but rather what's about the thread. So anything that needs to be in favor, is considered in favor.
Hello! Call me Tana or 타나
My pronouns are Any/All/BOC
Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
I wasn't going to claim crits on all hits in my CME build, either.
And having possessed a quickling sometime in the indefinite past is in my favor.
No, because it's not something that is a chance.
Hello! Call me Tana or 타나
My pronouns are Any/All/BOC
Disclaimer: Tana__ is not to be held responsible for any of the following events happening as a result of talking to Tana__, touching Tana__, or even just seeing Tana__: The rise of Tiamat, resurrection of Vecna, pissed-of genies, a complete and utter power change in the blood war, or a fate worse than a fate worse than total annihilation. Exist with Tana__ at your own risk.
That should make it less objectionable, not more.
Consider it like a special lineage, where I've become a new creature type, but retain features from the old. (sort of like the 2014 Reborn).