Who needs damage when you can control weather. And bring on an ice age or the Sahara desert for a 5 mile radius, and let the elements kill your opponents? Even more fun as a wood-elf, utilizing trance and recasting it before it expires. Just hiding and trancing until the elements completely eradicate their target.
Who needs damage when you can control weather. And bring on an ice age or the Sahara desert for a 5 mile radius, and let the elements kill your opponents? Even more fun as a wood-elf, utilizing trance and recasting it before it expires. Just hiding and trancing until the elements completely eradicate their target.
Take out an entire city.
You can only long rest once per day, I believe.
I highly doubt you could destroy a city with a storm.
This is useless against a single powerful foe, like a tarrasque.
It is trivial to leave the 5 mile radius while you are changing the conditions.
Rollback Post to RevisionRollBack
"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?"
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.
Besides the alread said by others that your move is halved when moving a grabbed, unless you are considered to sizes bigger, it's important to say that you may not become an air elemental, since it's challenge rate is 5, ande moon circle only let you transform into an 1/3 level, rounded down.
Level 17 sorcerer. Level 2 fighter. Level 1 barbarian. Centaur/goliath/whatever class can push heavier things.
get into melee range.
action: wish for there to be a magical hole (large enough for enemy) that is X feet deep, with walls impossible to grab ahold of, that has a very strong vacuum to it to where one cannot just fly out, with spikes at the bottom- that is 5 ft behind enemy.
action surge
rage.
Utilizing feats and strength ensure you push/throw enemy into the hole.
Level 17 sorcerer. Level 2 fighter. Level 1 barbarian. Centaur/goliath/whatever class can push heavier things.
get into melee range.
action: wish for there to be a magical hole (large enough for enemy) that is X feet deep, with walls impossible to grab ahold of, that has a very strong vacuum to it to where one cannot just fly out, with spikes at the bottom- that is 5 ft behind enemy.
action surge
rage.
Utilizing feats and strength ensure you push/throw enemy into the hole.
follow up, cover the hole or Lassie will be busy.
The vacuum causes you to be pulled into the hole.
Rollback Post to RevisionRollBack
"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?"
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage: The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage: The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
?
Fall damage is for you, not somebody else.
Rollback Post to RevisionRollBack
"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?"
There are certain cheesegrater builds relying on pulling targets into or out of a zone at extreme speed (typically running in circles around a spike growth, but prismatic wall does not have a once per turn limitation so it does more at high levels) which can produce damage levels mostly limited by movement speed, which I think I've seen stacked into the thousands of feet per turn. Leaving those out, the most straightforward option is to cast conjure minor elementals as a 9th level spell (+12d8 per attack), then make an absurd number of attacks per round (for example, on a bard/sorcerer/warlock, scorching ray at 8th level, quickened eldritch blast, total 13 attacks for 18d6 fire (63) plus 4d10+20 force (42) + 156d8 elemental (702), total 807). This is mostly an artifact of conjure minor elementals being completely busted, it should be +1d8 per +2 levels, not +2d8 per +1 level. I'm sure that isn't max optimized either.
Cast time stop, expend 10 sorcery points to up cast quickened inflict wounds 5 times with 4 seventh level, 1 eigth, roll all nat 20s, so 92d10 damage. Then, expend all your 4th level spell slots, and some 5th, for 5 max divine smites, and since you rolled all nat 20s, you get 100d8 damage. This makes (92*10)+(100*8) damage plus spellcasting bonus. this makes slightly over 1720 damage. Might not work, I haven't checked all of it.
Cast time stop, expend 10 sorcery points to up cast quickened inflict wounds 5 times with 4 seventh level, 1 eigth, roll all nat 20s, so 92d10 damage. Then, expend all your 4th level spell slots, and some 5th, for 5 max divine smites, and since you rolled all nat 20s, you get 100d8 damage. This makes (92*10)+(100*8) damage plus spellcasting bonus. this makes slightly over 1720 damage. Might not work, I haven't checked all of it.
You get one casting of Inflict Wounds before the Time Stop ends. Both legacy and 2024 versions end instantly if a spell or or effect you create affects a creature other than you.
Also, Inflict Wounds(2014) is not a melee weapon attack, so the 2014 Divine Smite Paladin class ability cannot be used with it.Inflict Wounds (2024) is not an Attack at all, and cannot be used with the Divine Smite (2024) spell.
If we ignore using 5e and instead use 3.5e, and also allow it to be spread across multiple targets, we can get 201000 damage with Superior Epic Fireball.
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage: The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
?
Fall damage is for you, not somebody else.
Tell me where the hell it's in the rules that you don't do fall damage if you hit the others, pls. Because, there's nothing prohibiting it, as far i know. Or the fall damage magically vanishes for the other creature? Again, there is nothing in the rules that prevents this application, and, by logic, doesn't happening is what actually wouldn't make sense.
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.
When you make an attack in a creature, time stop ends. Besides, you may only attack with bonus action if you have attacked before.
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage: The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
?
Fall damage is for you, not somebody else.
Tell me where the hell it's in the rules that you don't do fall damage if you hit the others, pls. Because, there's nothing prohibiting it, as far i know. Or the fall damage magically vanishes for the other creature? Again, there is nothing in the rules that prevents this application, and, by logic, doesn't happening is what actually wouldn't make sense.
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.
If that isn't enough, tell me where it says creatures don't instantly die of heart attacks randomly. (you didn't know this, but there are some optional rules to split fall damage if you fall on someone and they fail a dex. save in TCoE)
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.
When you make an attack in a creature, time stop ends. Besides, you may only attack with bonus action if you have attacked before.
It's true time stop ends when you attack, but the same effect can be achieved using delayed blast fireball
They changed it in the 2024 rules: "Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action."
Rollback Post to RevisionRollBack
"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?"
Who needs damage when you can control weather. And bring on an ice age or the Sahara desert for a 5 mile radius, and let the elements kill your opponents? Even more fun as a wood-elf, utilizing trance and recasting it before it expires. Just hiding and trancing until the elements completely eradicate their target.
Take out an entire city.
Earthquake and large structures in a city and you'll have hundreds of people killed in the wreckage, or Tsunami a crowded beach festival, or meteor swarm a black powder warehouse...
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage: The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
?
Fall damage is for you, not somebody else.
Tell me where the hell it's in the rules that you don't do fall damage if you hit the others, pls. Because, there's nothing prohibiting it, as far i know. Or the fall damage magically vanishes for the other creature? Again, there is nothing in the rules that prevents this application, and, by logic, doesn't happening is what actually wouldn't make sense.
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.
If that isn't enough, tell me where it says creatures don't instantly die of heart attacks randomly. (you didn't know this, but there are some optional rules to split fall damage if you fall on someone and they fail a dex. save in TCoE)
Again, action and reaction law. If you don't know physics, you probably should learn. And don't tell me that is a fantastic game, because gravity, math and other logical law still works. Besides, the topic expressly disposed that any uncertain condition we use in our favor.
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.
When you make an attack in a creature, time stop ends. Besides, you may only attack with bonus action if you have attacked before.
It's true time stop ends when you attack, but the same effect can be achieved using delayed blast fireball
They changed it in the 2024 rules: "Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action."
Still, if your spell interact with someone, timestop ends. So, in the fist meteor swarm, bye bye. This is because the duration is instantly.
Again, action and reaction law. If you don't know physics, you probably should learn. And don't tell me that is a fantastic game, because gravity, math and other logical law still works. Besides, the topic expressly disposed that any uncertain condition we use in our favor.
Falling damage is not an attack and is not considered to be done by any particular creature, and therefore has zero interaction with assassin class features.
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Who needs damage when you can control weather. And bring on an ice age or the Sahara desert for a 5 mile radius, and let the elements kill your opponents? Even more fun as a wood-elf, utilizing trance and recasting it before it expires. Just hiding and trancing until the elements completely eradicate their target.
Take out an entire city.
Blank
Homebrew spell: dominance
Extended signature
Besides the alread said by others that your move is halved when moving a grabbed, unless you are considered to sizes bigger, it's important to say that you may not become an air elemental, since it's challenge rate is 5, ande moon circle only let you transform into an 1/3 level, rounded down.
Level 17 sorcerer. Level 2 fighter. Level 1 barbarian. Centaur/goliath/whatever class can push heavier things.
get into melee range.
action: wish for there to be a magical hole (large enough for enemy) that is X feet deep, with walls impossible to grab ahold of, that has a very strong vacuum to it to where one cannot just fly out, with spikes at the bottom- that is 5 ft behind enemy.
action surge
rage.
Utilizing feats and strength ensure you push/throw enemy into the hole.
follow up, cover the hole or Lassie will be busy.
The vacuum causes you to be pulled into the hole.
Homebrew spell: dominance
Extended signature
Look, besides using quivering palm in a tarrask and killing it instantly, what would be equivalent to cause 676 points of damage, there are a lot of possible combos. Some of them also can be done without the junkie and garbage multiclass.
1 - rogue, assassin - fall damage:
The simple and easy level 20 rogue, with the assassin's archetype. Chose a flying race (ex.: aarakocra). Technically, there's no prohibition of using dash with both action and cunning action (althoung i don't agree with that being possible). Preparation turn = dash with bonus action and action (36m). The efective turn = fly in dash of cunning action (18m), fall (that is "instantly," by the official rules, assassinate, using lucky strike, with letal strike. The damage: 18d6 of fall damage, 10d6 of stealth strike, 1d8 +5 of weapon damage plus modifier, in a critical roll, multiplyer by two. So, 28d6 plus 1d8 plus 5 plus 28d6 plus 1d8. converting, 98 + 4,5 + 5 + 98 + 4,5 = 209. Now, times two, cause of letal strike. So, 418. And, the better: althoung you may take 70 damage (that can be reduce to 35 with uncanny dodge), you don't need to f8*k your character only to do an unlikely damage in one hypothetical situation, and the strike probably will hit, cause you are using the nat 20 of lucky strike.
2 - garbage combo - the same thing, but clerics grave too
Now, lets f8*k your rogue, taking him two levels and getting two levels of cleric's class, with grave domain sub. In preparation, use channal divinity to make the foe vulnerable until the end of your next turn. Then, fly with dash by cunning action. Now, in the next turn, fly again. You are 36m from the ground. So, be happy. Fall and attack. 12d6 from fall, 9d6 from stealth strike, 1d8 of weapon damage plus five. It's an assassin, and it had the lucky to start. So, assassinate (it's a critical, by level 3 ability). Then, letal strike. Let's see the hypothetical damage: 21d6 + 1d8 + 5 = 148 + 5 = 153. Now, duble with lethas strike. 306. Now, the vulnerability. So, 612.
?
Fall damage is for you, not somebody else.
Homebrew spell: dominance
Extended signature
There are certain cheesegrater builds relying on pulling targets into or out of a zone at extreme speed (typically running in circles around a spike growth, but prismatic wall does not have a once per turn limitation so it does more at high levels) which can produce damage levels mostly limited by movement speed, which I think I've seen stacked into the thousands of feet per turn. Leaving those out, the most straightforward option is to cast conjure minor elementals as a 9th level spell (+12d8 per attack), then make an absurd number of attacks per round (for example, on a bard/sorcerer/warlock, scorching ray at 8th level, quickened eldritch blast, total 13 attacks for 18d6 fire (63) plus 4d10+20 force (42) + 156d8 elemental (702), total 807). This is mostly an artifact of conjure minor elementals being completely busted, it should be +1d8 per +2 levels, not +2d8 per +1 level. I'm sure that isn't max optimized either.
Ok, how about-
5e divine soul (evil) sorcerer 18
5e paladin 2
Cast time stop, expend 10 sorcery points to up cast quickened inflict wounds 5 times with 4 seventh level, 1 eigth, roll all nat 20s, so 92d10 damage. Then, expend all your 4th level spell slots, and some 5th, for 5 max divine smites, and since you rolled all nat 20s, you get 100d8 damage. This makes (92*10)+(100*8) damage plus spellcasting bonus. this makes slightly over 1720 damage. Might not work, I haven't checked all of it.
You get one casting of Inflict Wounds before the Time Stop ends. Both legacy and 2024 versions end instantly if a spell or or effect you create affects a creature other than you.
Also, Inflict Wounds(2014) is not a melee weapon attack, so the 2014 Divine Smite Paladin class ability cannot be used with it.Inflict Wounds (2024) is not an Attack at all, and cannot be used with the Divine Smite (2024) spell.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
Yeah, kinda expected there would be at least 5 ways this wouldn't work.
If we ignore using 5e and instead use 3.5e, and also allow it to be spread across multiple targets, we can get 201000 damage with Superior Epic Fireball.
Tell me where the hell it's in the rules that you don't do fall damage if you hit the others, pls. Because, there's nothing prohibiting it, as far i know. Or the fall damage magically vanishes for the other creature? Again, there is nothing in the rules that prevents this application, and, by logic, doesn't happening is what actually wouldn't make sense.
When you make an attack in a creature, time stop ends. Besides, you may only attack with bonus action if you have attacked before.
If that isn't enough, tell me where it says creatures don't instantly die of heart attacks randomly. (you didn't know this, but there are some optional rules to split fall damage if you fall on someone and they fail a dex. save in TCoE)
Homebrew spell: dominance
Extended signature
Homebrew spell: dominance
Extended signature
Earthquake and large structures in a city and you'll have hundreds of people killed in the wreckage, or Tsunami a crowded beach festival, or meteor swarm a black powder warehouse...
Again, action and reaction law. If you don't know physics, you probably should learn. And don't tell me that is a fantastic game, because gravity, math and other logical law still works. Besides, the topic expressly disposed that any uncertain condition we use in our favor.
Still, if your spell interact with someone, timestop ends. So, in the fist meteor swarm, bye bye. This is because the duration is instantly.
Falling damage is not an attack and is not considered to be done by any particular creature, and therefore has zero interaction with assassin class features.