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.
"It's true time stop ends when you attack, but the same effect can be achieved using delayed blast fireball"
Please read posts before responding to them.
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"What do you mean? An African or European swallow?"
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.
"that is "instantly," by the official rules" You can't choose when to follow physics. If you want to backtrack on that, the enemy has around 2 seconds before you reach them. More than enough time to put a sharp object in your path.
There is no uncertainty about the rules here.
Also, approximately zero of the class feature you mentioned stack with fall damage.
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"What do you mean? An African or European swallow?"
Also, approximately zero of the class feature you mentioned stack with fall damage.
Agreed; and since these builds are apparently on the 2014 rules, and Tasha's Cauldron of Everything on Falling onto a Creature are in play:
Falling onto a Creature
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
Also, Stroke of Luck (Rogue Level 20) is not an automatic Nat 20 on an attack roll; it just changes a miss to a hit.
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.
Combo 1: 20th level Aarakocra Rogue Assassin, with Dex 20 and a Rapier (Finesse, 1d8 +5 Slashing)
Preparation Turn.
Flight speed is 30 (c. 9m). Normal Move + Dash Action gives flight of 60 feet (18m). Dash on the Cunning Action only adds another 30 feet to that, for a total of 90 feet (27m). We assume that the target will be Surprised.
Following Turn.
Assassin uses full Move and Cunning Action Dash for another 60 feet, and is now 150 feet (45m) above the target. Normally, that's 15d6 falling Damage.
Assuming Target fails the DEX Save, and maximum damage is rolled, both take 45 Bludgeoning damage. Falling is not an attack, so it cannot be decreased by Uncanny Dodge or increased by Assassinate, or Death Strike.
Assassin has taken damage from the Fall, and is now Prone, and having used all his Move, cannot get up this turn.
Assassin would normally have Disadvantage on the Subsequent Attack, but Assassinate provides Advantage (as does Prone Target within 5', but Advantage doesn't stack), so they cancel out. Without Advantage or another ally within 5', the Assassin cannot use Sneak Attack.
Assassin Attacks target with Rapier, assume it hits using Stroke of Luck if necessary, and that target is still Surprised so Assassinate can make it a critical Hit for 2d8 + 5, (max 21) damage. Assume target fails Con Save on Death Strike, for 42 Slashing damage.
Total damage received this turn 45 Bludgeoning + 42 slashing = 87 total Damage:
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.
Combo 2: 18th level Aarakocra Rogue Assassin, 2nd level Grave Domain Cleric with Dex 20 and a Rapier (Finesse, 1d8 +5 Slashing)
Flight speed is 30 feet (9m). Normal Move Gives flight of 30 feet. Dash on the Cunning Action only adds another 30 feet to that, for a total of 60 feet (18m).
We assume that the target will be Surprised (this is very iffy at this point, Assassin was standing within 30 feet of the target and just used a hostile effect on them.)
Following Turn.
Assassin uses full Move and Cunning Action Dash for another 60 feet, and is now 120 feet (36m) above the target. Normally, that's 12d6 (max 72) falling Damage.
Assuming Target fails the DEX Save, and maximum damage is rolled, both take 36 Bludgeoning damage. Falling is not an attack, so it cannot be decreased by Uncanny Dodge or increased by Assassinate, Death Strike, or Channel Divinity: Path of the Grave
Assassin has taken damage from the Fall, and is now Prone, and having used all his Move, cannot get up this turn.
Assassin would normally have Disadvantage on the Subsequent Attack, but again it cancels out by Assassinate and Prone Target Advantage. Without Advantage or another ally within 5', the Assassin cannot use Sneak Attack.
Assassin Attacks target with Rapier, assume it hits, and that target is still Surprised so Assassinate can make it a critical Hit for 2d8 + 5, (max 21) damage. Assume target fails Con Save on Death Strike, for 42 Slashing damage. Path of the Grave induces Vulnerability for 84.
Total damage received this turn 36 Bludgeoning + 84 slashing = 120 total Damage.
If target is not, in fact, Surprised by this, it's down to 36 bludgeoning + 26 slashing (1d8 + 5, max 13, with Vulnerability) = 62 total damage.
Definitely would be worth it to save enough Move to stand up after falling to enable the Sneak Attack in both cases, but I'm trying to replicate the original instructions.
An alternative option would be to layer in enough levels of Monk to eliminate the damage with Slow Fall, but that probably also eliminates the falling damage to the target entirely.
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🎵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.🎵
Rage, wildshape into a giant scorpion. 2 claw attacks with 2 nat 20s with reckless frenzy damage and divine smite for 24d8+8d6+8. Then, on the stinger attack, do that all over again for 6d10+10d8+4d6+4 which equals 34d8+12d6+6d10+12 damage. That makes 416 damage.
Also, anyone know where this is from? Or the tune?
🎵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.🎵
It's to the tune of the chorus of "Top of the World" by The Carpenters. As for the altered lyrics; I wrote them, but never got around to revising the entire song.
Rollback Post to RevisionRollBack
🎵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.🎵
If you surprise them, then you can cast level 9 Scorching Ray for 10 total beams, each +2d6 damage, and each one being a crit. Unfortunately, sneak attack doesn't apply because they are magic attacks. Your DM might allow it if he's nice. So, that brings our damage to a total of:
8d6 per ray, due to crits. That's 80d6 for one target, or 280 damage on average. If your DM is nice, it bumps up to 294 damage. In one turn.
And, on the plus side, you can get some serious damage with this same strategy early levels, starting at level 6, so it's still viable then.
Also, my strategy doesn't rely on luck, unlike some of the other ones. If it did, then I'd just say it does 480 (or 504) damage. Anyways, enjoy!
Step 1: Surprise the enemy somehow. Probably with Invisibility or stealth.
Step 2: Cast level 8 Scorching Ray (9 rays), each one a crit. For one of them, add your Charisma bonus (We'll assume a 20, at this point.)
Step 3: Cast level 7 Scorching Ray (8 rays) with action surge, each one a crit.
Total Damage: +36d6 (scorching ray no. 1), +32d6 (scorching ray no. 2), +5 damage (CHA bonus from origin), +36d6 (Surprise attack from first rays), +32d6 (Surprise attack from second rays), for a total of 136d6, +5, which is 481 damage on average, with an upwards of 821 damage. Woohoo!
Rogue (Assassin) 3, Sorcerer 15 (Draconic Bloodline, Gold), Fighter 2, Bugbear. Mixing it up a bit for this build. 2014 campaign with 2024 spells.
Step 0 (Set up round): Cast Conjure Minor Elementals (2024) at 5th level.
Step 1: Surprise the enemy somehow. Probably with Invisibility or stealth. Make sure you're within 15 feet of them.
Step 2: Cast level 8 Scorching Ray (9 rays), each one a crit. For one of them, add your Charisma bonus (We'll assume a 20, at this point.)
Step 3: Cast level 7 Scorching Ray (8 rays) with action surge, each one a crit.
Total Damage: +36d6 (scorching ray no. 1), +32d6 (scorching ray no. 2), +5 damage (CHA bonus from origin), +36d6 (Surprise attack from first rays), +32d6 (Surprise attack from second rays), 72d8 (Conjure Minor Elementals with the first rays), 64d8 (Conjure Minor Elementals with the second rays), for a total of 136d6 + 136d8 + 5, for an average of 476 + 612 + 5, for a whopping total of 1093 average damage. (Or a maximum of 816 + 1088 + 5, or 1909 damage).
Unfortunately, this strategy only works if you are in a 2014 and 2024 rules campaign, so... :(
If we allow multipl targets then: Reverse Gravity a crowd in a 99ft high room.
50ft radius = 100ft x 100ft square when using a grid = 20x 20 Medium sized enemies = 400 targets
If they all fail the save then each one takes 10d6 damage for first falling up and hitting the ceiling, then you break concentration for another 10d6 damage for hitting the floor.
= 400 x 20d6 = 48,000 DPR if all dice roll max damage.
If we instead use a circle template (not RAW) and average damage rolls and no ceiling then :
If you surprise them, then you can cast level 9 Scorching Ray for 10 total beams, each +2d6 damage, and each one being a crit. Unfortunately, sneak attack doesn't apply because they are magic attacks. Your DM might allow it if he's nice. So, that brings our damage to a total of:
8d6 per ray, they al hit due to crits. That's 80d6 for one target, or 280 damage on average. If your DM is nice, it bumps up to 294 damage. In one turn.
And, on the plus side, you can get some serious damage with this same strategy early levels, starting at level 6, so it's still viable then.
Plus, my strategy doesn't rely on luck, unlike some of the other ones. If it did, then I'd just say it does 480 (or 504) damage. Anyways, enjoy!
Not quite. The text says "If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat."
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"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"What do you mean? An African or European swallow?"
Step 1: Surprise the enemy somehow. Probably with Invisibility or stealth.
Step 2: Cast level 8 Scorching Ray (9 rays), each one a crit. For one of them, add your Charisma bonus (We'll assume a 20, at this point.)
Step 3: Cast level 7 Scorching Ray (8 rays) with action surge, each one a crit.
Total Damage: +36d6 (scorching ray no. 1), +32d6 (scorching ray no. 2), +5 damage (CHA bonus from origin), +36d6 (Surprise attack from first rays), +32d6 (Surprise attack from second rays), for a total of 136d6, +5, which is 481 damage on average, with an upwards of 821 damage. Woohoo!
This rule prevents that: "On a turn, you can expend only one spell slot to cast a spell."
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?"
Ok, I got another one, I don't know if this actually work or not:
Druid (5e, Moon): 13
Fighter (5e): 2
Barbarian (5.5e, Path of the Berserker): 3
Paladin (5e): 2
1 prep round: Wildshape (Giant Scorpion), and also rage
Attack round: 2 claw attacks with 2 nat 20s with reckless frenzy damage and divine smite for 24d8+8d6+8. Then, on the stinger attack, do that all over again for 6d10+10d8+4d6+4 which equals 34d8+12d6+6d10+12 damage. That makes 416 damage. Then, action surge, do it again, for 832 damage.
Ok, I got another one, I don't know if this actually work or not:
Druid (5e, Moon): 13
Fighter (5e): 2
Barbarian (5.5e, Path of the Berserker): 3
Paladin (5e): 2
1 prep round: Wildshape (Giant Scorpion), and also rage
Attack round: 2 claw attacks with 2 nat 20s with reckless frenzy damage and divine smite for 24d8+8d6+8. Then, on the stinger attack, do that all over again for 6d10+10d8+4d6+4 which equals 34d8+12d6+6d10+12 damage. That makes 416 damage. Then, action surge, do it again, for 832 damage.
I would rule that if you're using any of the 5.5e stuff, you're automatically using all of the applicable 5.5e rules.
In which case, Since you're grabing the 5.5e version of the Berserker for that version of Frenzy, you can't both Rage and Wildshape in the prep round (as both take up your Bonus Action), and you can't Divine Smite while Raging (because it's Spellcasting), or use Divine Smite more than once per turn (because it's using your Bonus Action,),
Rollback Post to RevisionRollBack
🎵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.🎵
creature leaves range letting you cast disintegrate at 8th for 16d6+40 damage
creature falls through damage zones twice for 120d6 damage
end reverse gravity for same damage on the way down + 5d6 for falling from 50 ft
as a bonus action dragonsbreath at 6th for 7d6
total of 268d6+40 for 1648 damage
You cannot cast disintegrate, as you can only expend one spell slot per turn.
While "Cast one Spell with a Spell Slot Per Turn" is a 2024 rule, falling from Reverse Gravity is Forced Movement, so it doesn't trigger an Opportunity Attack under 2014 or 2024 rules. As such, the Disintegrate casting from either version of the War Caster feat is not allowed.
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🎵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.🎵
"It's true time stop ends when you attack, but the same effect can be achieved using delayed blast fireball"
Please read posts before responding to them.
Homebrew: dominance, The Necrotic
Extended signature
"that is "instantly," by the official rules" You can't choose when to follow physics. If you want to backtrack on that, the enemy has around 2 seconds before you reach them. More than enough time to put a sharp object in your path.
There is no uncertainty about the rules here.
Also, approximately zero of the class feature you mentioned stack with fall damage.
Homebrew: dominance, The Necrotic
Extended signature
Agreed; and since these builds are apparently on the 2014 rules, and Tasha's Cauldron of Everything on Falling onto a Creature are in play:
Also, Stroke of Luck (Rogue Level 20) is not an automatic Nat 20 on an attack roll; it just changes a miss to a hit.
So, recalculating the following:
Combo 1: 20th level Aarakocra Rogue Assassin, with Dex 20 and a Rapier (Finesse, 1d8 +5 Slashing)
Preparation Turn.
Following Turn.
Total damage received this turn 45 Bludgeoning + 42 slashing = 87 total Damage:
Combo 2: 18th level Aarakocra Rogue Assassin, 2nd level Grave Domain Cleric with Dex 20 and a Rapier (Finesse, 1d8 +5 Slashing)
Preparation Turn.
Following Turn.
Total damage received this turn 36 Bludgeoning + 84 slashing = 120 total Damage.
If target is not, in fact, Surprised by this, it's down to 36 bludgeoning + 26 slashing (1d8 + 5, max 13, with Vulnerability) = 62 total damage.
Definitely would be worth it to save enough Move to stand up after falling to enable the Sneak Attack in both cases, but I'm trying to replicate the original instructions.
An alternative option would be to layer in enough levels of Monk to eliminate the damage with Slow Fall, but that probably also eliminates the falling damage to the target entirely.
🎵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
All right, I've got one more thing:
Druid(5e)(Circle of the Moon): 15
Paladin(5e): 2
Barbarian:(5.5e)(Path of the Berserker): 3
Rage, wildshape into a giant scorpion. 2 claw attacks with 2 nat 20s with reckless frenzy damage and divine smite for 24d8+8d6+8. Then, on the stinger attack, do that all over again for 6d10+10d8+4d6+4 which equals 34d8+12d6+6d10+12 damage. That makes 416 damage.
Also, anyone know where this is from? Or the tune?
🎵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.🎵
It's to the tune of the chorus of "Top of the World" by The Carpenters. As for the altered lyrics; I wrote them, but never got around to revising the entire song.
🎵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
Ok, thanks
Way of the open hand monk 17:
Quivering Palm can do infinite damage if they fail the throw...
Rogue (Assassin) 3, Sorcerer 17, Bugbear. 2014 rules.
If you surprise them, then you can cast level 9 Scorching Ray for 10 total beams, each +2d6 damage, and each one being a crit. Unfortunately, sneak attack doesn't apply because they are magic attacks. Your DM might allow it if he's nice. So, that brings our damage to a total of:
8d6 per ray, due to crits. That's 80d6 for one target, or 280 damage on average. If your DM is nice, it bumps up to 294 damage. In one turn.
And, on the plus side, you can get some serious damage with this same strategy early levels, starting at level 6, so it's still viable then.
Also, my strategy doesn't rely on luck, unlike some of the other ones. If it did, then I'd just say it does 480 (or 504) damage. Anyways, enjoy!
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Oh, wait, there's more! I can bump the damage up more!
Rogue (Assassin) 3, Sorcerer 15 (Draconic Bloodline, Gold), Fighter 2, Bugbear. Still 2014 rules.
Step 1: Surprise the enemy somehow. Probably with Invisibility or stealth.
Step 2: Cast level 8 Scorching Ray (9 rays), each one a crit. For one of them, add your Charisma bonus (We'll assume a 20, at this point.)
Step 3: Cast level 7 Scorching Ray (8 rays) with action surge, each one a crit.
Total Damage: +36d6 (scorching ray no. 1), +32d6 (scorching ray no. 2), +5 damage (CHA bonus from origin), +36d6 (Surprise attack from first rays), +32d6 (Surprise attack from second rays), for a total of 136d6, +5, which is 481 damage on average, with an upwards of 821 damage. Woohoo!
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Or, (even better), do this:
Rogue (Assassin) 3, Sorcerer 15 (Draconic Bloodline, Gold), Fighter 2, Bugbear. Mixing it up a bit for this build. 2014 campaign with 2024 spells.
Step 0 (Set up round): Cast Conjure Minor Elementals (2024) at 5th level.
Step 1: Surprise the enemy somehow. Probably with Invisibility or stealth. Make sure you're within 15 feet of them.
Step 2: Cast level 8 Scorching Ray (9 rays), each one a crit. For one of them, add your Charisma bonus (We'll assume a 20, at this point.)
Step 3: Cast level 7 Scorching Ray (8 rays) with action surge, each one a crit.
Total Damage: +36d6 (scorching ray no. 1), +32d6 (scorching ray no. 2), +5 damage (CHA bonus from origin), +36d6 (Surprise attack from first rays), +32d6 (Surprise attack from second rays), 72d8 (Conjure Minor Elementals with the first rays), 64d8 (Conjure Minor Elementals with the second rays), for a total of 136d6 + 136d8 + 5, for an average of 476 + 612 + 5, for a whopping total of 1093 average damage. (Or a maximum of 816 + 1088 + 5, or 1909 damage).
Unfortunately, this strategy only works if you are in a 2014 and 2024 rules campaign, so... :(
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
If we allow multipl targets then: Reverse Gravity a crowd in a 99ft high room.
50ft radius = 100ft x 100ft square when using a grid = 20x 20 Medium sized enemies = 400 targets
If they all fail the save then each one takes 10d6 damage for first falling up and hitting the ceiling, then you break concentration for another 10d6 damage for hitting the floor.
= 400 x 20d6 = 48,000 DPR if all dice roll max damage.
If we instead use a circle template (not RAW) and average damage rolls and no ceiling then :
200 x 45 = 9,000 DPR
Not quite. The text says "If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat."
Homebrew: dominance, The Necrotic
Extended signature
This rule prevents that: "On a turn, you can expend only one spell slot to cast a spell."
Homebrew: dominance, The Necrotic
Extended signature
Ok, I got another one, I don't know if this actually work or not:
Druid (5e, Moon): 13
Fighter (5e): 2
Barbarian (5.5e, Path of the Berserker): 3
Paladin (5e): 2
1 prep round: Wildshape (Giant Scorpion), and also rage
Attack round: 2 claw attacks with 2 nat 20s with reckless frenzy damage and divine smite for 24d8+8d6+8. Then, on the stinger attack, do that all over again for 6d10+10d8+4d6+4 which equals 34d8+12d6+6d10+12 damage. That makes 416 damage. Then, action surge, do it again, for 832 damage.
I would rule that if you're using any of the 5.5e stuff, you're automatically using all of the applicable 5.5e rules.
In which case, Since you're grabing the 5.5e version of the Berserker for that version of Frenzy, you can't both Rage and Wildshape in the prep round (as both take up your Bonus Action), and you can't Divine Smite while Raging (because it's Spellcasting), or use Divine Smite more than once per turn (because it's using your Bonus Action,),
🎵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
20th level wizard w/ war caster
prep turn:
cast prismatic wall in sphere above creature
damage turn:
cast reverse gravity
creature leaves range letting you cast disintegrate at 8th for 16d6+40 damage
creature falls through damage zones twice for 120d6 damage
end reverse gravity for same damage on the way down + 5d6 for falling from 50 ft
as a bonus action dragonsbreath at 6th for 7d6
total of 268d6+40 for 1648 damage
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
You cannot cast disintegrate, as you can only expend one spell slot per turn.
Homebrew: dominance, The Necrotic
Extended signature
While "Cast one Spell with a Spell Slot Per Turn" is a 2024 rule, falling from Reverse Gravity is Forced Movement, so it doesn't trigger an Opportunity Attack under 2014 or 2024 rules. As such, the Disintegrate casting from either version of the War Caster feat is not allowed.
🎵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
still could get 240d6 off of that for 1440 damage plus 10d6 (misread spell the first time) for falling damage for a clean 1500
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig