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."
Yeah, I went back later and noticed that... still a pretty good strategy, anyways, though (especially considering most of the other strategies on here are basically saying "I roll 15 NAT 20s")
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."
Uh, no..? That's not a rule, to my knowledge. It just says if you cast a spell with your Bonus Action then you can't cast a leveled spell with your action.
Uh, no..? That's not a rule, to my knowledge. It just says if you cast a spell with your Bonus Action then you can't cast a leveled spell with your action.
it's a rule in the 2024 PHB. Given the transition point the game is at, when detailing builds, it definitely helps readers if you specify which ruleset you're using, as this thread features builds that use both versions (and some that attempt to mix and match.)
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."
Uh, no..? That's not a rule, to my knowledge. It just says if you cast a spell with your Bonus Action then you can't cast a leveled spell with your action.
That's a direct quote. I realize now that you can just use the 2014 version instead, where what you said is correct.
Cast Conjure Minor Elementals at 9th level, nothing else.
Attack round:
Cast 8th level scorching ray. You get 9 rays, each doing 2d6 damage, crit all, for 4d6 each, at most dealing 216 damage. Conjure Minor Elementals would normally add 14d8 each (already a lot), but now adds 28d8 each ray, for ([4*6]+[28*8])*9=2232 max damage and 1260 average damage. No crits, it just halves to 1116 max (still assuming all hits) and 630 average damage. Bye bye, Tarrasque! Also, just so everyone knows, I have 18 tabs open right now. Just to do this. Note: I know the strand specifically says to use 5e rules, stop yelling at me for using 5.5e rules.
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... :(
Yes, I know, my way is just slightly more damaging
Or we can just time travel and use Finger of Unfairness, Phantasmal Overpowered, Implosion, Circle of Death to the DM's Encounter, Holy Encounter Ender, or some other OHKO spell
Cast Conjure Minor Elementals at 9th level, nothing else.
Attack round:
Cast 8th level scorching ray. You get 9 rays, each doing 2d6 damage, crit all, for 4d6 each, at most dealing 216 damage. Conjure Minor Elementals would normally add 14d8 each (already a lot), but now adds 28d8 each ray, for ([4*6]+[28*8])*9=2232 max damage and 1260 average damage. No crits, it just halves to 1116 max (still assuming all hits) and 630 average damage. Bye bye, Tarrasque! Also, just so everyone knows, I have 18 tabs open right now. Just to do this. Note: I know the strand specifically says to use 5e rules, stop yelling at me for using 5.5e rules.
Conjure Minor Elementals has been issued errata. Casting it at 9th level now only adds 7d8 per attack, under normal circumstances. (The originally-published version would have only added 12d8 under normal circumstances)
(Also, no, this would not hurt the Tarrasque because of its Reflective Carapace trait, which makes it unaffected by spells that require ranged attack rolls, and a 1/6 chance that the spell targets the caster instead. It is also immune to Fire damage)
Edit:
Assuming all crits, that's max 1224 damage, Mean 693, with a standard deviation of 27.69
Assuming no crits, that's Max 612 damage, Mean 346.5, standard deviation 19.58.
Oh, and one more problem with using it against the Tarrasque. Conjure Minor Elementals only works when the target is within a 15' Emanation of the caster. With no other effects going, even as a Goliath Wizard/20, that puts you at a maximum range of 85 feet at the start of the prep round.
If the Tarrasque gets a Legendary Action in the Prep Round, its World-Shaking Movement ability lets it move up to 60 feet, and break Concentration for all creatures a 60 foot Emanation at the end of that movement, with no Saving Throw.
Wild Magic Sorcerer with the Observant feat (5.5e): Level 20
Prep round: Cast Animate Objects at 8th level with one huge and large object. Use the bonus action observant feat to activate our wild magic table on the next spell.
Attack round:
The two objects deal a total of 5d12 + 3 + 5 + 5d6 + 3 + 5 Force damage, or 66 on average.
The sorcerer casts Meteor Swarm, and chooses option 29-32 to make all damage maximised, meaning he deals 240 Fire and Bludgeoning damage, of the target fails their save.
66 + 240 = 306 damage, or even 196 (crit and max) + 240 = 436 damage total.
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.
Wait, why can you smite with rage activated? Even if you use paladin's smite, rage specifies all spells? Also the smite won’t be able to use the Druid’s spell slots from what I remember .
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.
Wait, why can you smite with rage activated? Even if you use paladin's smite, rage specifies all spells? Also the smite won’t be able to use the Druid’s spell slots from what I remember .
Whether using the 2014 Divine Smite class ability, or the 2024 Divine Smite spell, any spell slots from any class the character has can be used.
The issue with this build is that it's picking and choosing between features from the 2014 ruleset (for the Paladin's Divine Smite class ability that isn't a spell) ,2024 rules for the Barbarian's Path of the Berserker( Frenzy, more damage than the '14 version), 2014 Druid's Wild Shape ( is an Action in the '14 rules so it doesn't interfere with the Prep Round's Bonus Action Barbarian Rage, also using the 2014 version of the Giant Scorpion), 2014's Fighter for the Action Surge .
Wild Magic Sorcerer with the Observant feat (5.5e): Level 20
Prep round: Cast Animate Objects at 8th level with one huge and large object. Use the bonus action observant feat to activate our wild magic table on the next spell.
At Level 20, you don't need to use the Observant Feat to trigger the third-level Tides of Chaos feature to get a Wild Magic Surge for this.
The level 18 feature Tamed Surge doesn't require you to have a Wild Magic Surge at all to get its benefits. Its only requirements are that you cast a Sorcerer Spell with a Spell slot, and not have used the ability since your last Long Rest. You then just choose effect you want.
Wild Magic Sorcerer with the Observant feat (5.5e): Level 20
Prep round: Cast Animate Objects at 8th level with one huge and large object. Use the bonus action observant feat to activate our wild magic table on the next spell.
At Level 20, you don't need to use the Observant Feat to trigger the third-level Tides of Chaos feature to get a Wild Magic Surge for this.
The level 18 feature Tamed Surge doesn't require you to have a Wild Magic Surge at all to get its benefits. Its only requirements are that you cast a Sorcerer Spell with a Spell slot, and not have used the ability since your last Long Rest. You then just choose effect you want.
Oh nice, so that makes it actually more viable to set.
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Yeah, I went back later and noticed that... still a pretty good strategy, anyways, though (especially considering most of the other strategies on here are basically saying "I roll 15 NAT 20s")
Uh, no..? That's not a rule, to my knowledge. It just says if you cast a spell with your Bonus Action then you can't cast a leveled spell with your action.
Roll for Initiative: [roll]1d20+7[/roll]
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it's a rule in the 2024 PHB. Given the transition point the game is at, when detailing builds, it definitely helps readers if you specify which ruleset you're using, as this thread features builds that use both versions (and some that attempt to mix and match.)
🎵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
That's a direct quote. I realize now that you can just use the 2014 version instead, where what you said is correct.
Okay, okay but look at this:
Wizard (5.5e):20
Prep round:
Cast Conjure Minor Elementals at 9th level, nothing else.
Attack round:
Cast 8th level scorching ray. You get 9 rays, each doing 2d6 damage, crit all, for 4d6 each, at most dealing 216 damage. Conjure Minor Elementals would normally add 14d8 each (already a lot), but now adds 28d8 each ray, for ([4*6]+[28*8])*9=2232 max damage and 1260 average damage. No crits, it just halves to 1116 max (still assuming all hits) and 630 average damage. Bye bye, Tarrasque! Also, just so everyone knows, I have 18 tabs open right now. Just to do this. Note: I know the strand specifically says to use 5e rules, stop yelling at me for using 5.5e rules.
Yes, I know, my way is just slightly more damaging
Or we can just time travel and use Finger of Unfairness, Phantasmal Overpowered, Implosion, Circle of Death to the DM's Encounter, Holy Encounter Ender, or some other OHKO spell
Conjure Minor Elementals has been issued errata. Casting it at 9th level now only adds 7d8 per attack, under normal circumstances. (The originally-published version would have only added 12d8 under normal circumstances)
(Also, no, this would not hurt the Tarrasque because of its Reflective Carapace trait, which makes it unaffected by spells that require ranged attack rolls, and a 1/6 chance that the spell targets the caster instead. It is also immune to Fire damage)
Edit:
Oh, and one more problem with using it against the Tarrasque. Conjure Minor Elementals only works when the target is within a 15' Emanation of the caster. With no other effects going, even as a Goliath Wizard/20, that puts you at a maximum range of 85 feet at the start of the prep round.
If the Tarrasque gets a Legendary Action in the Prep Round, its World-Shaking Movement ability lets it move up to 60 feet, and break Concentration for all creatures a 60 foot Emanation at the end of that movement, with no Saving Throw.
🎵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
Time to try my hand at this:
Wild Magic Sorcerer with the Observant feat (5.5e): Level 20
Prep round: Cast Animate Objects at 8th level with one huge and large object. Use the bonus action observant feat to activate our wild magic table on the next spell.
Attack round:
The two objects deal a total of 5d12 + 3 + 5 + 5d6 + 3 + 5 Force damage, or 66 on average.
The sorcerer casts Meteor Swarm, and chooses option 29-32 to make all damage maximised, meaning he deals 240 Fire and Bludgeoning damage, of the target fails their save.
66 + 240 = 306 damage, or even 196 (crit and max) + 240 = 436 damage total.
Wait, why can you smite with rage activated? Even if you use paladin's smite, rage specifies all spells? Also the smite won’t be able to use the Druid’s spell slots from what I remember .
Whether using the 2014 Divine Smite class ability, or the 2024 Divine Smite spell, any spell slots from any class the character has can be used.
The issue with this build is that it's picking and choosing between features from the 2014 ruleset (for the Paladin's Divine Smite class ability that isn't a spell) ,2024 rules for the Barbarian's Path of the Berserker( Frenzy, more damage than the '14 version), 2014 Druid's Wild Shape ( is an Action in the '14 rules so it doesn't interfere with the Prep Round's Bonus Action Barbarian Rage, also using the 2014 version of the Giant Scorpion), 2014's Fighter for the Action Surge .
At Level 20, you don't need to use the Observant Feat to trigger the third-level Tides of Chaos feature to get a Wild Magic Surge for this.
The level 18 feature Tamed Surge doesn't require you to have a Wild Magic Surge at all to get its benefits. Its only requirements are that you cast a Sorcerer Spell with a Spell slot, and not have used the ability since your last Long Rest. You then just choose effect you want.
🎵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
Oh nice, so that makes it actually more viable to set.