Now, I am relatively new to the game and D&D Beyond, however, I absolutely love optimizing builds and unique rule interactions. I have devised a character that can essentially eliminate any official monster in 5e---assuming good rolls at least. The question remains, does it work? Well, as far as I can interpret, it absolutely does, and thus it is my favorite homemade build.
For the purpose of this build I ain't worried about stats, but pretend I rolled as follows: STR 8 (-0) DEX 14 (+2) CON 16 (+3) INT 18 (+4) WIS 10 (+0) CHA 11 (+0)
While it would be a slow beginning, starting off with two levels of fighter, then 3 levels into assassin rogue, and finally evocation wizard all the way---I get armor proficiencies for half-plate and most weapon proficiencies, as well as proficiency in Constitution saving throws.
Consider the wording of the following abilities:
Surprise Attack (Bugbear): 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.
Definitely something to take note of here---it doesn't say weapon attack, only "If you hit a creature with an attack roll." Then:
Assassinate (Assassin Rogue) Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Again, attack rolls and hits, no weapons.
So then I thought of the spell with possibly the most attack rolls: Scorching Ray. Both of these abilities could apply to that spell. Then things get exciting around level 8+. I'll just jump to level 20 to see its full effects. At each ASI, I increase +2 Intelligence, and take the Alert and Metamagic Adept (transmuted and distant) feats.
Turn 1 of combat (after landing a surprise on the opponent. Alert helping go before the enemy): Action: Scorching Ray (upcasted to 8th level, for 9 rays) Action Surge: Scorching Ray (upcasted to 7th level, for 8 rays) Bonus Action: Hide [cunning action, prepare for another attack from the shadows?]
Possible Damage for turn 1: (auto-crit from Assassinate) 2 x 17 rays x (2d6 + 2d6) + 17 x 5 = maximum of 901 fire damage (or thunder if I transmute it) That alone can take out ANY BOSS, assuming I roll high. However, assuming we were in a dungeon, I could use arcane eye and just go scouting ahead, I could upcast Spirit Shroud to 5th level before I even enter the room, and all of a sudden, any surprised creature that is caught within my spirit shroud is simply dead meat. Imagine the dungeon's front door being blown apart as a formidable or perhaps even pitiful-looking party charges through the door. Would you NOT be surprised by 17 rays of concussive thunderwaves aiming right for you with advantage and auto-criting? The damage drastically increases with the upcasted spirit shroud: 2 x 17 x (2d6 + 2d6 + 2d8) + 17 x 5 = to a maximum of 1,445 THUNDER DAMAGE (again, assuming I use both sorcery points to transmute the spell. Alternatively, distant spell on spirit shroud?? Correct me if I'm wrong...has ANYONE seen this much damage TURN 1 of combat before?!
There is not a monster in 5e who's hit points even come CLOSE! And I can spread that damage on up to 17 TARGETS.
Perhaps y'all more experienced than me could break it down more...I can clarify the build I have here if needed. That's all apart from the idea that with Overchannel the character can then deal around 500 damage consistently, every turn after the first. 'Course the rest would be fire damage. Does this all work? Is it effective? Is it the highest damage on a single turn yet? If it doesn't work *shoulders shrug*
Possible Damage for turn 1: (auto-crit from Assassinate) 2 x 17 rays x (2d6 + 2d6) + 17 x 5 = maximum of 901
You don't add your intelligence modifier to every hit of scorching ray. That brings you down to 821 damage. If you multiply that by a hit rate of 88% (65% with adv.), you get 720 damage. Spirit shroud should work, but only within ten feet of the target. You can find similar discussions in these threads: threadother thread, with comment 362 on the first pointing out a similar build with more damage. Also, to point out a higher single turn damage build I came up with, be a level 17 wild magic sorcerer, cast time stop, wild magic surge and regen lowest expended spell slot (9) to cast meteor swarm and repeat, casting time stop every few turns. This is infinite max damage.
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?"
"A duck."
"What do you mean? An African or European swallow?"
O'contraire, the evocation wizard's Empowered Evocation feature enables the addition of my intelligence modifier to the spell. Of course I couldn't make every hit, however, I have advantage on every attack role due to Assassinate. For the purpose of the post I am supposing each hit. I should clarify this may be the highest single target damage, as meteor swarm definitely can't reach that high on a single target, and the restrictions on time stop are as follows: "This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it." Meaning you can't cast meteor swarm without halting any further time stop application. The 10ft. restriction is a bugger indeed for the damage of the build, but it is certainly possible to get within that range of the target.
Furthermore, I am not factoring that abuse lots of prep time, such as infinite elementals and coffeelock, and simulacrum chains (although the latter can be accomplished by this build as well).
Thanks for catching the Empowered Evocation error. I wasn't sure if that meant one roll per target but in hindsight that's a silly idea.
That would still mean, however, I could reach upwards of 1,365 damage against a single target (varying on number of hits). Interestingly enough, I asked a question posed against my DM that I should ask here. His interpretation is automatically overpowered XD. The Overchannel ability for the evocation wizard: when it says you can max spells of levels 1-5, does that mean spells ORIGINALLY of levels 1-5, meaning I could max the upcasted version of it, or spells that I CAST at levels 1-5. He said originally, meaning I could technically get MAX 1,365 damage on this turn (again assuming hits)! Personally I do not think this is universal though, and he may very well change it.
Thanks for catching the Empowered Evocation error. I wasn't sure if that meant one roll per target but in hindsight that's a silly idea.
That would still mean, however, I could reach upwards of 1,365 damage against a single target (varying on number of hits). Interestingly enough, I asked a question posed against my DM that I should ask here. His interpretation is automatically overpowered XD. The Overchannel ability for the evocation wizard: when it says you can max spells of levels 1-5, does that mean spells ORIGINALLY of levels 1-5, meaning I could max the upcasted version of it, or spells that I CAST at levels 1-5. He said originally, meaning I could technically get MAX 1,365 damage on this turn (again assuming hits)! Personally I do not think this is universal though, and he may very well change it.
No it means a spell cast on 1-5. A spell is the level it is cast at not the level it is listed at.
Now, I am relatively new to the game and D&D Beyond, however, I absolutely love optimizing builds and unique rule interactions. I have devised a character that can essentially eliminate any official monster in 5e---assuming good rolls at least. The question remains, does it work? Well, as far as I can interpret, it absolutely does, and thus it is my favorite homemade build.
Bugbear
Fighter 2/Assassin Rogue 3/Evocation Wizard 15
For the purpose of this build I ain't worried about stats, but pretend I rolled as follows:
STR 8 (-0)
DEX 14 (+2)
CON 16 (+3)
INT 18 (+4)
WIS 10 (+0)
CHA 11 (+0)
While it would be a slow beginning, starting off with two levels of fighter, then 3 levels into assassin rogue, and finally evocation wizard all the way---I get armor proficiencies for half-plate and most weapon proficiencies, as well as proficiency in Constitution saving throws.
Consider the wording of the following abilities:
Surprise Attack (Bugbear):
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.
Definitely something to take note of here---it doesn't say weapon attack, only "If you hit a creature with an attack roll." Then:
Assassinate (Assassin Rogue)
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Again, attack rolls and hits, no weapons.
So then I thought of the spell with possibly the most attack rolls: Scorching Ray. Both of these abilities could apply to that spell. Then things get exciting around level 8+. I'll just jump to level 20 to see its full effects.
At each ASI, I increase +2 Intelligence, and take the Alert and Metamagic Adept (transmuted and distant) feats.
Turn 1 of combat (after landing a surprise on the opponent. Alert helping go before the enemy):
Action: Scorching Ray (upcasted to 8th level, for 9 rays)
Action Surge: Scorching Ray (upcasted to 7th level, for 8 rays)
Bonus Action: Hide [cunning action, prepare for another attack from the shadows?]
Possible Damage for turn 1: (auto-crit from Assassinate) 2 x 17 rays x (2d6 + 2d6) + 17 x 5 = maximum of 901 fire damage (or thunder if I transmute it)
That alone can take out ANY BOSS, assuming I roll high. However, assuming we were in a dungeon, I could use arcane eye and just go scouting ahead, I could upcast Spirit Shroud to 5th level before I even enter the room, and all of a sudden, any surprised creature that is caught within my spirit shroud is simply dead meat. Imagine the dungeon's front door being blown apart as a formidable or perhaps even pitiful-looking party charges through the door. Would you NOT be surprised by 17 rays of concussive thunderwaves aiming right for you with advantage and auto-criting? The damage drastically increases with the upcasted spirit shroud: 2 x 17 x (2d6 + 2d6 + 2d8) + 17 x 5 = to a maximum of 1,445 THUNDER DAMAGE (again, assuming I use both sorcery points to transmute the spell. Alternatively, distant spell on spirit shroud?? Correct me if I'm wrong...has ANYONE seen this much damage TURN 1 of combat before?!
There is not a monster in 5e who's hit points even come CLOSE! And I can spread that damage on up to 17 TARGETS.
Perhaps y'all more experienced than me could break it down more...I can clarify the build I have here if needed. That's all apart from the idea that with Overchannel the character can then deal around 500 damage consistently, every turn after the first. 'Course the rest would be fire damage. Does this all work? Is it effective? Is it the highest damage on a single turn yet? If it doesn't work *shoulders shrug*
You don't add your intelligence modifier to every hit of scorching ray. That brings you down to 821 damage. If you multiply that by a hit rate of 88% (65% with adv.), you get 720 damage. Spirit shroud should work, but only within ten feet of the target. You can find similar discussions in these threads: thread other thread, with comment 362 on the first pointing out a similar build with more damage. Also, to point out a higher single turn damage build I came up with, be a level 17 wild magic sorcerer, cast time stop, wild magic surge and regen lowest expended spell slot (9) to cast meteor swarm and repeat, casting time stop every few turns. This is infinite max damage.
Extended signature
O'contraire, the evocation wizard's Empowered Evocation feature enables the addition of my intelligence modifier to the spell. Of course I couldn't make every hit, however, I have advantage on every attack role due to Assassinate. For the purpose of the post I am supposing each hit. I should clarify this may be the highest single target damage, as meteor swarm definitely can't reach that high on a single target, and the restrictions on time stop are as follows:
"This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it." Meaning you can't cast meteor swarm without halting any further time stop application.
The 10ft. restriction is a bugger indeed for the damage of the build, but it is certainly possible to get within that range of the target.
Furthermore, I am not factoring that abuse lots of prep time, such as infinite elementals and coffeelock, and simulacrum chains (although the latter can be accomplished by this build as well).
Technically that means to two of the rolls.
As for time stop, I'm surprised nobody corrected me earlier. You can, however, use delayed blast fireball.
Extended signature
Thanks for catching the Empowered Evocation error. I wasn't sure if that meant one roll per target but in hindsight that's a silly idea.
That would still mean, however, I could reach upwards of 1,365 damage against a single target (varying on number of hits). Interestingly enough, I asked a question posed against my DM that I should ask here. His interpretation is automatically overpowered XD.
The Overchannel ability for the evocation wizard: when it says you can max spells of levels 1-5, does that mean spells ORIGINALLY of levels 1-5, meaning I could max the upcasted version of it, or spells that I CAST at levels 1-5. He said originally, meaning I could technically get MAX 1,365 damage on this turn (again assuming hits)! Personally I do not think this is universal though, and he may very well change it.
No it means a spell cast on 1-5. A spell is the level it is cast at not the level it is listed at.
I was getting ready to say that doesn't work. Delayed fireball does work however except only once due to concentration.