So what would be the most damage you can do at 3rd lvl? Either using a Nova character or just every round you do some big amount of damage. This only is how much you can damage one creature.
Maybe use a variant human oath of conquest paladin. Take the great weapon master feat and the great weapon fighting style. Have a 16 STR and use a greatsword. Use the channel divinity for a plus 10. 2d6+5+6d8+10 that is pretty good for a 3rd lvl I think. Tell me how much damage you can do at 3rd lvl
So what would be the most damage you can do at 3rd lvl? Either using a Nova character or just every round you do some big amount of damage. This only is how much you can damage one creature.
Maybe use a variant human oath of conquest paladin. Take the great weapon master feat and the great weapon fighting style. Have a 16 STR and use a greatsword. Use the channel divinity for a plus 10. 2d6+5+6d8+10 that is pretty good for a 3rd lvl I think. Tell me how much damage you can do at 3rd lvl
Where does the 6d8 come from? Smiting should only give 2d8 so where does the other 4d8 come from? Also why do you have a +5 for the damage when your Strength modifier is +3? Maybe I'm calculating wrong, but I get 2d6+3+2d8+10 for 30.33 average damage with great weapon fighting style. If you cast divine favor on yourself that's an extra 1d4 for 32.83 average damage. Of course if you do that much damage at level 3 you're likely to get a cleave.
I suggest a variant human gloom stalker ranger with the sharpshooter feat. Longbow for d8 damage. In the first round of combat you cast hunter's mark and get 2 attacks. Damage is 2*(1d8+3+10+1d6). That's 42 average damage if both attacks hit.
Sorry I made a mistake changing 3 to 5. Divine smite can be used more than once on your turn as long as you have available spell slots. Use all your spell slots at once to do 3 divine smites 6d8.
Sorry I made a mistake changing 3 to 5. Divine smite can be used more than once on your turn as long as you have available spell slots. Use all your spell slots at once to do 3 divine smites 6d8.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Unless you are making multiple attacks, you can only use one spell slot to smite.
Aarakocra Monk: grapple target, fly 120' up in the air (spending 1 ki point for Step of the Wind bonus action Dash), drop target. 12d10 falling damage, average 66.
Aarakocra Monk: grapple target, fly 120' up in the air (spending 1 ki point for Step of the Wind bonus action Dash), drop target. 12d10 falling damage, average 66.
Only 1/2 movement when grappling, and falling is d6 per 10 ft. That's only 5d6 for 17.5 average damage, but they do wind up prone. If you take more turns to fly higher then you also have to give the paladin more turns and I think the paladin scales faster.
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
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Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
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You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Aarakocra Monk: grapple target, fly 120' up in the air (spending 1 ki point for Step of the Wind bonus action Dash), drop target. 12d10 falling damage, average 66.
Technically, that's not you causing damage. That's the ground damaging the dropped target.
rouge assassin 16 dex long bow here goes. 1d10+3 damage longbow 2d6 sneak attack and a crit because the assassins attacks always crit if the enemy does not notice them so that is 28 damage on average plus you get advantage on the attack if they have not attacked yet.
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The 6 most hated words in all of d&d history: make me a dex saving throw .
Aarakocra Monk: grapple target, fly 120' up in the air (spending 1 ki point for Step of the Wind bonus action Dash), drop target. 12d10 falling damage, average 66.
Only 1/2 movement when grappling, and falling is d6 per 10 ft. That's only 5d6 for 17.5 average damage, but they do wind up prone. If you take more turns to fly higher then you also have to give the paladin more turns and I think the paladin scales faster.
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
...
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
...
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Yargh, forgot about that, right. Still, it's 60' up, for 6d10 damage (50' Aarakocra speed, +10' from Monk Unarmored Movement, for 60' speed, total 120' with Dash, halved to 60' for grappled), for an average of 33 damage.
Might be able to do it every turn, if your DM allows you to fall to the ground and use an infinitesimal amount of movement to "stop falling", too. Otherwise, you won't be able to fly down and back up as high every turn.
Also, it spends one ki point every turn, so that's 3 times per combat, at level 3, which is comparable to a paladin smiting (except it doesn't depend on crits for max damage Edit: nevermind, the number given for Paladin above does not include crits).
rouge assassin 16 dex long bow here goes. 1d10+3 damage longbow 2d6 sneak attack and a crit because the assassins attacks always crit if the enemy does not notice them so that is 28 damage on average plus you get advantage on the attack if they have not attacked yet.
Assassins only crit on surprised targets, not "if the enemy does not notice them". Still, that's 2d8+4d6+3 on a crit, for 26 damage average (longbow is 1d8 damage, not 1d10), "guaranteed" only for the first turn IF you surprise your target AND you act before them.
Yargh, forgot about that, right. Still, it's 60' up, for 6d10 damage (50' Aarakocra speed, +10' from Monk Unarmored Movement, for 60' speed, total 120' with Dash, halved to 60' for grappled), for an average of 33 damage.
Might be able to do it every turn, if your DM allows you to fall to the ground and use an infinitesimal amount of movement to "stop falling", too. Otherwise, you won't be able to fly down and back up as high every turn.
Also, it spends one ki point every turn, so that's 3 times per combat, at level 3, which is comparable to a paladin smiting (except it doesn't depend on crits for max damage Edit: nevermind, the number given for Paladin above does not include crits).
I didn't realize monks got unarmored movement so early; they get so much cool stuff. Still it's 6d6 not 6d10 for 21 average damage.
rouge assassin 16 dex long bow here goes. 1d10+3 damage longbow 2d6 sneak attack and a crit because the assassins attacks always crit if the enemy does not notice them so that is 28 damage on average plus you get advantage on the attack if they have not attacked yet.
Assassins only crit on surprised targets, not "if the enemy does not notice them". Still, that's 2d8+4d6+3 on a crit, for 26 damage average (longbow is 1d8 damage, not 1d10), "guaranteed" only for the first turn IF you surprise your target AND you act before them.
I think we're giving everyone the benefit of the doubt here that things are going their way (assuming all hits, failed saving throws, etc.). Assuming surprise seems acceptable to me.
The rogue doesn't get longbow proficiency unless you are an elf of some type or variant human with the weapon master feat. But you could also be a variant human with sharpshooter for another 10 damage instead. Serpent venom (Injury) seems reasonable for an assassin; that's another 3d6 (not doubled on a crit). I wouldn't count poison for the other classes because they don't have the poisoner kit proficiency (can you take that as a background proficiency?). My calculation for the assassin is 2d6(weapon)+4d6(sneak attack)+3+10+3d6(poison) for 42.5 average damage.
If the assassin uses a hand xbow then they can get another attack (unless I somewhere used the bonus action already) with a short sword or something in the other hand (also poisoned of course) for an additional 2d6(weapon)+3d6(poison). Grand total of 62 average damage.
Of course if everyone can use poison, that changes all the other calculations by 10.5 per attack in average damage.
Yargh, forgot about that, right. Still, it's 60' up, for 6d10 damage (50' Aarakocra speed, +10' from Monk Unarmored Movement, for 60' speed, total 120' with Dash, halved to 60' for grappled), for an average of 33 damage.
Might be able to do it every turn, if your DM allows you to fall to the ground and use an infinitesimal amount of movement to "stop falling", too. Otherwise, you won't be able to fly down and back up as high every turn.
Also, it spends one ki point every turn, so that's 3 times per combat, at level 3, which is comparable to a paladin smiting (except it doesn't depend on crits for max damage Edit: nevermind, the number given for Paladin above does not include crits).
I didn't realize monks got unarmored movement so early; they get so much cool stuff. Still it's 6d6 not 6d10 for 21 average damage.
rouge assassin 16 dex long bow here goes. 1d10+3 damage longbow 2d6 sneak attack and a crit because the assassins attacks always crit if the enemy does not notice them so that is 28 damage on average plus you get advantage on the attack if they have not attacked yet.
Assassins only crit on surprised targets, not "if the enemy does not notice them". Still, that's 2d8+4d6+3 on a crit, for 26 damage average (longbow is 1d8 damage, not 1d10), "guaranteed" only for the first turn IF you surprise your target AND you act before them.
I think we're giving everyone the benefit of the doubt here that things are going their way (assuming all hits, failed saving throws, etc.). Assuming surprise seems acceptable to me.
The rogue doesn't get longbow proficiency unless you are an elf of some type or variant human with the weapon master feat. But you could also be a variant human with sharpshooter for another 10 damage instead. Also serpent venom (Injury) seems reasonable for an assassin that's another 3d6 (not doubled on a crit). I wouldn't count poison for the other classes because they don't have the poisoner kit proficiency (can you take that as a background proficiency?). My calculation for the assassin is 2d6(weapon)+2d6(sneak attack)+3+10+3d6(poison) for 37.5 average damage.
If the assassin uses a hand xbow then they can get another attack (unless I somewhere used the bonus action already) with a short sword or something in the other hand (also poisoned of course) for an additional 2d6(weapon)+3d6(poison). Grand total of 55 average damage.
Of course if everyone can use poison, that changes all the other calculations by 10.5 per attack in average damage.
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
I think it's more damage to take sharpshooter over crossbow expert. If you are holding another light weapon, like a short sword, you can still bonus attack, just not with the hand crossbow. That's where I got the extra 2d6(shortsword crit) + 3d6(poison) from.
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
I think it's more damage to take sharpshooter over crossbow expert. If you are holding another light weapon, like a short sword, you can still bonus attack, just not with the hand crossbow. That's where I got the extra 2d6(shortsword crit) + 3d6(poison) from.
I'm not too familiar with swapping weapons, but would you be able to swap from a long bow to a short sword as a free action?
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
I think it's more damage to take sharpshooter over crossbow expert. If you are holding another light weapon, like a short sword, you can still bonus attack, just not with the hand crossbow. That's where I got the extra 2d6(shortsword crit) + 3d6(poison) from.
I'm not too familiar with swapping weapons, but would you be able to swap from a long bow to a short sword as a free action?
It's not swapping. When you make an attack with a light weapon (hand crossbow) and you are holding another light weapon in your other hand (short sword), you can make an additional attack as a bonus action. The bonus action attack doesn't add your ability modifier for damage. On the following turn, you would need to drop the sword to use the crossbow again. So it's only a single turn strategy.
It's not swapping. When you make an attack with a light weapon (hand crossbow) and you are holding another light weapon in your other hand (short sword), you can make an additional attack as a bonus action. The bonus action attack doesn't add your ability modifier for damage. On the following turn, you would need to drop the sword to use the crossbow again. So it's only a single turn strategy.
Do you mean with Two-Weapon Fighting? That requires melee weapons in both hands, not just light. The Crossbow Expert bonus action attack really only works with a single hand crossbow and an empty offhand, or with a thrown weapon and a hand crossbow.
Do you mean with Two-Weapon Fighting? That requires melee weapons in both hands, not just light. The Crossbow Expert bonus action attack really only works with a single hand crossbow and an empty offhand, or with a thrown weapon and a hand crossbow.
Crossbow expert was actually intended to be used with a melee weapon and a hand crossbow, that isn't the most generally effective way to use it, but it definitely works with any one handed weapon.
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
Do you mean with Two-Weapon Fighting? That requires melee weapons in both hands, not just light. The Crossbow Expert bonus action attack really only works with a single [Tooltip Not Found] and an empty offhand, or with a thrown weapon and a [Tooltip Not Found].
You guys are definitely right. That means that crossbow expert would be better than sharpshooter if you have poison and reduces the assassin's damage by 10 to a total of 52.
So what would be the most damage you can do at 3rd lvl? Either using a Nova character or just every round you do some big amount of damage. This only is how much you can damage one creature.
Maybe use a variant human oath of conquest paladin. Take the great weapon master feat and the great weapon fighting style. Have a 16 STR and use a greatsword. Use the channel divinity for a plus 10. 2d6+5+6d8+10 that is pretty good for a 3rd lvl I think. Tell me how much damage you can do at 3rd lvl
When players get creative.
Where does the 6d8 come from? Smiting should only give 2d8 so where does the other 4d8 come from? Also why do you have a +5 for the damage when your Strength modifier is +3? Maybe I'm calculating wrong, but I get 2d6+3+2d8+10 for 30.33 average damage with great weapon fighting style. If you cast divine favor on yourself that's an extra 1d4 for 32.83 average damage. Of course if you do that much damage at level 3 you're likely to get a cleave.
I suggest a variant human gloom stalker ranger with the sharpshooter feat. Longbow for d8 damage. In the first round of combat you cast hunter's mark and get 2 attacks. Damage is 2*(1d8+3+10+1d6). That's 42 average damage if both attacks hit.
Sorry I made a mistake changing 3 to 5. Divine smite can be used more than once on your turn as long as you have available spell slots. Use all your spell slots at once to do 3 divine smites 6d8.
When players get creative.
Divine smite can be used once per attack - at level three you only have one attack, so 2d8 is correct
How to add Tooltips
Unless you are making multiple attacks, you can only use one spell slot to smite.
Aarakocra Monk: grapple target, fly 120' up in the air (spending 1 ki point for Step of the Wind bonus action Dash), drop target. 12d10 falling damage, average 66.
Only 1/2 movement when grappling, and falling is d6 per 10 ft. That's only 5d6 for 17.5 average damage, but they do wind up prone. If you take more turns to fly higher then you also have to give the paladin more turns and I think the paladin scales faster.
Channel Divinity gives a +10 to the hit roll, not to damage.
Technically, that's not you causing damage. That's the ground damaging the dropped target.
Published Subclasses
rouge assassin 16 dex long bow here goes. 1d10+3 damage longbow 2d6 sneak attack and a crit because the assassins attacks always crit if the enemy does not notice them so that is 28 damage on average plus you get advantage on the attack if they have not attacked yet.
The 6 most hated words in all of d&d history: make me a dex saving throw .
Yargh, forgot about that, right. Still, it's 60' up, for 6d10 damage (50' Aarakocra speed, +10' from Monk Unarmored Movement, for 60' speed, total 120' with Dash, halved to 60' for grappled), for an average of 33 damage.
Might be able to do it every turn, if your DM allows you to fall to the ground and use an infinitesimal amount of movement to "stop falling", too. Otherwise, you won't be able to fly down and back up as high every turn.
Also, it spends one ki point every turn, so that's 3 times per combat, at level 3, which is comparable to a paladin smiting (
except it doesn't depend on crits for max damageEdit: nevermind, the number given for Paladin above does not include crits).Assassins only crit on surprised targets, not "if the enemy does not notice them". Still, that's 2d8+4d6+3 on a crit, for 26 damage average (longbow is 1d8 damage, not 1d10), "guaranteed" only for the first turn IF you surprise your target AND you act before them.
I didn't realize monks got unarmored movement so early; they get so much cool stuff. Still it's 6d6 not 6d10 for 21 average damage.
I think we're giving everyone the benefit of the doubt here that things are going their way (assuming all hits, failed saving throws, etc.). Assuming surprise seems acceptable to me.
The rogue doesn't get longbow proficiency unless you are an elf of some type or variant human with the weapon master feat. But you could also be a variant human with sharpshooter for another 10 damage instead. Serpent venom (Injury) seems reasonable for an assassin; that's another 3d6 (not doubled on a crit). I wouldn't count poison for the other classes because they don't have the poisoner kit proficiency (can you take that as a background proficiency?). My calculation for the assassin is 2d6(weapon)+4d6(sneak attack)+3+10+3d6(poison) for 42.5 average damage.
If the assassin uses a hand xbow then they can get another attack (unless I somewhere used the bonus action already) with a short sword or something in the other hand (also poisoned of course) for an additional 2d6(weapon)+3d6(poison). Grand total of 62 average damage.
Of course if everyone can use poison, that changes all the other calculations by 10.5 per attack in average damage.
With the rogue assassin theory, if you're a variant human with the crossbow expert feat, you can also make a bonus action attack. Under assassinate, the second attack is also a critical. With serpents venom applied to both weapon's ammunition, that could probably really rack up, though keep in mind sneak attack is once per turn.
Published Subclasses
I think it's more damage to take sharpshooter over crossbow expert. If you are holding another light weapon, like a short sword, you can still bonus attack, just not with the hand crossbow. That's where I got the extra 2d6(shortsword crit) + 3d6(poison) from.
I'm not too familiar with swapping weapons, but would you be able to swap from a long bow to a short sword as a free action?
Published Subclasses
It's not swapping. When you make an attack with a light weapon (hand crossbow) and you are holding another light weapon in your other hand (short sword), you can make an additional attack as a bonus action. The bonus action attack doesn't add your ability modifier for damage. On the following turn, you would need to drop the sword to use the crossbow again. So it's only a single turn strategy.
Yikes, you're right. Falling damage is d6's, not d10's... I'm off my game today, sorry!
Do you mean with Two-Weapon Fighting? That requires melee weapons in both hands, not just light. The Crossbow Expert bonus action attack really only works with a single hand crossbow and an empty offhand, or with a thrown weapon and a hand crossbow.
Crossbow expert was actually intended to be used with a melee weapon and a hand crossbow, that isn't the most generally effective way to use it, but it definitely works with any one handed weapon.
You guys are definitely right. That means that crossbow expert would be better than sharpshooter if you have poison and reduces the assassin's damage by 10 to a total of 52.
If you're DM is nice and you take the Inheritor background the DM might lend you Purple worm poison
When players get creative.