The math is mostly correct with a couple corrections, also quicken metamagic to send two Scorching Ray is a houserule technically, but it's so common nobody's really going to fault you for it, besides a similar result can be done via switching Sorcerer levels for Fighter levels for Action Surge. For those who want to see where the numbers come from, here's what my math got me:
Spirit Shroud at 9th level, 4d8 per hit presumably cast at a prior round (3rd level 1d8, 5th 2d8, 7th 3d8, 9th 4d8 I think is how it goes).
Scorching Ray at 8th level, 9 * 2d6. 7th level at 8 * 2d6. That makes a total of 17 * 2d6. There's the 34d6.
17 attacks so spirit shroud does 4d8 * 17 = 68d8. If you upped that 4d8 to 5d8 you would get that 85d8 as in the post, but I don't know where the extra d8 damage is from.
Empowered Evocation adds your INT modifier to 1 roll per spell. I see 3 spells, so we add +5 to 3 rolls for a total of +15 (each use of Spirit Shroud/each ray counts as a separate roll, this isn't Magic Missile).
34d6 + 68d8 + 15 = 440 average. Without any criticals. Still very good, esp. without any magic items.
I kept in the house rules under the consideration that the same result could be done with replacing the sorcerer levels with fighter levels.
Edit: You wouldn't even lose 9th level spell slots, as you can stay a 18th/17th level spellcaster (depending if your want a fighter subclass)
Which would also allow for the combo to work 1/SR, granted using lesser spell slots of 6th/5th level since spell slots only regen on a LR, rather than 1/LR (although could be 2/LR should you combine metamagic feat with sorcerer levels, however that's not included in the build, nor is it relevant.)
Thanks to Tasha's, you can always reach 20/20 in any two stats. If you want 20/20 DEX/WIS for the "Reaper" Assassin/Gloom Stalker/Battle Master build, there are two ways:
Tasha's Custom Race; spend the racial feat on Alert, start at 17/15. You get 5 ASI/feats now and only want Sharpshooter, so spend the rest on 19/15 -> 20/16 -> 20/18 -> 20/20. You have enough stat points remaining for Con 14 Str 10.
Mountain Dwarf: Start at 17/17. You get 5 ASI/feats and only need to spend 2 on feats, so 17/17 -> 19/17 -> 20/18 -> 20/20. Same remaining stat points as Tasha's.
The dwarf build has poison resistance and many tool proficiencies, but the Tasha's build can sac darkvision for a skill proficiency.
That said, that's a lot of wisdom for a build only using it for perception and initiative. Since as an Assassin you get Advantage on attack rolls against anyone who hasn't gone yet, surprised or not, I suggest sticking to Half-Elf.
17/16/16 -> 19/16/16 -> 20/16/16 -> 20/18/16 DEX/WIS/CON + Elven Accuracy is still a hell of an opener even without surprise.
Obviously the build is fairly dependent on critting with an oathbow, but you can even stay at WIS 16 if you want Crossbow Mastery or Skulker.
You are right, my calculation was wrong because of the Empowered Evocations and the Enhanced Bond from Wildfire Druid (d8 on fire damage spell roll) applying only to one roll/spell.
Just last night my 14 Abjuration Wizard/2 Fighter/3 Grave Cleric put two Adult Red Dragons in Forcecages (used Action Surge) and then put a Faithful Hound in each and walked away. We took a short rest while hearing the dragons being mauled by invisible poodles. 😬
Assuming 24AC because of dodge...
Dragon 1: 204 successes. 3688 damage
Dragon 2: 213 successes, 3865 damage
Ignored criticals.
-
Besides that he also has 1/short rest burst damage in the form of Path to the Grave + Action Surge + upcasted Inflict Wounds. Current best single attack roll was a critical 5th level Inflict Wounds for 160 damage.
Though our current single attack damage king was the Paladin after I Path to the Grave’d a Vampire. Critical hit with Sunblade, upcasted Searing Smite, Divine Smite, etc for 226 damage.
Just last night my 14 Abjuration Wizard/2 Fighter/3 Grave Cleric put two Adult Red Dragons in Forcecages (used Action Surge) and then put a Faithful Hound in each and walked away. We took a short rest while hearing the dragons being mauled by invisible poodles. 😬
Assuming 24AC because of dodge...
Dragon 1: 204 successes. 3688 damage
Dragon 2: 213 successes, 3865 damage
Ignored criticals.
-
Besides that he also has 1/short rest burst damage in the form of Path to the Grave + Action Surge + upcasted Inflict Wounds. Current best single attack roll was a critical 5th level Inflict Wounds for 160 damage.
Though our current single attack damage king was the Paladin after I Path to the Grave’d a Vampire. Critical hit with Sunblade, upcasted Searing Smite, Divine Smite, etc for 226 damage.
Go for Wizard (Evocation), use Spirit Shroud and cast as many Scorching rays as you can.
At level 20, multiclassing in sorcerer for quickened metamagic, you are going to deal 34d6+85d8+85 = 586 damage (average) in one round, and it is scaling really well
Can you give a breakdown of how you are getting these? I think you might have some misconceptions of what you can do with metamagic/evocation wizard but I want to see how you calculated it first.
Go for Wizard (Evocation), use Spirit Shroud and cast as many Scorching rays as you can.
At level 20, multiclassing in sorcerer for quickened metamagic, you are going to deal 34d6+85d8+85 = 586 damage (average) in one round, and it is scaling really well
Can you give a breakdown of how you are getting these? I think you might have some misconceptions of what you can do with metamagic/evocation wizard but I want to see how you calculated it first.
They already said they messed up their calculations.
They thought empowered evocation applied to every damage roll of a spell and also seem to have overlooked the bonus action spellcasting rules.
Basic Concept: Stack a high level Shadow Blade and Divine Smites on as many auto crit attacks as possible. Lore Bard provides shadow blade through a magical secret and boosts initiative with jack-of-all-trades. Half-Orc Savage Critical and Dread Ambusher add on even more damage die. Gloomstalker and Echo Knight lead to a lot of attacks while leaving room for a decent amount of spell slots.
The Routine: Infiltrate with your Echo. It's an at-will, limitless resource so always having one around before combat is not hard. Bonus Action 5th level Shadowblade, then attack, action surge and attack again. Use up both Unleash Incarnate charges for a total of 8 attacks.
Attack 1: 106.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Sneak Attack 2d6 4d6 14
Attack 2: 92.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Attack 3: 101.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Dread Ambusher 1d8 2d8 9
Attack 4: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 5: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 6: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 7: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (2nd) 3d8 6d8 27
Dread Ambusher 1d8 2d8 9
Attack 8: 74.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (2nd) 3d8 6d8 27
Total Damage: 709
Obviously this is assuming all of the attack hits, so realistically damage will be more in the 400-600 range. It also takes up a metric ton of resources to pull off the full nova (but whatever that's a classic nova thing anyways). And I'm not going to kid myself like this is some new idea or even the highest number you can get.
What I focused on besides damage is creating a build that's actually a satisfying play experience. This build manages to have a good basic routine and a bunch of out of combat utility while still being able to melt face in one truly absurd turn. It plays out just fine all the way from tier 1 since going gloomstalker 5 into assassin 3/ echo knight 3 is a very competent base. Plus you can pretend like you're stannis baratheon's demonic shadow baby.
With RAW you can go through a wide open room. With snow on the ground. That shows footprints. Wearing a rainbow air if and highly reflective mirrors on your body. And if your stealth is greater than someone’s passive perception they don’t see you.
insert meme here of Drax going “I have mastered the art of moving so slowly to be invisible”
I think it goes without saying that you would have disadvantage, and maybe raise the DC to boot. If the DM even lets you roll, since you should only roll if you have a chance to succeed.
This is like saying that a charismatic character can ask the king to give them the kingdom. It just isn't realistic and the RAW does not say you can do that.
(Also I don't know what "air if" was supposed to be before autocorrect got to it, but I get the idea).
Not comparable to your persuasion for kingdom scenario.
just because there’s snow on the ground. And I have bright colors on. Does not mean that I cannot be moving about very silently. The mirrors is what would give the disadvantage I agree. But, with snow on the ground, that can also just be the snow reflecting it too. So DM discretion. I specifically gave this hyperbole example of ridiculousness the way it is because picture wise. It’s ludicrous, but mechanically. Nothing in it means instant failure.
Your post only mentions sight. And in the described scenario, you are about as invisible as the sun. You can even be moving completely silently behind someone and there is a significant chance they notice you before even turning around. Assuming you aren't in total darkness, the mirrors will reflect light all over the place.
Comparing it to asking a king for their kingdom was hyperbolic, but completely comparable. Both are situations where allowing a player to roll for it to succeed could lead to an illogical conclusion (king gives away their kingdom=guard doesn't notice the human disco ball dancing in front of them).
The king example is a classic "you can't even roll for that because it won't work" situation. I was only suggesting that this is in that same vein.
Scenario: You’re in a hallway of a building wearing. Plate mail.
platemail rattles. Hallways echo.
“You can’t even roll for stealth because it won’t work. You might as well try and persuade a king out of his kingdom”
this is the same vein as what you were saying. [REDACTED]
With RAW you can go through a wide open room. With snow on the ground. That shows footprints. Wearing a rainbow air if and highly reflective mirrors on your body. And if your stealth is greater than someone’s passive perception they don’t see you.
insert meme here of Drax going “I have mastered the art of moving so slowly to be invisible”
I think it goes without saying that you would have disadvantage, and maybe raise the DC to boot. If the DM even lets you roll, since you should only roll if you have a chance to succeed.
This is like saying that a charismatic character can ask the king to give them the kingdom. It just isn't realistic and the RAW does not say you can do that.
(Also I don't know what "air if" was supposed to be before autocorrect got to it, but I get the idea).
Not comparable to your persuasion for kingdom scenario.
just because there’s snow on the ground. And I have bright colors on. Does not mean that I cannot be moving about very silently. The mirrors is what would give the disadvantage I agree. But, with snow on the ground, that can also just be the snow reflecting it too. So DM discretion. I specifically gave this hyperbole example of ridiculousness the way it is because picture wise. It’s ludicrous, but mechanically. Nothing in it means instant failure.
Your post only mentions sight. And in the described scenario, you are about as invisible as the sun. You can even be moving completely silently behind someone and there is a significant chance they notice you before even turning around. Assuming you aren't in total darkness, the mirrors will reflect light all over the place.
Comparing it to asking a king for their kingdom was hyperbolic, but completely comparable. Both are situations where allowing a player to roll for it to succeed could lead to an illogical conclusion (king gives away their kingdom=guard doesn't notice the human disco ball dancing in front of them).
The king example is a classic "you can't even roll for that because it won't work" situation. I was only suggesting that this is in that same vein.
Scenario: You’re in a hallway of a building wearing. Plate mail.
platemail rattles. Hallways echo.
“You can’t even roll for stealth because it won’t work. You might as well try and persuade a king out of his kingdom”
this is the same vein as what you were saying. But, I tire of your trolling.
Except you can move in a way that prevents/reduces armor rattling. You can't move in a way that makes a disco ball less reflective.
That's all I've been saying. It is a very different vein (light vs sound). I'm not trolling, I only wanted to point out that skill checks are not magic like you were implying.
Stealth in 5e is a weird thing...per JC you can just use one stealth check for an entire dungeon as long as you keep finding cover from enemies. This always struck me as odd but its what his intent was....
So if you roll particularly well even as a paladin with super clanky armor you can technically just keep finding cover and move forward with that good roll.
It makes stuff like Pass without Trace a hugely powerful benefit then.
Basic Concept: Stack a high level Shadow Blade and Divine Smites on as many auto crit attacks as possible. Lore Bard provides shadow blade through a magical secret and boosts initiative with jack-of-all-trades. Half-Orc Savage Critical and Dread Ambusher add on even more damage die. Gloomstalker and Echo Knight lead to a lot of attacks while leaving room for a decent amount of spell slots.
The Routine: Infiltrate with your Echo. It's an at-will, limitless resource so always having one around before combat is not hard. Bonus Action 5th level Shadowblade, then attack, action surge and attack again. Use up both Unleash Incarnate charges for a total of 8 attacks.
Attack 1: 106.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Sneak Attack 2d6 4d6 14
Attack 2: 92.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Attack 3: 101.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (4th) 5d8 10d8 45
Dread Ambusher 1d8 2d8 9
Attack 4: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 5: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 6: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (3rd) 4d8 8d8 36
Attack 7: 83.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (2nd) 3d8 6d8 27
Dread Ambusher 1d8 2d8 9
Attack 8: 74.5 damage
Damage Critical Damage Average Critical Damage
Shadow Blade (5th) 4d8 + 7 8d8 + 7 43
Savage Critical 1d8 1d8 4.5
Divine Smite (2nd) 3d8 6d8 27
Total Damage: 709
Obviously this is assuming all of the attack hits, so realistically damage will be more in the 400-600 range. It also takes up a metric ton of resources to pull off the full nova (but whatever that's a classic nova thing anyways). And I'm not going to kid myself like this is some new idea or even the highest number you can get.
What I focused on besides damage is creating a build that's actually a satisfying play experience. This build manages to have a good basic routine and a bunch of out of combat utility while still being able to melt face in one truly absurd turn. It plays out just fine all the way from tier 1 since going gloomstalker 5 into assassin 3/ echo knight 3 is a very competent base. Plus you can pretend like you're stannis baratheon's demonic shadow baby.
Yo thanks for the shout out TheLonelyMagi! I was just looking through this thread confused cause I thought this was where I posted Stannis' Shadow but then I stumbled on your quote. Saved me some time.
No magic items on that puppy and can be played from level 1-20 with no awkwardness. Also is capable of doing more than just melt peoples' faces thanks to a bunch of expertise and spells.
You can also sacrifice 30ish points of damage and a point of con to set this up as an elf with elven accuracy. Greatly increases the odds of hitting attacks and most likely ups your expected DPR, especially versus higher ACs. But Elven Accuracy is played out, I love Half-Orcs, and I like seeing one in an optimized build.
I've been fine-tuning the maximum possible damage a character could do and this is what I've found:
You, a Half-Orc (2 Fighter/7 Hexblade Warlock/11 Oath of Vengeance Paladin) with Superior Technique fighting style and the Great Weapon Master, Sentinel, and Orcish Fury feats
7 ally Grave Cleric's (This is purely to see what the most damage could be, it's incredibly unrealistic to have this many clerics lol) All Clerics will Hold their Action to apply Path of the Grave before each of your attacks.
Vorpal Greatsword, Gauntlets of Flaming Fury, Potion of Speed, Purple Worm Poison will be required. Action to drink Potion, Bonus action Hexblade's Curse, Hasted Action Vow of Enmity (or Bonus Action the next turn depending on your DM, Following turn Bonus Action activate Gauntlets of Flaming Fury, then the following turn unleash all these attacks)
*key* Hexblade Curse: HBC, Maddening Hex: MH, Great Weapon Master: GWM, Orcish Fury: OF, Distracting Strike: DS, Vorpal Greatsword: VG, Savage Attacker: SA, Path of the Grave: PotG, Improved Divine Smite: IDSm, Gauntlets of Flaming Fury: GFF*key*.
Max Crit Damage:
First Grave Cleric casts Path of the Grave.
First Attack: 24 (4d6) from Vorpal Greatsword + 5 for Hex Weapon w/ +3 VGS + 16 (2d8) Improved Divine Smite + 10 for Hexblade's Curse/Maddening Hex + 10 for Great Weapon Master + 80 (10d8) for Eldritch Smite at 4th level + 80 (10d8) Divine Smite at 4th level + 48 (6d8) Blinding Smite + 24 (4d6) Orcish Fury/Distracting Strike (Superior Technique) + 6 (1d6) Savage Attacker + 12 (2d6) Gauntlets of Flaming Fury + 48 (6d8) Vorpal Greatsword Crit + 72 (12d6) Purple Worm Poison = 438 x 2 Path of the Grave = 876 damage
With Orcish Fury, if you get knocked out right after these attacks and use Relentless Endurance you can use your reaction to make another attack. Or, with the Sentinel feat if the enemy attempts to flee or attacks an ally within 5 ft. of you, you can also use your reaction to make another attack, which is where the 7th cleric comes in:
Enemy either forces you to use Relentless Endurance or attacks an ally within 5 ft. of you.
I've been fine-tuning the maximum possible damage a character could do and this is what I've found:
You, a Half-Orc (2 Fighter/7 Hexblade Warlock/11 Oath of Vengeance Paladin) with Superior Technique fighting style and the Great Weapon Master, Sentinel, and Orcish Fury feats
7 ally Grave Cleric's (This is purely to see what the most damage could be, it's incredibly unrealistic to have this many clerics lol) All Clerics will Hold their Action to apply Path of the Grave before each of your attacks.
Vorpal Greatsword, Gauntlets of Flaming Fury, Potion of Speed, Purple Worm Poison will be required. Action to drink Potion, Bonus action Hexblade's Curse, Hasted Action Vow of Enmity (or Bonus Action the next turn depending on your DM, Following turn Bonus Action activate Gauntlets of Flaming Fury, then the following turn unleash all these attacks)
*key* Hexblade Curse: HBC, Maddening Hex: MH, Great Weapon Master: GWM, Orcish Fury: OF, Distracting Strike: DS, Vorpal Greatsword: VG, Savage Attacker: SA, Path of the Grave: PotG, Improved Divine Smite: IDSm, Gauntlets of Flaming Fury: GFF*key*.
Max Crit Damage:
First Grave Cleric casts Path of the Grave.
First Attack: 24 (4d6) from Vorpal Greatsword + 5 for Hex Weapon w/ +3 VGS + 16 (2d8) Improved Divine Smite + 10 for Hexblade's Curse/Maddening Hex + 10 for Great Weapon Master + 80 (10d8) for Eldritch Smite at 4th level + 80 (10d8) Divine Smite at 4th level + 48 (6d8) Blinding Smite + 24 (4d6) Orcish Fury/Distracting Strike (Superior Technique) + 6 (1d6) Savage Attacker + 12 (2d6) Gauntlets of Flaming Fury + 48 (6d8) Vorpal Greatsword Crit + 72 (12d6) Purple Worm Poison = 438 x 2 Path of the Grave = 876 damage
With Orcish Fury, if you get knocked out right after these attacks and use Relentless Endurance you can use your reaction to make another attack. Or, with the Sentinel feat if the enemy attempts to flee or attacks an ally within 5 ft. of you, you can also use your reaction to make another attack, which is where the 7th cleric comes in:
Enemy either forces you to use Relentless Endurance or attacks an ally within 5 ft. of you.
So, with Maximum Crit Damage, you're looking at 2,712 damage or 3,044 damagewith your reaction. Let me know what you think :)!
The build I posted on the first page had a max damage of 4410 if I add haste and death clerics to it (haste only added 213 extra, bringing it to 2205 max damage solo), and it has guaranteed crits by default.
The math is mostly correct with a couple corrections, also quicken metamagic to send two Scorching Ray is a houserule technically, but it's so common nobody's really going to fault you for it, besides a similar result can be done via switching Sorcerer levels for Fighter levels for Action Surge. For those who want to see where the numbers come from, here's what my math got me:
Spirit Shroud at 9th level, 4d8 per hit presumably cast at a prior round (3rd level 1d8, 5th 2d8, 7th 3d8, 9th 4d8 I think is how it goes).
Scorching Ray at 8th level, 9 * 2d6. 7th level at 8 * 2d6. That makes a total of 17 * 2d6. There's the 34d6.
17 attacks so spirit shroud does 4d8 * 17 = 68d8. If you upped that 4d8 to 5d8 you would get that 85d8 as in the post, but I don't know where the extra d8 damage is from.
Empowered Evocation adds your INT modifier to 1 roll per spell. I see 3 spells, so we add +5 to 3 rolls for a total of +15 (each use of Spirit Shroud/each ray counts as a separate roll, this isn't Magic Missile).
34d6 + 68d8 + 15 = 440 average. Without any criticals. Still very good, esp. without any magic items.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Well, I for one am not going to ignore spellcasting rules/use house rules for damage calculation.
So spirit shroud at 9th level does 4d8 damage per hit to a target within 10 feet.
Scorching ray does 2d6 per ray and 9 rays at level 8.
Empowered evocation adds your INT to 1 damage roll per evocation spell.
And since casting leveled spells with action isn't possible when casting bonus action spells, let's use fire bolt instead.
That brings us to 4d10+40d8+18d6+10 or 275 average. A little under half initial claims and a bit over half house rules estimates.
Still not a bad combo for wizards to keep in mind (metamagic only added 27 damage).
I kept in the house rules under the consideration that the same result could be done with replacing the sorcerer levels with fighter levels.
Edit: You wouldn't even lose 9th level spell slots, as you can stay a 18th/17th level spellcaster (depending if your want a fighter subclass)
Which would also allow for the combo to work 1/SR, granted using lesser spell slots of 6th/5th level since spell slots only regen on a LR, rather than 1/LR (although could be 2/LR should you combine metamagic feat with sorcerer levels, however that's not included in the build, nor is it relevant.)
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Thanks to Tasha's, you can always reach 20/20 in any two stats. If you want 20/20 DEX/WIS for the "Reaper" Assassin/Gloom Stalker/Battle Master build, there are two ways:
Tasha's Custom Race; spend the racial feat on Alert, start at 17/15. You get 5 ASI/feats now and only want Sharpshooter, so spend the rest on 19/15 -> 20/16 -> 20/18 -> 20/20. You have enough stat points remaining for Con 14 Str 10.
Mountain Dwarf: Start at 17/17. You get 5 ASI/feats and only need to spend 2 on feats, so 17/17 -> 19/17 -> 20/18 -> 20/20. Same remaining stat points as Tasha's.
The dwarf build has poison resistance and many tool proficiencies, but the Tasha's build can sac darkvision for a skill proficiency.
That said, that's a lot of wisdom for a build only using it for perception and initiative. Since as an Assassin you get Advantage on attack rolls against anyone who hasn't gone yet, surprised or not, I suggest sticking to Half-Elf.
17/16/16 -> 19/16/16 -> 20/16/16 -> 20/18/16 DEX/WIS/CON + Elven Accuracy is still a hell of an opener even without surprise.
Obviously the build is fairly dependent on critting with an oathbow, but you can even stay at WIS 16 if you want Crossbow Mastery or Skulker.
You are right, my calculation was wrong because of the Empowered Evocations and the Enhanced Bond from Wildfire Druid (d8 on fire damage spell roll) applying only to one roll/spell.
Highest damage is all about perception! 😁
Just last night my 14 Abjuration Wizard/2 Fighter/3 Grave Cleric put two Adult Red Dragons in Forcecages (used Action Surge) and then put a Faithful Hound in each and walked away. We took a short rest while hearing the dragons being mauled by invisible poodles. 😬
Assuming 24AC because of dodge...
Dragon 1: 204 successes. 3688 damage
Dragon 2: 213 successes, 3865 damage
Ignored criticals.
-
Besides that he also has 1/short rest burst damage in the form of Path to the Grave + Action Surge + upcasted Inflict Wounds. Current best single attack roll was a critical 5th level Inflict Wounds for 160 damage.
Though our current single attack damage king was the Paladin after I Path to the Grave’d a Vampire. Critical hit with Sunblade, upcasted Searing Smite, Divine Smite, etc for 226 damage.
Nice. Yeah, damage over time can get nuts.
Can you give a breakdown of how you are getting these? I think you might have some misconceptions of what you can do with metamagic/evocation wizard but I want to see how you calculated it first.
They already said they messed up their calculations.
They thought empowered evocation applied to every damage roll of a spell and also seem to have overlooked the bonus action spellcasting rules.
Scenario: You’re in a hallway of a building wearing. Plate mail.
platemail rattles. Hallways echo.
“You can’t even roll for stealth because it won’t work. You might as well try and persuade a king out of his kingdom”
this is the same vein as what you were saying. [REDACTED]
Blank
Except you can move in a way that prevents/reduces armor rattling. You can't move in a way that makes a disco ball less reflective.
That's all I've been saying. It is a very different vein (light vs sound). I'm not trolling, I only wanted to point out that skill checks are not magic like you were implying.
Stealth in 5e is a weird thing...per JC you can just use one stealth check for an entire dungeon as long as you keep finding cover from enemies. This always struck me as odd but its what his intent was....
So if you roll particularly well even as a paladin with super clanky armor you can technically just keep finding cover and move forward with that good roll.
It makes stuff like Pass without Trace a hugely powerful benefit then.
How would the damage be calculated with a normal bow?Thinking about playing this character in my next one shot.
Each hit would do 6d6 (21) less damage, so 168 less average damage over all.
[Edit]Forgot action surge.
Yo thanks for the shout out TheLonelyMagi! I was just looking through this thread confused cause I thought this was where I posted Stannis' Shadow but then I stumbled on your quote. Saved me some time.
No magic items on that puppy and can be played from level 1-20 with no awkwardness. Also is capable of doing more than just melt peoples' faces thanks to a bunch of expertise and spells.
You can also sacrifice 30ish points of damage and a point of con to set this up as an elf with elven accuracy. Greatly increases the odds of hitting attacks and most likely ups your expected DPR, especially versus higher ACs. But Elven Accuracy is played out, I love Half-Orcs, and I like seeing one in an optimized build.
I've been fine-tuning the maximum possible damage a character could do and this is what I've found:
You, a Half-Orc (2 Fighter/7 Hexblade Warlock/11 Oath of Vengeance Paladin) with Superior Technique fighting style and the Great Weapon Master, Sentinel, and Orcish Fury feats
7 ally Grave Cleric's (This is purely to see what the most damage could be, it's incredibly unrealistic to have this many clerics lol) All Clerics will Hold their Action to apply Path of the Grave before each of your attacks.
Vorpal Greatsword, Gauntlets of Flaming Fury, Potion of Speed, Purple Worm Poison will be required. Action to drink Potion, Bonus action Hexblade's Curse, Hasted Action Vow of Enmity (or Bonus Action the next turn depending on your DM, Following turn Bonus Action activate Gauntlets of Flaming Fury, then the following turn unleash all these attacks)
*key* Hexblade Curse: HBC, Maddening Hex: MH, Great Weapon Master: GWM, Orcish Fury: OF, Distracting Strike: DS, Vorpal Greatsword: VG, Savage Attacker: SA, Path of the Grave: PotG, Improved Divine Smite: IDSm, Gauntlets of Flaming Fury: GFF *key*.
Max Crit Damage:
First Grave Cleric casts Path of the Grave.
First Attack: 24 (4d6) from Vorpal Greatsword + 5 for Hex Weapon w/ +3 VGS + 16 (2d8) Improved Divine Smite + 10 for Hexblade's Curse/Maddening Hex + 10 for Great Weapon Master + 80 (10d8) for Eldritch Smite at 4th level + 80 (10d8) Divine Smite at 4th level + 48 (6d8) Blinding Smite + 24 (4d6) Orcish Fury/Distracting Strike (Superior Technique) + 6 (1d6) Savage Attacker + 12 (2d6) Gauntlets of Flaming Fury + 48 (6d8) Vorpal Greatsword Crit + 72 (12d6) Purple Worm Poison = 438 x 2 Path of the Grave = 876 damage
2nd Cleric casts held PotG:
Second Attack: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 64 (8d8) Divine Smite 3rd + 48 VG Crit + 6 SA + 12 GFF = 198 x 2 PotG = 396 damage
3rd Cleric casts held PotG
Action Surge 1st Attack: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 64 (8d8) Divine Smite 3rd + 48 VG Crit + 6 SA + 12 GFF = 198 x 2 PotG = 396 damage
4th cleric casts held PotG
Action Surge 2nd Attack: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 48 (6d8) Divine Smite 2nd + 48 VG Crit + 6 SA + 12 GFF = 182 x 2 PotG = 364 damage
5th Cleric casts held PotG
Hasted Action: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 48 (6d8) Divine Smite 2nd + 48 VG Crit + 6 SA + 12 GFF = 182 x 2 PotG = 364 damage
6th Cleric casts held PotG
GWM Bonus Action: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 48 (6d8) Divine Smite 2nd + 48 VG Crit + 6 SA + 12 GFF = 182 x 2 PotG = 364 damage
Maximum Critical Damage: 2,712 Maximum Damage
But, there is a chance to do more damage.
With Orcish Fury, if you get knocked out right after these attacks and use Relentless Endurance you can use your reaction to make another attack. Or, with the Sentinel feat if the enemy attempts to flee or attacks an ally within 5 ft. of you, you can also use your reaction to make another attack, which is where the 7th cleric comes in:
Enemy either forces you to use Relentless Endurance or attacks an ally within 5 ft. of you.
7th Cleric casts held PotG
Reaction Attack: 24 VG + 8 + 16 IDSm + 10 HBC/MH + 10 GWM + 32 (4d8) Divine Smite 1st + 48 VG Crit + 6 SA + 12 GFF = 166 x 2 PotG = 332 damage
So, with Maximum Crit Damage, you're looking at 2,712 damage or 3,044 damage with your reaction. Let me know what you think :)!
The build I posted on the first page had a max damage of 4410 if I add haste and death clerics to it (haste only added 213 extra, bringing it to 2205 max damage solo), and it has guaranteed crits by default.
Still a good build though.
Could u link the improved build?
Oh thank you! I'll check yours out, I must've skimmed right past it