Variant Human Paladin 5, Barbarian 3, Fighter 12. Have a Glaive or Halberd. Now you can kill anything. Here's how:
As Variant Human take Polearm Master. Your Strength score should start out as a 17 if you can get it there. Start out as either fighter or paladin, I recommend paladin. At level 2 choose the Fighting Style: Great Weapon Fighting, your 1's and 2's on your glaive or halberd now can be re-rolled. Minor boost for a d10, but still useful. You also get Divine Smite, which is your main ability, at level 5, you get 2nd level spell slots to use for divine smite, you be Oath of Vengeance paladin, Oath of Conquest works as well. At level 4, use your ASI to increase your Strength score to 19. You also get Extra Attack at level 5. Now become barbarian, you now have rage, so +2 damage to all your attacks, which is great, and have reckless attack, which you should do every round, and when you become level 3, choose zealot barbarian, which gives you an extra 1d6 radiant damage on your first attack on each turn, and you have advantage against all weapon attack damage. Now be Fighter up to level 12, you should be Battle Master, but Champion can be good, Eldritch Knight is good if you want more spell slots for smiting. Your main abilities will be Extra Attack at level 11 which gives you 3 attacks as part of the attack action. At level 2 fighter, you have Action Surge, which will come in handy, and another Fighting Style, I'd choose Defense or the new one from UA that gives you a Superiority Dice and some Battle Master Maneuvers. At level 3 choose any maneuvers that allow you to add the damage after you hit, such as Pushing Attack, Tripping Attack, Maneuvering Attack, Disarming Attack, and there are a few others. Your Superiority Dice are d10s. At level 4, increase your Strength up to 20, you may use a feat for this, such as Athlete or Resilient. At level 6, choose the Great Weapon Fighting feat. Level 8, I'd choose Sentinel or increase your Constitution Score. At level 10, again increase your Constitution, or take a feat, such as Lucky, Martial Adept would also work, Savage Attacker also would be great. At level 12, take another feat or ASI.
Now, lets get into how much damage you can do. You can attack 3 times each attack action, and once as a bonus action with a lesser damage dice, or if you get a critical hit on one of your attacks or killed a creature, you can attack with your blade instead of the minor attack. You also will always make your attacks with reckless attack, and if you have any magic items or abilities that allow you to crit on a 19-20, I would use it all the time. If you attack 4 times each round all at advantage, during your turn you have a 40% chance of getting a critical hit, or 80% if you crit on 19-20. I am assuming at level 20 your character has a +3 glaive or halberd. Your first attack on your turn will be 1d10+20+1d6 radiant. Your average damage for this will be 29 damage. Your second and third attacks will do 1d10+20 damage your average damage will be 25.5 damage. Your fourth attack if you didn't kill or crit during your first 3 attacks will be 1d4+20 damage, with an average of 22.5 damage, but if you did kill or crit on your first 3 attacks, your 4th attack will be identical to your 2nd and 3rd attacks. This is an average 110 damage each round, with no crits, at most 128 damage in a round, assuming you don't smite, crit, use a maneuver, or get your better bonus action attack.
Now, this is when it gets crazy, those first 4 attacks are good, so you already do a lot of damage, now if you crit on one of your first 3 attacks this is what happens. If you crit on your first attack you will deal 2d10+20+2d6 radiant damage, and you should use a maneuver, and you should use a 2nd level divine smite. The total damage dice from this would be 4d10+2d6 radiant damage+6d8 radiant damage+20. The average damage on this is 42 piercing or slashing + 34 radiant. If you crit and roll as much damage as possible on this attack, you deal 60 piercing or slashing damage + 60 radiant damage. So your average 1st attack crit does 76 damage, at most 120 damage. This is on one attack. If it is your second or third attack you deal 4d10+6d8+20 damage, an average of 69 damage, at most 108 damage. If you crit on your last minor attack, you deal 2d4+2d10+6d8+20 damage, an average of 63 damage, at most 98 damage.
What if you used Action Surge, crit on each attack, expending all spell slots and all 7 superiority dice while raging? Your average damage would be 431 damage, at most 688 damage. This is insane. 688 damage in one round! This is clearly the most powerful multiclass ever!
Convince me I'm wrong. Double check my math, if you would.
As posted above by D...
”
I've taken part in a couple of threads where we theory crafted what is probably the highest potential turn 1 damage build possible.
Rogue assassin 4/ fighter battle master 11/ ranger gloom stalker 5. Take the alert and sharpshooter feats and use the rest of your ASIs to max DEX and get WIS as high as possible (using half elf I was able to get +5 DEX and +4 WIS using standard array). Oathbow and bracers of archery required.
Use pass without trace to all but guarantee surprise (even if you have a paladin in the party), and you should have at least a +14 to initiative to all but guarantee going first. You should make 8 attacks with a +8 to hit (after the -5 for sharphooter) with advantage. Between hunter's mark, martial maneuvers, sneak attack, dread ambush, action surge, oathbow, bracers of archery, assassinate (auto-crit), and sharpshooter (and not counting any magical or poisoned ammo for even more damage), the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)which could add as much as 48d10+96d6 (average 600) half on DC17/19 CON save×8).
I don't consider purple worm poison to be a part of a multiclass build, but if you added that to my build, that would be an extra average of 42 damage on each attack, and you're making 7 attacks, raising the average damage overall to 725, or a maximum of 1,192 damage in one round. This is more powerful.
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Variant Human Paladin 5, Barbarian 3, Fighter 12. Have a Glaive or Halberd. Now you can kill anything. Here's how:
As Variant Human take Polearm Master. Your Strength score should start out as a 17 if you can get it there. Start out as either fighter or paladin, I recommend paladin. At level 2 choose the Fighting Style: Great Weapon Fighting, your 1's and 2's on your glaive or halberd now can be re-rolled. Minor boost for a d10, but still useful. You also get Divine Smite, which is your main ability, at level 5, you get 2nd level spell slots to use for divine smite, you be Oath of Vengeance paladin, Oath of Conquest works as well. At level 4, use your ASI to increase your Strength score to 19. You also get Extra Attack at level 5. Now become barbarian, you now have rage, so +2 damage to all your attacks, which is great, and have reckless attack, which you should do every round, and when you become level 3, choose zealot barbarian, which gives you an extra 1d6 radiant damage on your first attack on each turn, and you have advantage against all weapon attack damage. Now be Fighter up to level 12, you should be Battle Master, but Champion can be good, Eldritch Knight is good if you want more spell slots for smiting. Your main abilities will be Extra Attack at level 11 which gives you 3 attacks as part of the attack action. At level 2 fighter, you have Action Surge, which will come in handy, and another Fighting Style, I'd choose Defense or the new one from UA that gives you a Superiority Dice and some Battle Master Maneuvers. At level 3 choose any maneuvers that allow you to add the damage after you hit, such as Pushing Attack, Tripping Attack, Maneuvering Attack, Disarming Attack, and there are a few others. Your Superiority Dice are d10s. At level 4, increase your Strength up to 20, you may use a feat for this, such as Athlete or Resilient. At level 6, choose the Great Weapon Fighting feat. Level 8, I'd choose Sentinel or increase your Constitution Score. At level 10, again increase your Constitution, or take a feat, such as Lucky, Martial Adept would also work, Savage Attacker also would be great. At level 12, take another feat or ASI.
Now, lets get into how much damage you can do. You can attack 3 times each attack action, and once as a bonus action with a lesser damage dice, or if you get a critical hit on one of your attacks or killed a creature, you can attack with your blade instead of the minor attack. You also will always make your attacks with reckless attack, and if you have any magic items or abilities that allow you to crit on a 19-20, I would use it all the time. If you attack 4 times each round all at advantage, during your turn you have a 40% chance of getting a critical hit, or 80% if you crit on 19-20. I am assuming at level 20 your character has a +3 glaive or halberd. Your first attack on your turn will be 1d10+20+1d6 radiant. Your average damage for this will be 29 damage. Your second and third attacks will do 1d10+20 damage your average damage will be 25.5 damage. Your fourth attack if you didn't kill or crit during your first 3 attacks will be 1d4+20 damage, with an average of 22.5 damage, but if you did kill or crit on your first 3 attacks, your 4th attack will be identical to your 2nd and 3rd attacks. This is an average 110 damage each round, with no crits, at most 128 damage in a round, assuming you don't smite, crit, use a maneuver, or get your better bonus action attack.
Now, this is when it gets crazy, those first 4 attacks are good, so you already do a lot of damage, now if you crit on one of your first 3 attacks this is what happens. If you crit on your first attack you will deal 2d10+20+2d6 radiant damage, and you should use a maneuver, and you should use a 2nd level divine smite. The total damage dice from this would be 4d10+2d6 radiant damage+6d8 radiant damage+20. The average damage on this is 42 piercing or slashing + 34 radiant. If you crit and roll as much damage as possible on this attack, you deal 60 piercing or slashing damage + 60 radiant damage. So your average 1st attack crit does 76 damage, at most 120 damage. This is on one attack. If it is your second or third attack you deal 4d10+6d8+20 damage, an average of 69 damage, at most 108 damage. If you crit on your last minor attack, you deal 2d4+2d10+6d8+20 damage, an average of 63 damage, at most 98 damage.
What if you used Action Surge, crit on each attack, expending all spell slots and all 7 superiority dice while raging? Your average damage would be 431 damage, at most 688 damage. This is insane. 688 damage in one round! This is clearly the most powerful multiclass ever!
Convince me I'm wrong. Double check my math, if you would.
As posted above by D...
”
I've taken part in a couple of threads where we theory crafted what is probably the highest potential turn 1 damage build possible.
Rogue assassin 4/ fighter battle master 11/ ranger gloom stalker 5. Take the alert and sharpshooter feats and use the rest of your ASIs to max DEX and get WIS as high as possible (using half elf I was able to get +5 DEX and +4 WIS using standard array). Oathbow and bracers of archery required.
Use pass without trace to all but guarantee surprise (even if you have a paladin in the party), and you should have at least a +14 to initiative to all but guarantee going first. You should make 8 attacks with a +8 to hit (after the -5 for sharphooter) with advantage. Between hunter's mark, martial maneuvers, sneak attack, dread ambush, action surge, oathbow, bracers of archery, assassinate (auto-crit), and sharpshooter (and not counting any magical or poisoned ammo for even more damage), the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)which could add as much as 48d10+96d6 (average 600) half on DC17/19 CON save×8).
I don't consider purple worm poison to be a part of a multiclass build, but if you added that to my build, that would be an extra average of 42 damage on each attack, and you're making 7 attacks, raising the average damage overall to 725, or a maximum of 1,192 damage in one round. This is more powerful.
The other guys build.. including the PWP, would be AVERAGE of 1119....
“the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)“
If you've got the Sharpshooter feat, you don't need to worry about your party being stealthy to get surprise. Just start combat when you're around 500ft away from the enemy (assuming that you're using a Longbow). If you're doing the combat outdoors, you might be able to find a good vantage point around 500ft away from your enemy where you have line of sight. Just look for some high ground, maybe even like a tower or something.
“the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)“
his average to begin was 519.
max 804
Okay, I'll look at ways to make mine better, it is already pretty darn good at dealing damage, and I haven't looked at all the magic items that could make it better.
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If you've got the Sharpshooter feat, you don't need to worry about your party being stealthy to get surprise. Just start combat when you're around 500ft away from the enemy (assuming that you're using a Longbow). If you're doing the combat outdoors, you might be able to find a good vantage point around 500ft away from your enemy where you have line of sight. Just look for some high ground, maybe even like a tower or something.
or just attack a random NPC child in town. He’ll never see it coming.
If you've got the Sharpshooter feat, you don't need to worry about your party being stealthy to get surprise. Just start combat when you're around 500ft away from the enemy (assuming that you're using a Longbow). If you're doing the combat outdoors, you might be able to find a good vantage point around 500ft away from your enemy where you have line of sight. Just look for some high ground, maybe even like a tower or something.
Part of the build was using hunters mark which has a range of 90' and adds 16d6 (56) damage to the build. Without the oathbow and bracers of archery, it would do 48d6+16 (184) less damage (the oathbow really spikes the damage with 8 critical attacks).
So 335 average damage with no special items (guaranteed crits. This is also only 16 damage less than I will be doing in subsequent battles for the day because the oathbow's "at dawn" refresh), and 279 average damage from 500 feet away. This is also all done on first turn with no set up turns. I think this is still more damage than your build with only 5% crits, but this build's dpr probably drops faster than yours too.
After round 1, my build does 92-112 average damage per turn (using bonus action hide to get advantage and sharpshooter damage on first attack, vs 3 sharpshots).
“the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)“
his average to begin was 519.
max 804
Okay, I'll look at ways to make mine better, it is already pretty darn good at dealing damage, and I haven't looked at all the magic items that could make it better.
Take magic initiate as a feat, choose hex or hunter's mark, this adds a lot of damage. You'll already have hunter's mark as an Oath of Vengeance paladin. This will add (56) 16d6 damage, or at most 96 more damage. This increases average damage to 781, maximum to 1,284 damage.
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I made a new multiclass of fighter and sorcerer, no feats, magic items, assistance, and in one round. This should hopefully not be thread necromancy from what I read on the site guidelines, so I'll post it.
A multiclass of 2 levels in fighter, and 18 levels in sorcerer from the wild magic origin. Quickened spells is used, a 9th, 8th, and 7th level spell slot, thanks to action surge. The race will also be a fallen aasimar for the fun of it. Them being in their form before hand is a little bit of a stretch, but at worse that makes it 2 rounds.
520 total damage in the round at best, not counting collateral from Meteor Swarm.
This was one that actually took a bit more researching for how simple it is. I was thinking about a good action surge caster, but needed to find the one with the most potential damage, not only did sorcerer provide an extra 6 damage, but a whole other spell to use. There is most likely a good magic item to significantly improve this, a feat that allows more damage output per spell, and a simple elemental bane as assistance would make meteor swarm so much deadlier. This was a fun one as is though. Also quite a stretch to roll all those d6's at max.
I made a new multiclass of fighter and sorcerer, no feats, magic items, assistance, and in one round. This should hopefully not be thread necromancy from what I read on the site guidelines, so I'll post it.
A multiclass of 2 levels in fighter, and 18 levels in sorcerer from the wild magic origin. Quickened spells is used, a 9th, 8th, and 7th level spell slot, thanks to action surge. The race will also be a fallen aasimar for the fun of it. Them being in their form before hand is a little bit of a stretch, but at worse that makes it 2 rounds.
520 total damage in the round at best, not counting collateral from Meteor Swarm.
This was one that actually took a bit more researching for how simple it is. I was thinking about a good action surge caster, but needed to find the one with the most potential damage, not only did sorcerer provide an extra 6 damage, but a whole other spell to use. There is most likely a good magic item to significantly improve this, a feat that allows more damage output per spell, and a simple elemental bane as assistance would make meteor swarm so much deadlier. This was a fun one as is though. Also quite a stretch to roll all those d6's at max.
This doesn't work, you can only cast one leveled spell each round.
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Please check out my homebrew, I would appreciate feedback:
I made a new multiclass of fighter and sorcerer, no feats, magic items, assistance, and in one round. This should hopefully not be thread necromancy from what I read on the site guidelines, so I'll post it.
A multiclass of 2 levels in fighter, and 18 levels in sorcerer from the wild magic origin. Quickened spells is used, a 9th, 8th, and 7th level spell slot, thanks to action surge. The race will also be a fallen aasimar for the fun of it. Them being in their form before hand is a little bit of a stretch, but at worse that makes it 2 rounds.
520 total damage in the round at best, not counting collateral from Meteor Swarm.
This was one that actually took a bit more researching for how simple it is. I was thinking about a good action surge caster, but needed to find the one with the most potential damage, not only did sorcerer provide an extra 6 damage, but a whole other spell to use. There is most likely a good magic item to significantly improve this, a feat that allows more damage output per spell, and a simple elemental bane as assistance would make meteor swarm so much deadlier. This was a fun one as is though. Also quite a stretch to roll all those d6's at max.
This doesn't work, you can only cast one leveled spell each round.
You actually can cast 2 leveled spells using action surge, but you can cast a leveled spell as an action and bonus action, so no quicken spell.
The numbers you provided are only max damage. Total damage is 57d6+60 which averages 259.5.
Not the highest damage build, but respectable and good for most PvP fights. Fighter 2/ hexblade 1/ evocation wizard 17: BA hexblade's curse, lvl9 magic missile, action surge, lvl 8 magic missile. Including the damage bonuses from hexblade's curse and evocation, damage is 273-336, avg 304.5 without the possibility of missing. Also, you can throw out counterspell if someone tries to use shield.
Exploits the ability to cast multiple leveled spells per turn as long as you don't cast any as a bonus action plus the fact that magic missile is technically a multi-target spell so it only gets a single damage roll for all the darts.
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
So if you cast any spell as a bonus action, the only other spells you can cast that turn are cantrips as an action.
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
So if you cast any spell as a bonus action, the only other spells you can cast that turn are cantrips as an action.
The whole turn, so you would be able to do a bonus action meteor swarm, then 2 actions for eldritch blast or toll of the dead twice.
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Level 8 spell, Druid, cleric, wizard- control weather. Makes a 5 mile radius effect of arctic cold.
Divination wizard: I give you 3 portents. To auto fail.
guaranteed 3 levels of exhaustion: your speed is halved, and you have disadvantage on saving throws. You can freeze to death without ever knowing where it came from. Even if your HP was 2,000,000,000.
Sure it’s easily counterable. But, this is a hypothetical build game. And I give you. So much damage, it cannot be calculated. It’s mathematically infinite over a 5 mile radius.
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Level 8 spell, Druid, cleric, wizard- control weather. Makes a 5 mile radius effect of arctic cold.
Divination wizard: I give you 3 portents. To auto fail.
guaranteed 3 levels of exhaustion: your speed is halved, and you have disadvantage on saving throws. You can freeze to death without ever knowing where it came from. Even if your HP was 2,000,000,000.
Sure it’s easily counterable. But, this is a hypothetical build game. And I give you. So much damage, it cannot be calculated. It’s mathematically infinite over a 5 mile radius.
From the DMG, pg.110:
EXTREME COLD
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Control weather takes an average of 50-75 minutes to transition from comfortable to Arctic cold, then only triggers CON save once per hour. And you would need 3 very low portents (probably 5 or less) to guarantee failed saves, then the creature would need to roll just as low for 3 out of 3 (or 4 depending on time it takes to get cold) saves.
So this takes 4100 rounds, and requires the target to have low CON saves, and requires you to have 3 low portents that day, but besides all the things very likely to go wrong, not bad.
I'll stick with sickening radiance with repelling blast, grasp of hadar, and lance of lethargy for killing with exhaustion (3-6 turns for comparison).
Level 8 spell, Druid, cleric, wizard- control weather. Makes a 5 mile radius effect of arctic cold.
Divination wizard: I give you 3 portents. To auto fail.
guaranteed 3 levels of exhaustion: your speed is halved, and you have disadvantage on saving throws. You can freeze to death without ever knowing where it came from. Even if your HP was 2,000,000,000.
Sure it’s easily counterable. But, this is a hypothetical build game. And I give you. So much damage, it cannot be calculated. It’s mathematically infinite over a 5 mile radius.
From the DMG, pg.110:
EXTREME COLD
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Control weather takes an average of 50-75 minutes to transition from comfortable to Arctic cold, then only triggers CON save once per hour. And you would need 3 very low portents (probably 5 or less) to guarantee failed saves, then the creature would need to roll just as low for 3 out of 3 (or 4 depending on time it takes to get cold) saves.
So this takes 4100 rounds, and requires the target to have low CON saves, and requires you to have 3 low portents that day, but besides all the things very likely to go wrong, not bad.
I'll stick with sickening radiance with repelling blast, grasp of hadar, and lance of lethargy for killing with exhaustion (3-6 turns for comparison).
Well played warlock. But you are targeting a lot less people than an entire city.
* at what point does the “target” realize they are in that “4100” round countdown? Not many people pass survival checks to notice weather changes
Well played warlock. But you are targeting a lot less people than an entire city.
* at what point does the “target” realize they are in that “4100” round countdown? Not many people pass survival checks to notice weather changes
People fail survival checks to notice subtle changes in weather, the first change could go unnoticed by most. After that, you get to the point where you have to be pretty oblivious not to notice. At which point most of the city will get indoors, where it's still probably warm, by the time it's arctic, most people will have fires going, even if they don't have nearly as much wood as they would if it were the correct season.
Now if you were targeting people in the wild, you could cause a lot more trouble for them, but at that point you're back to other methods usually being more efficient.
Well played warlock. But you are targeting a lot less people than an entire city.
* at what point does the “target” realize they are in that “4100” round countdown? Not many people pass survival checks to notice weather changes
People fail survival checks to notice subtle changes in weather, the first change could go unnoticed by most. After that, you get to the point where you have to be pretty oblivious not to notice. At which point most of the city will get indoors, where it's still probably warm, by the time it's arctic, most people will have fires going, even if they don't have nearly as much wood as they would if it were the correct season.
Now if you were targeting people in the wild, you could cause a lot more trouble for them, but at that point you're back to other methods usually being more efficient.
mayhaps... but still the same time... let’s say it’s a city in a desert... how much firewood do they have?
this thread is for hypothetical, everything works in your favor, minimum effect to maximum.
my minimum effect is literally no one ever gets exhausted past 3 levels. Ever.
my maximum effect, is 5 mile radius of frozen to death corpses everywhere.
I don't consider purple worm poison to be a part of a multiclass build, but if you added that to my build, that would be an extra average of 42 damage on each attack, and you're making 7 attacks, raising the average damage overall to 725, or a maximum of 1,192 damage in one round. This is more powerful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The other guys build.. including the PWP, would be AVERAGE of 1119....
Blank
“the last time I crunched the numbers the minimum damage was 234, maximum damage was 804, making the average 519 damage (again not using arrow of slaying or purple worm poison (injury)“
his average to begin was 519.
max 804
Blank
If you've got the Sharpshooter feat, you don't need to worry about your party being stealthy to get surprise. Just start combat when you're around 500ft away from the enemy (assuming that you're using a Longbow). If you're doing the combat outdoors, you might be able to find a good vantage point around 500ft away from your enemy where you have line of sight. Just look for some high ground, maybe even like a tower or something.
Okay, I'll look at ways to make mine better, it is already pretty darn good at dealing damage, and I haven't looked at all the magic items that could make it better.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
or just attack a random NPC child in town. He’ll never see it coming.
Blank
Part of the build was using hunters mark which has a range of 90' and adds 16d6 (56) damage to the build. Without the oathbow and bracers of archery, it would do 48d6+16 (184) less damage (the oathbow really spikes the damage with 8 critical attacks).
So 335 average damage with no special items (guaranteed crits. This is also only 16 damage less than I will be doing in subsequent battles for the day because the oathbow's "at dawn" refresh), and 279 average damage from 500 feet away. This is also all done on first turn with no set up turns. I think this is still more damage than your build with only 5% crits, but this build's dpr probably drops faster than yours too.
After round 1, my build does 92-112 average damage per turn (using bonus action hide to get advantage and sharpshooter damage on first attack, vs 3 sharpshots).
Take magic initiate as a feat, choose hex or hunter's mark, this adds a lot of damage. You'll already have hunter's mark as an Oath of Vengeance paladin. This will add (56) 16d6 damage, or at most 96 more damage. This increases average damage to 781, maximum to 1,284 damage.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I made a new multiclass of fighter and sorcerer, no feats, magic items, assistance, and in one round. This should hopefully not be thread necromancy from what I read on the site guidelines, so I'll post it.
A multiclass of 2 levels in fighter, and 18 levels in sorcerer from the wild magic origin. Quickened spells is used, a 9th, 8th, and 7th level spell slot, thanks to action surge. The race will also be a fallen aasimar for the fun of it. Them being in their form before hand is a little bit of a stretch, but at worse that makes it 2 rounds.
246 - Quickened Meteor Swarm with Spell Bombardment
136 - 8th Level Disintegrate
118 - 7th Level Disintegrate with Action Surge
20 - Necrotic Shroud
520 total damage in the round at best, not counting collateral from Meteor Swarm.
This was one that actually took a bit more researching for how simple it is. I was thinking about a good action surge caster, but needed to find the one with the most potential damage, not only did sorcerer provide an extra 6 damage, but a whole other spell to use. There is most likely a good magic item to significantly improve this, a feat that allows more damage output per spell, and a simple elemental bane as assistance would make meteor swarm so much deadlier. This was a fun one as is though. Also quite a stretch to roll all those d6's at max.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
This doesn't work, you can only cast one leveled spell each round.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You actually can cast 2 leveled spells using action surge, but you can cast a leveled spell as an action and bonus action, so no quicken spell.
The numbers you provided are only max damage. Total damage is 57d6+60 which averages 259.5.
Haven't seen that rule before, got a link for future reference?
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Not the highest damage build, but respectable and good for most PvP fights. Fighter 2/ hexblade 1/ evocation wizard 17: BA hexblade's curse, lvl9 magic missile, action surge, lvl 8 magic missile. Including the damage bonuses from hexblade's curse and evocation, damage is 273-336, avg 304.5 without the possibility of missing. Also, you can throw out counterspell if someone tries to use shield.
Exploits the ability to cast multiple leveled spells per turn as long as you don't cast any as a bonus action plus the fact that magic missile is technically a multi-target spell so it only gets a single damage roll for all the darts.
Here: https://www.dndbeyond.com/sources/phb/spellcasting#BonusAction
So if you cast any spell as a bonus action, the only other spells you can cast that turn are cantrips as an action.
The whole turn, so you would be able to do a bonus action meteor swarm, then 2 actions for eldritch blast or toll of the dead twice.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Level 8 spell, Druid, cleric, wizard- control weather. Makes a 5 mile radius effect of arctic cold.
Divination wizard: I give you 3 portents. To auto fail.
guaranteed 3 levels of exhaustion: your speed is halved, and you have disadvantage on saving throws. You can freeze to death without ever knowing where it came from. Even if your HP was 2,000,000,000.
Sure it’s easily counterable. But, this is a hypothetical build game. And I give you. So much damage, it cannot be calculated. It’s mathematically infinite over a 5 mile radius.
From the DMG, pg.110:
Control weather takes an average of 50-75 minutes to transition from comfortable to Arctic cold, then only triggers CON save once per hour. And you would need 3 very low portents (probably 5 or less) to guarantee failed saves, then the creature would need to roll just as low for 3 out of 3 (or 4 depending on time it takes to get cold) saves.
So this takes 4100 rounds, and requires the target to have low CON saves, and requires you to have 3 low portents that day, but besides all the things very likely to go wrong, not bad.
I'll stick with sickening radiance with repelling blast, grasp of hadar, and lance of lethargy for killing with exhaustion (3-6 turns for comparison).
Well played warlock. But you are targeting a lot less people than an entire city.
* at what point does the “target” realize they are in that “4100” round countdown? Not many people pass survival checks to notice weather changes
People fail survival checks to notice subtle changes in weather, the first change could go unnoticed by most. After that, you get to the point where you have to be pretty oblivious not to notice. At which point most of the city will get indoors, where it's still probably warm, by the time it's arctic, most people will have fires going, even if they don't have nearly as much wood as they would if it were the correct season.
Now if you were targeting people in the wild, you could cause a lot more trouble for them, but at that point you're back to other methods usually being more efficient.
mayhaps... but still the same time... let’s say it’s a city in a desert... how much firewood do they have?
this thread is for hypothetical, everything works in your favor, minimum effect to maximum.
my minimum effect is literally no one ever gets exhausted past 3 levels. Ever.
my maximum effect, is 5 mile radius of frozen to death corpses everywhere.
2 miles an hour-4 miles an hour from time they notice it. That’s min 1-2 checks if at center of storm.
but it’s interesting to see if that pace still works if stuck in a mob of tens/hundreds/thousands/tens thousands people, all going various speed.
i won’t even get into possible trample damage from the riot and panic...