So, not to necropost, if this does count, but I had the urge to make a new build when I found something.
A multiclass of Rogue 17, Fighter 2, Cleric 1. The subclasses are thief and war domain. They'll use a rapier and shield, with the shield master feat, the dueling fighting style, and no outside help. They are a fallen aasimar. This will also take place in one round. This is also purely a martial build.
First Turn: 15 - Rapier Attack They then bonus action shove to gain advantage on attack rolls. 15 - Action Surge Rapier Attack 54 - Sneak Attack 20 - Necrotic Shroud
Second Turn: 15 - Rapier Attack 54 - Sneak Attack since is it a different turn. 15 - Bonus Rapier Attack with War Priest. 20 - Necrotic Shroud, also because it is a different turn.
The total comes out to 208 at best, 416 critical. This build is simple yet effective, letting you deal some heavy damage without any magic, and have many of the helpful abilities a rogue normally gets at high levels. Could even take some more feats for fun.
It's not a necro. Thread necromancy is if the thread was dead for 6 months.
Please use average damage unless you have a feature that lets you use max damage and/or include dice in your stats. Max values are not only rather unrealistic, but also devalue fixed bonuses.
11.5 (1d8+7) rapier, 31.5 (9d6) sneak attack, 20 necrotic shroud. So 74.5 (45-104) damage on round 1 and 63 (37-89) damage each round after (if you can get sneak attack). The level of war cleric doesn't actually gain you much since the only creature that won't stand up between each of your turns is either grappled, paralyzed, petrified, restrained, stunned, or unconscious which your build didn't do. Thief also didn't add any damage to the build.
I thought that was an exaggeration, not literally 6 months.
Also I just don't feel like dealing with the averages after researching class stuffs, so sorry, and thank you for actually doing the math. Also the thief gave them the second turn, so it makes half the damage.
The build depended on shield master shoving them, giving you advantage. The sneak attack is dependent on them having not gotten back up in the second turn granted by thief, but with the -10 to initiative on second turn, you need to have rolled high.
I thought that was an exaggeration, not literally 6 months.
Also I just don't feel like dealing with the averages after researching class stuffs, so sorry, and thank you for actually doing the math. Also the thief gave them the second turn, so it makes half the damage.
The build depended on shield master shoving them, giving you advantage. The sneak attack is dependent on them having not gotten back up in the second turn granted by thief, but with the -10 to initiative on second turn, you need to have rolled high.
So, not to necropost, if this does count, but I had the urge to make a new build when I found something.
A multiclass of Rogue 17, Fighter 2, Cleric 1. The subclasses are thief and war domain. They'll use a rapier and shield, with the shield master feat, the dueling fighting style, and no outside help. They are a fallen aasimar. This will also take place in one round. This is also purely a martial build.
First Turn: 15 - Rapier Attack They then bonus action shove to gain advantage on attack rolls. 15 - Action Surge Rapier Attack 54 - Sneak Attack 20 - Necrotic Shroud
Second Turn: 15 - Rapier Attack 54 - Sneak Attack since is it a different turn. 15 - Bonus Rapier Attack with War Priest. 20 - Necrotic Shroud, also because it is a different turn.
The total comes out to 208 at best, 416 critical. This build is simple yet effective, letting you deal some heavy damage without any magic, and have many of the helpful abilities a rogue normally gets at high levels. Could even take some more feats for fun.
FYI, critical hits don't do double damage. They give double the dice rolls, but you don't get to double the Dex modifier being added to the damage in an attack, the damage bonus from dueling fighting style, or the Necrotic Shroud damage.
FYI, critical hits don't do double damage. They give double the dice rolls, but you don't get to double the Dex modifier being added to the damage in an attack, the damage bonus from dueling fighting style, or the Necrotic Shroud damage.
Oh yeah (I didn't notice that). Another reason to always show the dice. So the crit max damage is actually 356.
The most damage I've ever seen in game was using - wait for it- .....Blight.
I know, I know. But how? Well, the Warlock of the party cast this 4th level spell on a lich. Between necrotic resistance and a critical roll on the Dexterity save (our DM rules that a natural 20 on any saving throw reduces the damage by half again), the 8d8 rolled came to a whopping total of 4 damage.
I would recommend this strategy to any Munchkins and Metagamers who want to really pump some serious damage!
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Hi there! I'm a Christian musician based in Canada :)
FYI, critical hits don't do double damage. They give double the dice rolls, but you don't get to double the Dex modifier being added to the damage in an attack, the damage bonus from dueling fighting style, or the Necrotic Shroud damage.
Oh yeah (I didn't notice that). Another reason to always show the dice. So the crit max damage is actually 356.
Yea, forgot that doubling the damage is just a common house rule. Thanks for doing the math once again to.
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).
Or you could use the two caster strategy Wall of Force + Sickening Radiance? I believe this works somewhat more efficiently than the other spell combo you mentioned, although I may be wrong.
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Hi there! I'm a Christian musician based in Canada :)
I thought that was an exaggeration, not literally 6 months.
Also I just don't feel like dealing with the averages after researching class stuffs, so sorry, and thank you for actually doing the math. Also the thief gave them the second turn, so it makes half the damage.
The build depended on shield master shoving them, giving you advantage. The sneak attack is dependent on them having not gotten back up in the second turn granted by thief, but with the -10 to initiative on second turn, you need to have rolled high.
Oh, I didn't know about that thief feature.
I'm reasonably sure it's Fighter's action surge and not Thief that's giving the second turn.
I thought that was an exaggeration, not literally 6 months.
Also I just don't feel like dealing with the averages after researching class stuffs, so sorry, and thank you for actually doing the math. Also the thief gave them the second turn, so it makes half the damage.
The build depended on shield master shoving them, giving you advantage. The sneak attack is dependent on them having not gotten back up in the second turn granted by thief, but with the -10 to initiative on second turn, you need to have rolled high.
Oh, I didn't know about that thief feature.
I'm reasonably sure it's Fighter's action surge and not Thief that's giving the second turn.
I'm absolutely sure it's not action surge. Action surge is granting a second action on the first turn. Action surge does not grant entire extra turns. He said "second turn granted by thief, but with -10 to initiative on second turn." So I looked it up and saw I was wrong and admitted my mistake.
I'm reasonably sure it's Fighter's action surge and not Thief that's giving the second turn.
I'm absolutely sure it's not action surge. Action surge is granting a second action on the first turn. Action surge does not grant entire extra turns. He said "second turn granted by thief, but with -10 to initiative on second turn." So I looked it up and saw I was wrong and admitted my mistake.
Well, would you look at that. I guess that's what we get for ignoring some of the higher level abilities simply because we don't get that high of level often.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Well, would you look at that. I guess that's what we get for ignoring some of the higher level abilities simply because we don't get that high of level often.
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).
Took this build into a level-20 oneshot I did with my group. Pretty fun to see the looks on their faces when I rolled a 34 for initiative and then proceeded to casually one-shot a dragon and then some. Thanks for posting!
*Average Damage is 97.75 and a Max Damage with Crit of 246. Every single round for 400 rounds (4 Castings of TT). So over a period of time that will be an average of 39,100 and a Max potential of 98,400.*
My AL-legal build, I went for consistent, round after round damage, and as much resilience as possible
Wizard 19/Fighter 1
Items: Plate +2, Shield +3, Staff of Power, Belt of Storm Giant, Ring of Protection
Spells/Feats: Tenser’s Transformation + PAM
AC is static at 31 (+2 with Arcane Deflection)
Saves: Str +20, Dex +11, Con +14, Int +13, Wis +10, Cha +4 (+4 to any with Arcane Deflection)
Also, because of +17 to hit and advantage on every attack, this build now hits 99% of the time and crits approximately 9.75% of the time. Weighted average damage included below.
First 2 attacks Damage: 1d6 (staff) + 2d12 (TT) + 1d6 (staff charge) + 11. Average is 31 per hit. Critical hit is average 51. Weighted average is 32.95.
PAM Bonus attack Damage: 1d4 (staff) + 2d12 (TT) + 1d6 (staff charge) + 11. Average is 30 per hit. Critical hit is average 49. Weighted average is 31.85.
Weighted Average damage per round is 97.75 for 6 rounds. After the Staff of Power charges run low it’ll do Weighted Average damage of 86.23 per round for 10 whole minutes.
And after all is said and done, this only cost you a single 6th level spell slot to accomplish. You’re still a 19th level Wizard afterwards.
Fully buffed with someone else casting Haste, Shield of Faith and Greater Invis, AC becomes 35 (37 with Arcane Deflection) and becomes almost unhittable by even a Tarrasque, does upwards of a Weighted average 130 damage per round. That’ll finish a Tarrasque in about 6 rounds toe-to-toe. And the Strength save is impossible to fail for its Tail attacks to boot.
This is my first post ever but I eat sleep and breathe dnd and I love building role play and power characters alike, so here goes…
I made a multi class character with a story of violent retribution to ruthlessly punish foes. An Aasimar girl escaped from the nine hells with the help of an ancient glaive known as the star hammer. Perhaps she’s not Ultimate Best single round damage but still very high and can be sustained for many rounds of violent retribution and does not rely on surprise rounds. She also has crazy health so she's not squishy. I used an unearthed arcana of the stone sorcerer for some flavor for the transformative nature of her violence.
This is also without any assistance of allies or even ANY magic items.
Bulid:
Character Name: Alara StarDaughter
Scourge Aasimar
Levels: 4 Paladin of Vengeance, 4 Stone Sorcerer, 12 Hexblade
1 or 2 Feats: Polearm Master, Perhaps Resilient (in constitution) or Great Weapon Master.
Spell slots between Paladin and sorcerer = total 6th level caster:
1st: 4.2nd: 33rd: 3
She uses sorcery points to convert spell slots into other levels to create what she needs
Creating Spell Slots
Spell Slot Level
Sorcery Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
She has 32 sorcery points as a potential pool to smite not including her warlock spells
With adding in warlock spells of three lvl 5 slots she gets 53 total sorcery points which is potentially 8 4th level smites and one 3rd level smite. If she's facing many smaller foes she has potentially twenty six 1st level smites to just bang through an entire tribe of kobolds or something.
Taking the warlock invocation of eldritch smite, each of these 3 lvl 5 slots can simply be used to nova damage 6d8 on top of another 5d8 paladin smite in a single attack... and she gets three attacks per round with pole arm master.
She will be attacking with advantage quite often by means of the “PRONE” condition that eldritch smite provides as well as her Paladin Vow of Enmity she can invoke upon a particular foe, most likely a big bad.This gives some flexibility to the build in that she can walk into a kings bedchamber and kill him but she can also fairly consistently have advantage mid battle without being exposed by means of an ability like reckless attack.She can also gain an increased critical range with hex blades curse, as well as damage bonuses.Hexblade includes an incredible defensive ability that is armor of hexes which basically makes all attacks from the big bad have a 50% chance of missing…. She also has shield spell and none of the numbers Im throwing out there are considering her ability to cast Hold Person and auto Critical strike enemies on smites.She can also cast Slow which is devastating. She has maxed charisma so her save dc is considerable.
Here’s an example of one nova damage round for her only assuming hex is up and she is not wielding a weapon that has extra dice damage on it… which she would likely have.These are also without great weapon master feat which she has the extra ASI to take if she wanted:
Aasimar scourge damage: 10dmg to All creatures in 10 ft
Aasimar scourge damage: 20 first hit on turn
Hexblades Curse: Increased critical range of 19 and 20
Hexblades Curse: Add proficiency bonus to damage +6
Charisma mod damage: +5
Life Drinker mod Damage: +5
Improved Pact Weapon: +1 (most likely will have magic weapon)
Hex: 1d6 dmg
Weapon 1d10
Smite: 5d8
Eldritch smite: 6d8
Cloak of flies: +5 dmg
Offensive DMG Breakdown Estimate:
Atk 1: 1d10+1d6+5d8+6d8+5+5+6+20+10+5
Atk 2: 1d10+1d6+5d8+6d8+5+5+6
Atk 3: 1d10+1d6+5d8+6d8+5+5+6
Totals on dice avg of about: 18 + 12 + 75 + 90 + 83 Dmg
= 278 average DMG without critical strikes.
1/5 chance of critical strike per hit.
If 1 critical = 24 + 16 + 100 + 120 + 83 Dmg= 343 average dmg
If 2 critical = 30 + 20 + 125 + 150 + 83 Dmg= 408 average dmg
If 3 critical = 36 + 24 + 150 + 180 + 83 Dmg= 473 average dmg
Keeping in mind rounds like these can happen more than once and do not rely on her getting the drop on someone and can happen mid-fray, in battle, anytime.
Defensive Abilities Active
-Armor of hexes: 50% chance for big bad to miss
-Shield Spell Reaction
-Passive AC of 18 without any magic items using High CON stat with store sorcerer ability.
Utility and Role Play:
-Wearing no armor but her robes, she can move fairly unnoticed besides her aasimar heritage on close inspection.
-She has many invocations and spells to manipulate and control a battle, environment, or assist others
-Activating her aasimar rage is super intense as she melts anything near her and explodes things she strikes even without smite… this paired with life drinker makes her tear through smaller threats with ease without EVER needing smite to function.
-Cloak of flies gives her advantage on intimidation for barking down all those punks who think she’s just a lost vulnerable woman not worth heeding or listening to her warnings or willing to draw on her experience.
-Summoning her massive weapon from a dimension of power out of thin air, activating her armored flesh like colossus from x-men, pouring out radiant auric field damage like a walking microwave are all not only powerful combative abilities but also sudden role playing and interactive notes to play off of.
-Accursed specter ability to help carry out her tasks and super intense flavor wise.
-Due to her sorcery abilities, she can break down spell slots into various stratified levels of smites to accommodate different kinds of combat scenarios.
Im sure there are a couple options to make her stronger such as multi classing fighter in order to basically DOUBLE her first round Nova damage output although not having the extra eldritch smites for the second set of surge attacks. However this is also an RP build just as much as it is a powerful one so I just didn't feel it was right to do that to her and felt it didn't really fit for her story and persona.
I have many more Power role play characters and I'd love to share more soon if some of you all liked this one.
Thanks so much for reading guys and I hope you all have fantastic and phantasmal adventures unique to your own creative styles of play and adventuring.
She has 32 sorcery points as a potential pool to smite not including her warlock spells
With adding in warlock spells of three lvl 5 slots she gets 53 total sorcery points which is potentially 8 4th level smites and one 3rd level smite. If she's facing many smaller foes she has potentially twenty six 1st level smites to just bang through an entire tribe of kobolds or something.
No she doesn't have 32 points, at most her pool is 31, with 8 rechargeable after a short rest from Warlock. She has 4 sorcery points. You only get to count Sorcerer for sorcery points, you cannot have more sorcery points than your sorcerer level, ever. Which means she can't convert 3rd or higher level spells AT ALL, or a kind DM would allow it and if you've already used your 4, could regain 4. This also means you can only convert sorcery points into 2nd level spells. If that is the route, that you get 2 points for each 1st level spell, 3 points for each 2nd level spell and 4 points (assuming you are at 0 sorcery pints preconversion) for 3rd-5th level spells. 6th level caster can't create or use 4th level spell slots at all.
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I'm loving this Control Weather thing. Absolutely genius.
So, not to necropost, if this does count, but I had the urge to make a new build when I found something.
A multiclass of Rogue 17, Fighter 2, Cleric 1. The subclasses are thief and war domain. They'll use a rapier and shield, with the shield master feat, the dueling fighting style, and no outside help. They are a fallen aasimar. This will also take place in one round. This is also purely a martial build.
First Turn:
15 - Rapier Attack
They then bonus action shove to gain advantage on attack rolls.
15 - Action Surge Rapier Attack
54 - Sneak Attack
20 - Necrotic Shroud
Second Turn:
15 - Rapier Attack
54 - Sneak Attack since is it a different turn.
15 - Bonus Rapier Attack with War Priest.
20 - Necrotic Shroud, also because it is a different turn.
The total comes out to 208 at best, 416 critical. This build is simple yet effective, letting you deal some heavy damage without any magic, and have many of the helpful abilities a rogue normally gets at high levels. Could even take some more feats for fun.
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.
It's not a necro. Thread necromancy is if the thread was dead for 6 months.
Please use average damage unless you have a feature that lets you use max damage and/or include dice in your stats. Max values are not only rather unrealistic, but also devalue fixed bonuses.
11.5 (1d8+7) rapier, 31.5 (9d6) sneak attack, 20 necrotic shroud. So 74.5 (45-104) damage on round 1 and 63 (37-89) damage each round after (if you can get sneak attack). The level of war cleric doesn't actually gain you much since the only creature that won't stand up between each of your turns is either grappled, paralyzed, petrified, restrained, stunned, or unconscious which your build didn't do. Thief also didn't add any damage to the build.
I thought that was an exaggeration, not literally 6 months.
Also I just don't feel like dealing with the averages after researching class stuffs, so sorry, and thank you for actually doing the math. Also the thief gave them the second turn, so it makes half the damage.
The build depended on shield master shoving them, giving you advantage. The sneak attack is dependent on them having not gotten back up in the second turn granted by thief, but with the -10 to initiative on second turn, you need to have rolled high.
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.
Oh, I didn't know about that thief feature.
FYI, critical hits don't do double damage. They give double the dice rolls, but you don't get to double the Dex modifier being added to the damage in an attack, the damage bonus from dueling fighting style, or the Necrotic Shroud damage.
Oh yeah (I didn't notice that). Another reason to always show the dice. So the crit max damage is actually 356.
The most damage I've ever seen in game was using - wait for it- .....Blight.
I know, I know. But how? Well, the Warlock of the party cast this 4th level spell on a lich. Between necrotic resistance and a critical roll on the Dexterity save (our DM rules that a natural 20 on any saving throw reduces the damage by half again), the 8d8 rolled came to a whopping total of 4 damage.
I would recommend this strategy to any Munchkins and Metagamers who want to really pump some serious damage!
Hi there! I'm a Christian musician based in Canada :)
Yea, forgot that doubling the damage is just a common house rule. Thanks for doing the math once again to.
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.
Or you could use the two caster strategy Wall of Force + Sickening Radiance? I believe this works somewhat more efficiently than the other spell combo you mentioned, although I may be wrong.
Hi there! I'm a Christian musician based in Canada :)
I'm reasonably sure it's Fighter's action surge and not Thief that's giving the second turn.
I'm absolutely sure it's not action surge. Action surge is granting a second action on the first turn. Action surge does not grant entire extra turns. He said "second turn granted by thief, but with -10 to initiative on second turn." So I looked it up and saw I was wrong and admitted my mistake.
Well, would you look at that. I guess that's what we get for ignoring some of the higher level abilities simply because we don't get that high of level often.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Same.
Took this build into a level-20 oneshot I did with my group. Pretty fun to see the looks on their faces when I rolled a 34 for initiative and then proceeded to casually one-shot a dragon and then some. Thanks for posting!
*FOR REFERENCE*
*Average Damage is 97.75 and a Max Damage with Crit of 246. Every single round for 400 rounds (4 Castings of TT). So over a period of time that will be an average of 39,100 and a Max potential of 98,400.*
My AL-legal build, I went for consistent, round after round damage, and as much resilience as possible
Wizard 19/Fighter 1
Items: Plate +2, Shield +3, Staff of Power, Belt of Storm Giant, Ring of Protection
Spells/Feats: Tenser’s Transformation + PAM
AC is static at 31 (+2 with Arcane Deflection)
Saves: Str +20, Dex +11, Con +14, Int +13, Wis +10, Cha +4 (+4 to any with Arcane Deflection)
Also, because of +17 to hit and advantage on every attack, this build now hits 99% of the time and crits approximately 9.75% of the time. Weighted average damage included below.
First 2 attacks Damage: 1d6 (staff) + 2d12 (TT) + 1d6 (staff charge) + 11. Average is 31 per hit. Critical hit is average 51. Weighted average is 32.95.
PAM Bonus attack Damage: 1d4 (staff) + 2d12 (TT) + 1d6 (staff charge) + 11. Average is 30 per hit. Critical hit is average 49. Weighted average is 31.85.
Weighted Average damage per round is 97.75 for 6 rounds. After the Staff of Power charges run low it’ll do Weighted Average damage of 86.23 per round for 10 whole minutes.
And after all is said and done, this only cost you a single 6th level spell slot to accomplish. You’re still a 19th level Wizard afterwards.
Fully buffed with someone else casting Haste, Shield of Faith and Greater Invis, AC becomes 35 (37 with Arcane Deflection) and becomes almost unhittable by even a Tarrasque, does upwards of a Weighted average 130 damage per round. That’ll finish a Tarrasque in about 6 rounds toe-to-toe. And the Strength save is impossible to fail for its Tail attacks to boot.
With all the extra attacks you do while transformed, it's probably more useful for the Cleric to cast Holy Weaponinstead of casting Shield of Faith
Yeah, there’s all sorts of thing you could do to enhance damage, I was just more focused on no outside assistance at all.
Hi All,
This is my first post ever but I eat sleep and breathe dnd and I love building role play and power characters alike, so here goes…
I made a multi class character with a story of violent retribution to ruthlessly punish foes. An Aasimar girl escaped from the nine hells with the help of an ancient glaive known as the star hammer. Perhaps she’s not Ultimate Best single round damage but still very high and can be sustained for many rounds of violent retribution and does not rely on surprise rounds. She also has crazy health so she's not squishy. I used an unearthed arcana of the stone sorcerer for some flavor for the transformative nature of her violence.
This is also without any assistance of allies or even ANY magic items.
Bulid:
Character Name: Alara StarDaughter
Scourge Aasimar
Levels: 4 Paladin of Vengeance, 4 Stone Sorcerer, 12 Hexblade
1 or 2 Feats: Polearm Master, Perhaps Resilient (in constitution) or Great Weapon Master.
Spell Slots Warlock:
2 lvl5 slots
1 mystic arcanum lvl 6 (doesn't count as spell slot )
Spell slots between Paladin and sorcerer = total 6th level caster:
1st: 4. 2nd: 3 3rd: 3
She uses sorcery points to convert spell slots into other levels to create what she needs
Creating Spell Slots
Spell Slot Level
Sorcery Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
She has 32 sorcery points as a potential pool to smite not including her warlock spells
With adding in warlock spells of three lvl 5 slots she gets 53 total sorcery points which is potentially 8 4th level smites and one 3rd level smite. If she's facing many smaller foes she has potentially twenty six 1st level smites to just bang through an entire tribe of kobolds or something.
Taking the warlock invocation of eldritch smite, each of these 3 lvl 5 slots can simply be used to nova damage 6d8 on top of another 5d8 paladin smite in a single attack... and she gets three attacks per round with pole arm master.
She will be attacking with advantage quite often by means of the “PRONE” condition that eldritch smite provides as well as her Paladin Vow of Enmity she can invoke upon a particular foe, most likely a big bad. This gives some flexibility to the build in that she can walk into a kings bedchamber and kill him but she can also fairly consistently have advantage mid battle without being exposed by means of an ability like reckless attack. She can also gain an increased critical range with hex blades curse, as well as damage bonuses. Hexblade includes an incredible defensive ability that is armor of hexes which basically makes all attacks from the big bad have a 50% chance of missing…. She also has shield spell and none of the numbers Im throwing out there are considering her ability to cast Hold Person and auto Critical strike enemies on smites. She can also cast Slow which is devastating. She has maxed charisma so her save dc is considerable.
Here’s an example of one nova damage round for her only assuming hex is up and she is not wielding a weapon that has extra dice damage on it… which she would likely have. These are also without great weapon master feat which she has the extra ASI to take if she wanted:
Aasimar scourge damage: 10dmg to All creatures in 10 ft
Aasimar scourge damage: 20 first hit on turn
Hexblades Curse: Increased critical range of 19 and 20
Hexblades Curse: Add proficiency bonus to damage +6
Charisma mod damage: +5
Life Drinker mod Damage: +5
Improved Pact Weapon: +1 (most likely will have magic weapon)
Hex: 1d6 dmg
Weapon 1d10
Smite: 5d8
Eldritch smite: 6d8
Cloak of flies: +5 dmg
Offensive DMG Breakdown Estimate:
Atk 1: 1d10+1d6+5d8+6d8+5+5+6+20+10+5
Atk 2: 1d10+1d6+5d8+6d8+5+5+6
Atk 3: 1d10+1d6+5d8+6d8+5+5+6
Totals on dice avg of about: 18 + 12 + 75 + 90 + 83 Dmg
= 278 average DMG without critical strikes.
1/5 chance of critical strike per hit.
If 1 critical = 24 + 16 + 100 + 120 + 83 Dmg= 343 average dmg
If 2 critical = 30 + 20 + 125 + 150 + 83 Dmg= 408 average dmg
If 3 critical = 36 + 24 + 150 + 180 + 83 Dmg= 473 average dmg
Keeping in mind rounds like these can happen more than once and do not rely on her getting the drop on someone and can happen mid-fray, in battle, anytime.
Defensive Abilities Active
-Armor of hexes: 50% chance for big bad to miss
-Shield Spell Reaction
-Passive AC of 18 without any magic items using High CON stat with store sorcerer ability.
Utility and Role Play:
-Wearing no armor but her robes, she can move fairly unnoticed besides her aasimar heritage on close inspection.
-She has many invocations and spells to manipulate and control a battle, environment, or assist others
-Activating her aasimar rage is super intense as she melts anything near her and explodes things she strikes even without smite… this paired with life drinker makes her tear through smaller threats with ease without EVER needing smite to function.
-Cloak of flies gives her advantage on intimidation for barking down all those punks who think she’s just a lost vulnerable woman not worth heeding or listening to her warnings or willing to draw on her experience.
-Summoning her massive weapon from a dimension of power out of thin air, activating her armored flesh like colossus from x-men, pouring out radiant auric field damage like a walking microwave are all not only powerful combative abilities but also sudden role playing and interactive notes to play off of.
-Accursed specter ability to help carry out her tasks and super intense flavor wise.
-Due to her sorcery abilities, she can break down spell slots into various stratified levels of smites to accommodate different kinds of combat scenarios.
Im sure there are a couple options to make her stronger such as multi classing fighter in order to basically DOUBLE her first round Nova damage output although not having the extra eldritch smites for the second set of surge attacks. However this is also an RP build just as much as it is a powerful one so I just didn't feel it was right to do that to her and felt it didn't really fit for her story and persona.
I have many more Power role play characters and I'd love to share more soon if some of you all liked this one.
Thanks so much for reading guys and I hope you all have fantastic and phantasmal adventures unique to your own creative styles of play and adventuring.
No she doesn't have 32 points, at most her pool is 31, with 8 rechargeable after a short rest from Warlock. She has 4 sorcery points. You only get to count Sorcerer for sorcery points, you cannot have more sorcery points than your sorcerer level, ever. Which means she can't convert 3rd or higher level spells AT ALL, or a kind DM would allow it and if you've already used your 4, could regain 4. This also means you can only convert sorcery points into 2nd level spells. If that is the route, that you get 2 points for each 1st level spell, 3 points for each 2nd level spell and 4 points (assuming you are at 0 sorcery pints preconversion) for 3rd-5th level spells. 6th level caster can't create or use 4th level spell slots at all.