There is no improved build, just added the math for haste and then doubled it. Also used max damage instead of average like he did. It is still the same build. Here is a copy of my notes for the math of the build:
Oh thank you! I'll check yours out, I must've skimmed right past it
Second post. First reply to the thread. Most of the numbers are pretty scattered because I didn't include arrows of slaying or poison in the base build because of high cost. The only required item for it is oathbow.
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 4346 if I add haste and death clerics to it (haste only added 181 extra, bringing it to 2173 max damage solo), and it has guaranteed crits by default.
Still a good build though.
I'm trying to run the max crit roll numbers on your Reaper build, but I think I'm messing something up?
Attack Auto-Crit x3: 16+7+36+20+12+10= 101 x 3= 303 Damage
Action Surge: 303 + (101 + 16 (2d8) Dread Ambusher=117) = 420 - 60 (ran out of Superiority Dice and easier to subtract than do each individual attack) = 360
Max Auto-Crit Damage w/o Arrow of Slaying or Purple Worm Poison: 816 damage...
And with Arrow of Slaying and Purple Worm Poison for the Main Action and Action Surge adds an additional 1,536 damage totaling the maximum potential damage with crits 2,352 damage. What am I missing from your build that's bringing the max damage to over 4,000?
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.
Still a good build though.
I'm trying to run the max crit roll numbers on your Reaper build, but I think I'm messing something up?
Attack Auto-Crit x3: 16+7+36+20+12+10= 101 x 3= 303 Damage
Action Surge: 303 + (101 + 16 (2d8) Dread Ambusher=117) = 420 - 60 (ran out of Superiority Dice and easier to subtract than do each individual attack) = 360
Max Auto-Crit Damage w/o Arrow of Slaying or Purple Worm Poison: 816 damage...
And with Arrow of Slaying and Purple Worm Poison for the Main Action and Action Surge adds an additional 1,536 damage totaling the maximum potential damage with crits 2,352 damage. What am I missing from your build that's bringing the max damage to over 4,000?
Mostly the death clerics I took from your setup.
I also think you messed up the math a bit. I have 8 attacks (9 with haste), 5 superiority dice, and sneak attack only hits once. You still calculated a higher damage than I did though somehow.
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.
Still a good build though.
I'm trying to run the max crit roll numbers on your Reaper build, but I think I'm messing something up?
Attack Auto-Crit x3: 16+7+36+20+12+10= 101 x 3= 303 Damage
Action Surge: 303 + (101 + 16 (2d8) Dread Ambusher=117) = 420 - 60 (ran out of Superiority Dice and easier to subtract than do each individual attack) = 360
Max Auto-Crit Damage w/o Arrow of Slaying or Purple Worm Poison: 816 damage...
And with Arrow of Slaying and Purple Worm Poison for the Main Action and Action Surge adds an additional 1,536 damage totaling the maximum potential damage with crits 2,352 damage. What am I missing from your build that's bringing the max damage to over 4,000?
Mostly the death clerics I took from your setup.
I also think you messed up the math a bit. I have 8 attacks (9 with haste), 5 superiority dice, and sneak attack only hits once. You still calculated a higher damage than I did though somehow.
Oh I didn't include with the Grave Clerics or Haste. I did include the Superiority Dice for each attack, so I subtracted the 60 damage for the 3 attacks that shouldn't have had it. Sneak attack was only applied to the first attack.
I did do all 8 attacks though, it's just broken up between the first attack that specifically included Sneak Attack and Dread Ambusher for easier damage calculation, since 3 attacks wouldn't include either, that's what the x3 is for. The Action Surge is all 4 attacks with the addition of 1 instance of Dread Ambusher.
If you included Grave Clerics and the additional attack from haste, you're looking at:
Hasted Attack: 816 (total of previous attacks) + 81 (Regular Attack Damage) = 897 x 2 (Path of the Grave) =1,794 damage
If you include Arrows of Slaying & Purple Worm Poison that damage doubles to 3,072 damage from it's 1,536 damage before Path of the Grave, plus the total damage after the Hasted attack combined with Path of the Grave for each attack puts your max total build damage at 4,866 damage! So, there may be a chance to break 5,000 with some tweaking, I'm not sure where the differences between our calculations would be, but I think you might have the highest damage build so far regardless. Good job!
I rechecked my math, and the 4,866 was definitely off by like 100, but using DxJxC'scharacter (adjusting slightly for maximizing damage and assuming you go first in initiative) I managed to get the damage above 6,000! Here ya go:
You, a Half-Orc (11 Fighter Battle Master/5 Rogue Assassin/3 Ranger Gloomstalker/1 Cleric War Domain) with Superior Technique fighting style and Sharpshooter, Piercer, and Orcish Fury feats
11 ally Grave Clerics, 1 is a multiclass druid or ranger to cast Flame Arrows on your quiver.
All Clerics will Hold their Action to apply Path of the Grave before each of your attacks.
Oathbow, Helm of Brilliance, Arrow of Slaying, Potion of Speed, Purple Worm Poison will be required. Drink the Potion of Speed before engaging as to not waste your action losing the surprise effect from Assassinate.
*key* Dread Ambusher: DA, Superiority Dice: SD, Helm of Brilliance + Flame Arrows: HoB/FA, Arrow of Slaying: AoS, Purple Worm Poison: PWP, Hunter's Mark: HM, Sneak Attack: SNK, Superior Technique: ST, Sharpshooter: SS, Orcish Fury: OF, Distracting Strike: DS, Oathbow: OB, Piercer + Savage Attacker: P/SA, Path of the Grave: PotG, Action Surge: AS *key*.
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.
If the enemy forces you to use Relentless Endurance:
So, with Maximum Crit Damage, you're looking at 6,652 damage or 7,278 damage with your reaction! I'm sure this can go higher, but I'm not sure how yet. Let me know if I messed anything up or if anyone has any other ideas as to how to increase this!
Nice. You mind running the numbers again for average damage, just so we can get a sense of the realistic* damage (calculate minimum damage and average)?
*realistic be a relative term since this requires a cult of death clerics, a dozen very rare magic arrows, and 4 doses of the strongest poison...
Nice. You mind running the numbers again for average damage, just so we can get a sense of the realistic* damage (calculate minimum damage and average)?
*realistic be a relative term since this requires a cult of death clerics, a dozen very rare magic arrows, and 4 doses of the strongest poison...
Absolutely! Assuming relative realism with all critical hits (since this character is designed to crit every hit), a loyal cult of grave clerics who live to serve your damage desires, and an unlimited supply of Arrows of Slaying and Purple Worm Poison:
Without Reaction Attack:
Minimum Total Damage: 1,188 damage
Average Total Damage: 3,448 damage
Maximum Total Damage: 6,652 damage
With Reaction Attack:
Minimum Total Damage: 1,302 damage
Average Total Damage: 3,778 damage
Maximum Total Damage: 7,278 damage
Single Attacks w/ PotG excluding limited use abilities (i.e. Sneak Attack, Dread Ambusher, Superiority Dice):
Minimum Single Damage Attack: 114 damage, Average Single Damage Attack: 330 damage, Maximum Single Damage Attack: 626 damage
each day for 100 years. Wish to create simulacrum. Simulacrum uses true polymorph to turn self into adult gold dragon. You summon ghosts with spells. Ghosts age dragon. Repeat
35000 ancient dragons flying by your side you deal more damage then anything else. And you could do this forever (wish for clone) you could keep it up for millenia. You could send them out into the world and have them infiltrate every society and the rule them. The age of gold.
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quote from Romantically Apocalyptic byVitaly S Alexius
each day for 100 years. Wish to create simulacrum. Simulacrum uses true polymorph to turn self into adult gold dragon. You summon ghosts with spells. Ghosts age dragon. Repeat
35000 ancient dragons flying by your side you deal more damage then anything else. And you could do this forever (wish for clone) you could keep it up for millenia. You could send them out into the world and have them infiltrate every society and the rule them. The age of gold.
Wish and true poly are both 9th level. You only have 1 slot. You can make 1 dragon or 35000 simulacrums without 9th level slots.
the simulacrum of you casts true polymorph on itself
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quote from Romantically Apocalyptic byVitaly S Alexius
the simulacrum of you casts true polymorph on itself
If you used Wish to create the Sim, the Sim will lack a 9th level slot just as you do. This is because the slot is used for the casting which happens before the effect (the sim). Sims cannot regain spell slots and if you create a second sim the previous one is destroyed.
To do what you want, you'd need to cast Simulacrum directly as the spell, not with Wish. The Sim would then have a 9th level spell slot, which it could use to create a new Sim of you, which would also have the 9th level slot so it cou.-- and the cycle goes on for infinite Sims. However, all these Sims that wished for more would lack their 9th level slots. You could cast True Poly on them though, once per day. So it would be possible to eventually make an army of dragons.
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the simulacrum of you casts true polymorph on itself
If you used Wish to create the Sim, the Sim will lack a 9th level slot just as you do. This is because the slot is used for the casting which happens before the effect (the sim). Sims cannot regain spell slots and if you create a second sim the previous one is destroyed.
To do what you want, you'd need to cast Simulacrum directly as the spell, not with Wish. The Sim would then have a 9th level spell slot, which it could use to create a new Sim of you, which would also have the 9th level slot so it cou.-- and the cycle goes on for infinite Sims. However, all these Sims that wished for more would lack their 9th level slots. You could cast True Poly on them though, once per day. So it would be possible to eventually make an army of dragons.
I missed that thanks. So same thing but takes double the time
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This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
I missed that thanks. So same thing but takes double the time
Well, actually... You can create infinite simulacrums in a day: Cast simulacrum the normal way (using level 7 slot), have new simulacrum cast spell on you with wish, repeat step 2 until satisfied.
But since only you can recover your level 9 slot, you can only cast true poly once per day.
Meanwhile you have literally infinite level 20 spellcasters that are only missing 1 or 2 slots (depending on if you rested after step 1) just waiting around.
But these strategies aren't really what the thread is about.
I missed that thanks. So same thing but takes double the time
Well, actually... You can create infinite simulacrums in a day: Cast simulacrum the normal way (using level 7 slot), have new simulacrum cast spell with wish, repeat step 2 until satisfied.
The second simulacrum won't have a 9th level spell slot as its slots are based on the first simulacrum's, not yours.
I missed that thanks. So same thing but takes double the time
Well, actually... You can create infinite simulacrums in a day: Cast simulacrum the normal way (using level 7 slot), have new simulacrum cast spell with wish, repeat step 2 until satisfied.
The second simulacrum won't have a 9th level spell slot as its slots are based on the first simulacrum's, not yours.
I missed that thanks. So same thing but takes double the time
Well, actually... You can create infinite simulacrums in a day: Cast simulacrum the normal way (using level 7 slot), have new simulacrum cast spell with wish, repeat step 2 until satisfied.
The second simulacrum won't have a 9th level spell slot as its slots are based on the first simulacrum's, not yours.
They make the second sim from you not themselves.
Yeah, this. Sorry should have been clearer. But simulacrums aren't even valid targets of the spell (they are constructs and the spell only works on humanoids and beasts).
I thought of a cool multiclass but I don't know how much damage you would deal and stuff just a fun idea.3 levels in gloom stalker ranger for the dread ambusher and the umbral sight.11 levels in way of the shadow monk.5 levels in assassin rogue for assassinate, sneak attack, and uncanny dodge.1 level in shadow magic sorcerous origin for some more spells.
Come across this recently - it isn’t the highest possible, but it’s consistent high damage.
20th level Hexblade, Illusionist’s Bracers, Wand of the War Mage +3, Rod of the Pact Keeper +3.
You need agonising blast, and sign of ill omen.
First round: Cast Bestow Curse at fifth level, needing no concentration, and activate Hexblade’s Curse. Next round, bonus action hex. After that, Eldritch Blast away at your target.
8d10+88 avg. is 132, 8d8 avg. is 36, 8d6 avg. is 28, total avg. is 196 DPR.
Min damage is 112.
Max Crit is 440. Hex and Hexblade’s Curse can be moved to another target. If you wanted to, you could add multiclass so long as it didn’t go below 14th level warlock. Fallen Aasimar might be a good idea as well.
Here's my little entry in this game! Doesn't require a surprise round or magic items (although a bag of holding would help).
Class: Bard 10+, subclass irrelevant, all levels in a full caster class. Magical secrets: Tiny Servant, Contagion.
Use most of the bard's spell slots to cast Tiny Servant, giving you 78 of them. Make sure to leave a level 5 slot. Here's your turn:
Action: Cast Contagion to give an enemy Flesh Rot, giving them vulnerability to all damage.
BA: Command all servants to attack at +5, for 1d4+3 damage.
Assuming they fail the save and all attacks hit (as every calculation here has done so far) we're looking at an average of 78*(2,5+3)*2=858 damage!
This obviously doesn't factor in legendary saves or AC, but there's otherwise a lot you can play with since we've left 10 levels open. You can do the same thing with a Wizard instead of a Bard by leaving out the Contagion gimmick, which will increase your total number of Servants to 98 due to Signature Spell and Arcane Recovery, and also open up your action (although you won't have any spells above level 2 left). Note we haven't touched our concentration yet. Also, you can technically get this number close to twice by using all your slots before the end of a long rest, or by being an elf/warforged, but I do not condone even theorizing that way.
Enjoy gouging your enemies to bits with an army of tea spoons!
Here's my little entry in this game! Doesn't require a surprise round or magic items (although a bag of holding would help).
Class: Bard 10+, subclass irrelevant, all levels in a full caster class. Magical secrets: Tiny Servant, Contagion.
Use most of the bard's spell slots to cast Tiny Servant, giving you 78 of them. Make sure to leave a level 5 slot. Here's your turn:
Action: Cast Contagion to give an enemy Flesh Rot, giving them vulnerability to all damage.
BA: Command all servants to attack at +5, for 1d4+3 damage.
Assuming they fail the save and all attacks hit (as every calculation here has done so far) we're looking at an average of 78*(2,5+3)*2=858 damage!
This obviously doesn't factor in legendary saves or AC, but there's otherwise a lot you can play with since we've left 10 levels open. You can do the same thing with a Wizard instead of a Bard by leaving out the Contagion gimmick, which will increase your total number of Servants to 98 due to Signature Spell and Arcane Recovery, and also open up your action (although you won't have any spells above level 2 left). Note we haven't touched our concentration yet. Also, you can technically get this number close to twice by using all your slots before the end of a long rest, or by being an elf/warforged, but I do not condone even theorizing that way.
Enjoy gouging your enemies to bits with an army of tea spoons!
You can't get this kind of DPR out of Tiny Servant without giving them ranged attacks - there's only enough room in melee for about 32 of them to surround a Medium target, and if you make them squeeze to fit, they'll have disadvantage on all of their attacks even if your DM homebrews a solution for how many you can fit in melee range while squeezing.
So far as I know, the best way to turn the servants into DPR is to give them a general command, like "attack whomever I point at", so you don't need to spend a BA to make them attack, and then fuel them with Magic Stone, essentially letting your bonus action to cast Magic Stone become 3 attacks at your normal spellcasting accuracy, dealing 1d6+SAM damage each, 3d6+3*SAM total, which is very decent for a bonus action.
There is no improved build, just added the math for haste and then doubled it. Also used max damage instead of average like he did. It is still the same build. Here is a copy of my notes for the math of the build:
All attacks +8 to hit, best of 3
Each hit 1d8+4d6+17 ×8
Limited 1d10 ×5 +1d8 ×2 +2d6
Crit double dice=
10d10+20d8+68d6+136 (234-804(519))
With poisoned arrows of slaying
6d10+12d6 ×8=
48d10+96d6
(144-1056(600))
With haste
2d8+8d6+17 *6d10+12d6
(27-81(54)) *(18-132(75))
*poison+slaying ammo
Second post. First reply to the thread. Most of the numbers are pretty scattered because I didn't include arrows of slaying or poison in the base build because of high cost. The only required item for it is oathbow.
I'm trying to run the max crit roll numbers on your Reaper build, but I think I'm messing something up?
Attack Auto-Crit Sneak Attack Dread Ambusher: 16 (2d8) Oathbow + 7 + 36 (6d6) against Sworn Enemy + 20 (2d10) Precision Attack + 24 (4d6) Sneak Attack + 12 (2d6) Hunter's Mark + 10 Sharpshooter + 12 (2d6) Superior Technique = 137 + 16 (2d8) Dread Ambusher = 153 damage
Attack Auto-Crit x3: 16+7+36+20+12+10= 101 x 3= 303 Damage
Action Surge: 303 + (101 + 16 (2d8) Dread Ambusher=117) = 420 - 60 (ran out of Superiority Dice and easier to subtract than do each individual attack) = 360
Max Auto-Crit Damage w/o Arrow of Slaying or Purple Worm Poison: 816 damage...
And with Arrow of Slaying and Purple Worm Poison for the Main Action and Action Surge adds an additional 1,536 damage totaling the maximum potential damage with crits 2,352 damage. What am I missing from your build that's bringing the max damage to over 4,000?
Mostly the death clerics I took from your setup.
I also think you messed up the math a bit. I have 8 attacks (9 with haste), 5 superiority dice, and sneak attack only hits once. You still calculated a higher damage than I did though somehow.
Oh I didn't include with the Grave Clerics or Haste. I did include the Superiority Dice for each attack, so I subtracted the 60 damage for the 3 attacks that shouldn't have had it. Sneak attack was only applied to the first attack.
I did do all 8 attacks though, it's just broken up between the first attack that specifically included Sneak Attack and Dread Ambusher for easier damage calculation, since 3 attacks wouldn't include either, that's what the x3 is for. The Action Surge is all 4 attacks with the addition of 1 instance of Dread Ambusher.
If you included Grave Clerics and the additional attack from haste, you're looking at:
Hasted Attack: 816 (total of previous attacks) + 81 (Regular Attack Damage) = 897 x 2 (Path of the Grave) =1,794 damage
If you include Arrows of Slaying & Purple Worm Poison that damage doubles to 3,072 damage from it's 1,536 damage before Path of the Grave, plus the total damage after the Hasted attack combined with Path of the Grave for each attack puts your max total build damage at 4,866 damage! So, there may be a chance to break 5,000 with some tweaking, I'm not sure where the differences between our calculations would be, but I think you might have the highest damage build so far regardless. Good job!
I rechecked my math, and the 4,866 was definitely off by like 100, but using DxJxC's character (adjusting slightly for maximizing damage and assuming you go first in initiative) I managed to get the damage above 6,000! Here ya go:
You, a Half-Orc (11 Fighter Battle Master/5 Rogue Assassin/3 Ranger Gloomstalker/1 Cleric War Domain) with Superior Technique fighting style and Sharpshooter, Piercer, and Orcish Fury feats
11 ally Grave Clerics, 1 is a multiclass druid or ranger to cast Flame Arrows on your quiver.
All Clerics will Hold their Action to apply Path of the Grave before each of your attacks.
Oathbow, Helm of Brilliance, Arrow of Slaying, Potion of Speed, Purple Worm Poison will be required. Drink the Potion of Speed before engaging as to not waste your action losing the surprise effect from Assassinate.
*key* Dread Ambusher: DA, Superiority Dice: SD, Helm of Brilliance + Flame Arrows: HoB/FA, Arrow of Slaying: AoS, Purple Worm Poison: PWP, Hunter's Mark: HM, Sneak Attack: SNK, Superior Technique: ST, Sharpshooter: SS, Orcish Fury: OF, Distracting Strike: DS, Oathbow: OB, Piercer + Savage Attacker: P/SA, Path of the Grave: PotG, Action Surge: AS *key*.
Max Crit Damage:
1st Grave Cleric casts Path of the Grave.
First Attack: 16+7+36 OB+20 SD+36 SNK+12 HM+10 SS+120 AoS+72 PWP+16 DA+12 ST+16 OF+16 P/SA+24 HoB/FA=413x2PotG=826 Damage
2nd Cleric casts held PotG:
Second Attack: 16+7+36 OB+20 SD+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=333x2 PotG=666 Damage
3rd Cleric casts held PotG
Third Attack: 16+7+36 OB+20 SD+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=333x2 PotG=666 Damage
4th cleric casts held PotG
Fourth Attack: 16+7+36 OB+20 SD+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=333x2 PotG=666 Damage
5th Cleric casts held PotG
AS First Attack: 16+7+36 OB+20 SD+12 HM+10 SS+120 AoS+72 PWP+16 DA+16 P/SA+24 HoB/FA=349x2 PotG=698 Damage
6th Cleric casts held PotG
AS Second Attack: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
7th Cleric casts held PotG
AS Third Attack: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
8th Cleric casts held PotG
AS Fourth Attack: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
9th Cleric casts held PotG
Hasted Attack: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
10th Cleric casts held PotG
Bonus Action: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
Maximum Critical Damage: 6,652 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.
If the enemy forces you to use Relentless Endurance:
11th Cleric casts held PotG
Reaction Attack: 16+7+36 OB+12 HM+10 SS+120 AoS+72 PWP+16 P/SA+24 HoB/FA=313x2=626 Damage
So, with Maximum Crit Damage, you're looking at 6,652 damage or 7,278 damage with your reaction! I'm sure this can go higher, but I'm not sure how yet. Let me know if I messed anything up or if anyone has any other ideas as to how to increase this!
Nice. You mind running the numbers again for average damage, just so we can get a sense of the realistic* damage (calculate minimum damage and average)?
*realistic be a relative term since this requires a cult of death clerics, a dozen very rare magic arrows, and 4 doses of the strongest poison...
Absolutely! Assuming relative realism with all critical hits (since this character is designed to crit every hit), a loyal cult of grave clerics who live to serve your damage desires, and an unlimited supply of Arrows of Slaying and Purple Worm Poison:
Without Reaction Attack:
Minimum Total Damage: 1,188 damage
Average Total Damage: 3,448 damage
Maximum Total Damage: 6,652 damage
With Reaction Attack:
Minimum Total Damage: 1,302 damage
Average Total Damage: 3,778 damage
Maximum Total Damage: 7,278 damage
Single Attacks w/ PotG excluding limited use abilities (i.e. Sneak Attack, Dread Ambusher, Superiority Dice):
Minimum Single Damage Attack: 114 damage, Average Single Damage Attack: 330 damage, Maximum Single Damage Attack: 626 damage
Level 20 wizard
cast demiplane
disappear of the face of the earth for a century
each day for 100 years. Wish to create simulacrum. Simulacrum uses true polymorph to turn self into adult gold dragon. You summon ghosts with spells. Ghosts age dragon. Repeat
35000 ancient dragons flying by your side you deal more damage then anything else. And you could do this forever (wish for clone) you could keep it up for millenia. You could send them out into the world and have them infiltrate every society and the rule them. The age of gold.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Wish and true poly are both 9th level. You only have 1 slot. You can make 1 dragon or 35000 simulacrums without 9th level slots.
the simulacrum of you casts true polymorph on itself
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
If you used Wish to create the Sim, the Sim will lack a 9th level slot just as you do. This is because the slot is used for the casting which happens before the effect (the sim). Sims cannot regain spell slots and if you create a second sim the previous one is destroyed.
To do what you want, you'd need to cast Simulacrum directly as the spell, not with Wish. The Sim would then have a 9th level spell slot, which it could use to create a new Sim of you, which would also have the 9th level slot so it cou.-- and the cycle goes on for infinite Sims. However, all these Sims that wished for more would lack their 9th level slots. You could cast True Poly on them though, once per day. So it would be possible to eventually make an army of dragons.
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I missed that thanks. So same thing but takes double the time
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Well, actually... You can create infinite simulacrums in a day: Cast simulacrum the normal way (using level 7 slot), have new simulacrum cast spell on you with wish, repeat step 2 until satisfied.
But since only you can recover your level 9 slot, you can only cast true poly once per day.
Meanwhile you have literally infinite level 20 spellcasters that are only missing 1 or 2 slots (depending on if you rested after step 1) just waiting around.
But these strategies aren't really what the thread is about.
[Edit]Target clarification of step 2.
The second simulacrum won't have a 9th level spell slot as its slots are based on the first simulacrum's, not yours.
They make the second sim from you not themselves.
Yeah, this. Sorry should have been clearer. But simulacrums aren't even valid targets of the spell (they are constructs and the spell only works on humanoids and beasts).
I thought of a cool multiclass but I don't know how much damage you would deal and stuff just a fun idea.3 levels in gloom stalker ranger for the dread ambusher and the umbral sight.11 levels in way of the shadow monk.5 levels in assassin rogue for assassinate, sneak attack, and uncanny dodge.1 level in shadow magic sorcerous origin for some more spells.
Come across this recently - it isn’t the highest possible, but it’s consistent high damage.
20th level Hexblade, Illusionist’s Bracers, Wand of the War Mage +3, Rod of the Pact Keeper +3.
You need agonising blast, and sign of ill omen.
First round: Cast Bestow Curse at fifth level, needing no concentration, and activate Hexblade’s Curse. Next round, bonus action hex. After that, Eldritch Blast away at your target.
8d10+88 avg. is 132, 8d8 avg. is 36, 8d6 avg. is 28, total avg. is 196 DPR.
Min damage is 112.
Max Crit is 440. Hex and Hexblade’s Curse can be moved to another target. If you wanted to, you could add multiclass so long as it didn’t go below 14th level warlock. Fallen Aasimar might be a good idea as well.
I can’t remember what’s supposed to go here.
Here's my little entry in this game! Doesn't require a surprise round or magic items (although a bag of holding would help).
Class: Bard 10+, subclass irrelevant, all levels in a full caster class.
Magical secrets: Tiny Servant, Contagion.
Use most of the bard's spell slots to cast Tiny Servant, giving you 78 of them. Make sure to leave a level 5 slot. Here's your turn:
Assuming they fail the save and all attacks hit (as every calculation here has done so far) we're looking at an average of 78*(2,5+3)*2=858 damage!
This obviously doesn't factor in legendary saves or AC, but there's otherwise a lot you can play with since we've left 10 levels open. You can do the same thing with a Wizard instead of a Bard by leaving out the Contagion gimmick, which will increase your total number of Servants to 98 due to Signature Spell and Arcane Recovery, and also open up your action (although you won't have any spells above level 2 left). Note we haven't touched our concentration yet. Also, you can technically get this number close to twice by using all your slots before the end of a long rest, or by being an elf/warforged, but I do not condone even theorizing that way.
Enjoy gouging your enemies to bits with an army of tea spoons!
You can't get this kind of DPR out of Tiny Servant without giving them ranged attacks - there's only enough room in melee for about 32 of them to surround a Medium target, and if you make them squeeze to fit, they'll have disadvantage on all of their attacks even if your DM homebrews a solution for how many you can fit in melee range while squeezing.
So far as I know, the best way to turn the servants into DPR is to give them a general command, like "attack whomever I point at", so you don't need to spend a BA to make them attack, and then fuel them with Magic Stone, essentially letting your bonus action to cast Magic Stone become 3 attacks at your normal spellcasting accuracy, dealing 1d6+SAM damage each, 3d6+3*SAM total, which is very decent for a bonus action.