Setup: Hexblade curse the opponent, Hex them, and surprise round
Impossible to do, because either one starts combat and thus cannot be used in setup, though they can be used as your bonus action on your turn.
Forgo PAM bonus action then on first turn and replace with potion of speed for that extra attack then and use Hexblade curse bonus action instead, which should make up for the damage loss. If you can somehow hex them beforehand (with the spell Hex), hold concentration up, then surprise them it should probably work.
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Each Eldritch Blast at 20th Level will trigger 4 attack rolls, each also triggering Spirit Shroud. For each attack roll the damage calculation would be 1d10+4d8+5+6 or 2d10+8d8+5+6 on a crit.
This gives a single turn minimum of 128 and a maximum of 424 for no action surge or crits, 192-636 - no crits, 168-760 - crits but no action surge, and 252-1140 with crits and action surge.
Sentinel and War Caster are there for additional single round damage of 64-212 no crits, or 84-380 with crits.
The no action surge damage can be done for 8 rounds of combat or 9 for no fighter dip.
This thread isn't about consistent damage, it's about maximum in 1 round so while this build may be good for the prior it isn't optimal for the "problem" at hand because eldritch blast doesn't scale with a lot of buff spells/magic items
I make a sorcerer (any subclass) level 20, its a basic decision, choose Extended Spell and pick Delayed Blast Fireball, make this dont touch the ground and cast all slots of sorcerers points to make this spells during a whole day, after all this time she is make 14.412d6 in a explosion.
I make a sorcerer (any subclass) level 20, its a basic decision, choose Extended Spell and pick Delayed Blast Fireball, make this dont touch the ground and cast all slots of sorcerers points to make this spells during a whole day, after all this time she is make 14.412d6 in a explosion.
You can't apply extend spell (or any other metamagic) more than once.
I make a sorcerer (any subclass) level 20, its a basic decision, choose Extended Spell and pick Delayed Blast Fireball, make this dont touch the ground and cast all slots of sorcerers points to make this spells during a whole day, after all this time she is make 14.412d6 in a explosion.
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.
or just attack a random NPC child in town. He’ll never see it coming
There are a couple things wrong with this. First, you can't use spells while raging, so no divine smite, or no raging for the extra attack and damage. Second, you shouldn't take great weapon fighting, you should take dueling for the extra 2 damage per attack. Finally, if this is a class for damage, why would you take the lucky feature, take a feature that bumps your strenght or dexterity for extra damage.
My favorite build I thought of recently is a pure martial, built for melee combat. Only two classes, and it has an average damage of 96 per round, assuming a +3 weapon and no other magic items. It can deal an average of 139 damage if the opponent enters your reach first, and it can do this until it runs out of rage, which only decreases the average DPR by 6. For this build, all you need to do is take V. Human and get at least 1 score at 18, which should be put into strength, and one at 13, which should be put into intelligence. Put your V. Human ASI into strength, and take up to 3 levels in barbarian, if you go for 3, choose whatever subclass you like. All other levels go into blood hunter. Choose Order of the Mutant, and take the Potency mutagen. Use either a glaive or halberd as your weapon, and take polearm master as your V. Human feat. Once you get your first ASI/feat choice, choose great weapon master. Everything else is up to you. Here is the math at level 20, assuming 2 levels in barb for simplicity's sake. Action(Two Attacks): 1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master) +11 to hit with advantage from reckless attack Bonus Action(Polearm Master)(For regular use): 1d4+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(GWM) +11 to hit with advantage from reckless attack Bonus Action(Great Weapon Master)(After kill or crit): 1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master) +11 to hit with advantage from reckless attack Reaction(When enemy enters or leaves range): 1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master) +11 to hit, no advantage
All of this is if you are alone, and you can continue to deal damage like this as long as you are still up. Martials are weaker than casters, my FOOT.
That’s neither the best martial damage build, although the sustainability is nice, nor the real reason caster’s aren’t simply better than martials. Try casting op spells after you died because you have d6 hit points and no martials absorbing hits for you.
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Yep, casters are great, but work best with at least 1 martial to absorb damage for them with a d10 or d12 hit die. Though some clerics do get heavy armor which puts them close in the tank game.
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I mean a straight up psi warrior with a crystal rapier an eldritch claw tattoo and a feat that gives them hunters mark crit-maxes at 672 with action surge and their two psionic strikes...imagine them hasted and with enlarge on them...that 842 damage in a single turn...
I made a character build for Martian man Hunter when I realised he could do a boatload of damage with the max damage (without any special items and no prep) being 552
Cast fireball at a seventh level spell slot than use your sorcery points to replenish your seventh level slot than use your extra attack to shoot another and use action surge to shoot a 6th level fireball and another with quickened spell
I made a character build for Martian man Hunter when I realised he could do a boatload of damage with the max damage (without any special items and no prep) being 552
Cast fireball at a seventh level spell slot than use your sorcery points to replenish your seventh level slot than use your extra attack to shoot another and use action surge to shoot a 6th level fireball and another with quickened spell
Extra attack doesn't let you cast multiple spells. And font of magic can't use sorcery points to replenish slots above level 5. Quickened spell cant be used on the same turn you cast a spell using your action, or if you already used your bonus action for font of magic.
At best this build casts a 7th level and a 6th level fireball using action surge. Average damage: 80.5
Martial-caster divide shown through all rounder build
Level 20 Necromancer wizard
Use Guards and Wards, Shape Stone, & Wall of Stone or the like to create a place to go, hide, and store up while creating this build then use create magen over and over, since they are small they will fit in the same space as you warriors
After that create as many skeletons as possible and equip them with the best equipment possible (that doesn't require attunement and is either 2 shortswords or 1 shortbow(Such as +3 weapon) and finger of deathing as many people as possible so that youhave the largest undead horde possible with skeleton archers, mages(create undead), and swordsmen able to pile on top of your target first for damage that I am not willing to calculate currrently. Increases with Vengeance paladin aura of hate.
Forgo PAM bonus action then on first turn and replace with potion of speed for that extra attack then and use Hexblade curse bonus action instead, which should make up for the damage loss. If you can somehow hex them beforehand (with the spell Hex), hold concentration up, then surprise them it should probably work.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Hexblade Warlock 2 / Celestial Sorcerer 18 (or 16 / Fighter 2)
Invocations: Agonizing Blast, Grasp of Hadar
Feats: Sentinel, War Caster, Crossbow Expert
Prep round: 9th level Spirit Shroud, Hexblade's Curse
Limitation: within 10ft of enemy
Action: Eldritch Blast
Bonus Action: Quickened Spell Eldritch Blast
(Optional Action Surge: Eldritch Blast)
Each Eldritch Blast at 20th Level will trigger 4 attack rolls, each also triggering Spirit Shroud. For each attack roll the damage calculation would be 1d10+4d8+5+6 or 2d10+8d8+5+6 on a crit.
This gives a single turn minimum of 128 and a maximum of 424 for no action surge or crits,
192-636 - no crits,
168-760 - crits but no action surge,
and 252-1140 with crits and action surge.
Sentinel and War Caster are there for additional single round damage of 64-212 no crits, or 84-380 with crits.
The no action surge damage can be done for 8 rounds of combat or 9 for no fighter dip.
Let me know what you think
This thread isn't about consistent damage, it's about maximum in 1 round so while this build may be good for the prior it isn't optimal for the "problem" at hand because eldritch blast doesn't scale with a lot of buff spells/magic items
this is even wrong because I used outdated bugbear meaning it should have another 138d6 for an aditional 483 average damage
Check this out
https://www.gamersdecide.com/articles/dnd-best-damage-builds
I make a sorcerer (any subclass) level 20, its a basic decision, choose Extended Spell and pick Delayed Blast Fireball, make this dont touch the ground and cast all slots of sorcerers points to make this spells during a whole day, after all this time she is make 14.412d6 in a explosion.
You can't apply extend spell (or any other metamagic) more than once.
This is over the course of a whole day
Bram Quikfoot fractured.
There are a couple things wrong with this. First, you can't use spells while raging, so no divine smite, or no raging for the extra attack and damage. Second, you shouldn't take great weapon fighting, you should take dueling for the extra 2 damage per attack. Finally, if this is a class for damage, why would you take the lucky feature, take a feature that bumps your strenght or dexterity for extra damage.
First, whose build is this? Second, I don’t think divine smite is technically a spell, so you could use it while raging.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
My favorite build I thought of recently is a pure martial, built for melee combat. Only two classes, and it has an average damage of 96 per round, assuming a +3 weapon and no other magic items. It can deal an average of 139 damage if the opponent enters your reach first, and it can do this until it runs out of rage, which only decreases the average DPR by 6. For this build, all you need to do is take V. Human and get at least 1 score at 18, which should be put into strength, and one at 13, which should be put into intelligence. Put your V. Human ASI into strength, and take up to 3 levels in barbarian, if you go for 3, choose whatever subclass you like. All other levels go into blood hunter. Choose Order of the Mutant, and take the Potency mutagen. Use either a glaive or halberd as your weapon, and take polearm master as your V. Human feat. Once you get your first ASI/feat choice, choose great weapon master. Everything else is up to you. Here is the math at level 20, assuming 2 levels in barb for simplicity's sake.
Action(Two Attacks):
1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master)
+11 to hit with advantage from reckless attack
Bonus Action(Polearm Master)(For regular use):
1d4+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(GWM)
+11 to hit with advantage from reckless attack
Bonus Action(Great Weapon Master)(After kill or crit):
1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master)
+11 to hit with advantage from reckless attack
Reaction(When enemy enters or leaves range):
1d10+3(Weapon)+1d10(Crimson Rite)+2(Rage)+7(Strength mod)+10(Great Weapon Master)
+11 to hit, no advantage
All of this is if you are alone, and you can continue to deal damage like this as long as you are still up. Martials are weaker than casters, my FOOT.
That’s neither the best martial damage build, although the sustainability is nice, nor the real reason caster’s aren’t simply better than martials. Try casting op spells after you died because you have d6 hit points and no martials absorbing hits for you.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
I never claimed it was the best, I just said it was my favorite. I do agree with the fact that martials are often best at keeping the casters alive.
Yep, casters are great, but work best with at least 1 martial to absorb damage for them with a d10 or d12 hit die. Though some clerics do get heavy armor which puts them close in the tank game.
Royalty among the charge kingdom. All will fall before our glorious assault!
Quest offer! Enter the deep dungeon here
Ctg’s blood is on the spam filter’s hands
Maybe move this discussion to its own thread? This thread it specifically about "let's create stupid numbers".
I mean a straight up psi warrior with a crystal rapier an eldritch claw tattoo and a feat that gives them hunters mark crit-maxes at 672 with action surge and their two psionic strikes...imagine them hasted and with enlarge on them...that 842 damage in a single turn...
I made a character build for Martian man Hunter when I realised he could do a boatload of damage with the max damage (without any special items and no prep) being 552
Cast fireball at a seventh level spell slot than use your sorcery points to replenish your seventh level slot than use your extra attack to shoot another and use action surge to shoot a 6th level fireball and another with quickened spell
character sheet is here: https://ddb.ac/characters/84267643/3ZpsAo
Extra attack doesn't let you cast multiple spells. And font of magic can't use sorcery points to replenish slots above level 5. Quickened spell cant be used on the same turn you cast a spell using your action, or if you already used your bonus action for font of magic.
At best this build casts a 7th level and a 6th level fireball using action surge. Average damage: 80.5
Martial-caster divide shown through all rounder build
Level 20 Necromancer wizard
Use Guards and Wards, Shape Stone, & Wall of Stone or the like to create a place to go, hide, and store up while creating this build then use create magen over and over, since they are small they will fit in the same space as you warriors
After that create as many skeletons as possible and equip them with the best equipment possible (that doesn't require attunement and is either 2 shortswords or 1 shortbow(Such as +3 weapon) and finger of deathing as many people as possible so that youhave the largest undead horde possible with skeleton archers, mages(create undead), and swordsmen able to pile on top of your target first for damage that I am not willing to calculate currrently. Increases with Vengeance paladin aura of hate.
[roll]7d6[/roll]
Every post these dice roll increasing my chances of winning the yahtzee thread (I wish (wait not the twist the wish threa-!))
Drummer Generated Title
After having been invited to include both here, I now combine the "PM me CHEESE 🧀 and tomato into PM me "PIZZA🍕"