vHuman Battlemaster 11+ / Gloomstalker 4. Crossbow Expert, Sharpshooter. Dread Ambusher + Action Surge + Precision Strike maneuver if needed. 9 attacks in a row in the first round and then 4 consistent attacks every round.
Ideal breakdown is CBE from vHuman, Fighter 5-6 to get Sharpshooter and/or increase DEX. Then 3-4 levels of Ranger. Being effective since level 1.
A lot of people loves Assassin Rogue. It’s nice. But the truth is that surprise is not so easy to get, specially if your party is full of heavy armor users. Ranger 5 mitigates that with Pass without Trace spell, but it’s a high investment.
I know this comment is kind of old, but Trickery Cleric is a better investment as you get Pass w/o Trace with 3 levels. Also, Blessing of the Trickster can negate disadvantage from a heavy armor user in the party.
D4 D&D Deep Dive released a video where he made an Assassin Rogue 5 / Grave Cleric 2 / Paladin 2 / Sorcerer 5 / Fighter 3 build, which did quite a lot of damage on surprise. However, this damage can be increased in a few ways. First, the build was made for level 17 so the 5th level of sorcerer was just there for more Divine and Searing Smite damage. We can get more out of that level by multiclassing into another full spellcaster, though it takes a two level dip. Second, Colby's build takes a 5th level of rogue for the amazing Uncanny Dodge feature and 14 more damage on the first attack. I'll be swapping out that level for a 1 level Hexblade dip in the name of damage, but I would not recommend doing this in an actual campaign.
Anyways, here's the build at level 20. You will be a half elf (wood subrace). With point buy, elven accuracy, and +2 dex from an ASI, you will have 13 Str / 20 Dex / 12 Con / 8 Int / 14 Wis / 13 Cha. These are the levels you need to take to maximize damage when you're surprising your enemies : Assassin Rogue 4 / Grave Domain Cleric 2 / Paladin 2 / Divine Soul Sorcerer 4 / Fighter 5 / Spores Druid 2 / Hexblade Warlock 1. Your Fighter subclass is Battlemaster if you are using point buy and do not have an amulet of health, and your subclass is Echo Knight if you are using stat rolls and have 14 or more con or if you have an amulet of health.
Here's the setup:
Round 1: Expend a use of Wild Shape to activate your Symbiotic Entity feature.
Round 2: Subtly cast Searing Smite and set up your Hexblade's Curse.
Round 3: Channel Divinity: Path of the Grave and Manifest Echo if you are an Echo Knight, which I will be assuming for damage.
Here's a summary of everything increasing your average damage on round 4. 20 Dexterity, Dueling Fighting Style, Superior Technique Fighting Style (1d6 superiority die), Rapier, Piercer, Sneak Attack, Assassinate, Symbiotic Entity, Channel Divinity: Path of the Grave, Unleash Incarnation, Extra Attack, Booming Blade / Green Flame Blade quickened with Quickened Spell, Searing Smite, Divine Smite, Action Surge, Hexblade's Curse. You have a +11 to hit, you roll 3 dice to hit because of Elven Accuracy and you have Divinely Favored in case you still would miss. You could argue to go Battle Master even when you have the option to go Echo Knight because of Riposte making you better in normal combat, Ambush boosting your stealth even more, and Precision Attack making you even more consistent.
Round 4 (reminder that all damage dice will be doubled due to critting with Assassinate):
Attack 1 (bonus action)
Use your bonus action to quicken Booming Blade or Green Flame Blade (6d8) and attack with your Rapier (2d8+7). Your Piercer feat, Trip Attack, Sneak Attack, Symbiotic Spores, Searing Smite, Divine Smite, and Hexblade's Cure add an additional 11d8+18d6+6 damage on top of Booming Blade and your Rapier. Once you roll all of that, double everything from this attack because of Channel Divinity: Path of the Grave. That is 2*(19d8+18d6+13) damage, an average of 323 damage, minimum of 100 damage, maximum of 546 damage.
Attack 2 (attack action)
Use your action to attack with your Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 11d8+2d6+6 damage on top of your Rapier. That is 13d8+2d6+13 damage, an average of 78.5 damage, minimum of 28 damage, maximum of 129 damage.
Attack 3 (extra attack) - This attack is exactly the same as attack #2.
Attack 4 (unleash incarnation)
Use unleash incarnation to have your echo attack with a Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 9d8+2d6+6 damage on top of your Rapier. That is 11d8+2d6+13 damage, an average of 69.5 damage, minimum of 26 damage, maximum of 113 damage.
Attack 5 (action surge for the attack action) - This attack is exactly the same as attack #4.
Attack 6 (extra attack) - This attack is exactly the same as attacks 4 and 5.
Attack 7 (unleash incarnation)
Use unleash incarnation to have your echo attack with a Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 7d8+2d6+6 damage on top of your Rapier. That is 9d8+2d6+13 damage, an average of 60.5 damage, minimum of 24 damage, maximum of 97 damage.
-----------------------------------------
Okay to summarize all of this up, your average damage in this round is 749. Your minimum damage is 258, and your maximum is an insane 1240 damage. This is of course assuming that you land all of your attacks which shouldn't be difficult at all, that you have 14 or more constitution from either stat rolls or an amulet of health, that you actually took that one level of HexBlade for 48 more damage (just take rogue 5 for Uncanny Dodge), that you managed to get off your Hexblade's Curse and Channel Divinity: Path to the Grave which is almost impossible against enemies with 30+ feet of blindsight, that you managed to sneak up on your enemy and surprised them, and that you don't get kicked out of your D&D group for doing too much damage. This damage is also not factoring in the damage reroll that Piercer gives you, which should add 1-2 extra damage on average. If you are playing with stat rolls and got 16(+2) for your dexterity, you won't need to spend an ability score increase on dexterity (16+2 from half-elf, +1 from piercer, +1 from elven accuracy). I would take the lucky feat, but you could take Squire of Solamnia in the name of damage (18 more damage). Squire of Solamnia also lets you function better in normal combat with on-demand advantage.
Bugbear Pincusion for 2200+ Gloom3 Runecarver 11 Twillight 1 Assasin 3 +2x ASI level most critical: bugbear race
Advantage on initiative is the main reason for twillight, but giving allies darkvision makes you more likely to be able to snear since nobody needs sight. shooting while unseen = auto advantage. shooting from unseen while stealth rolls (that you expertise with rogue) should be ruled as surprise by most GMs, causing each and every attack to land a crit.
8x4 D6 from Blood fury tattoo 8x6 D10 from arrow of slaying.
that's all excluding the base damage. +6 dex 22 by use of manual of quickness of action. +3 bow +10 from sharpshooter +2 from vambraces makes 6+3+10+2 =21 base damage per shot
The Ioun stone of mastery and tome of understanding for +2 wisdom give no bonus damage. Feats: +2 Wis +2 dex Piercer Sharpshooter Alert (bonus initiative) where +2 wis and alert are completely optional and most of this build is online at lvl 11 fight 6/gloom 4/twillight 1
The total damage, from this single character, without any buffs or debuffs from other players has a max of : 2240 on turn 1. (if all 282 dices roll max)
I play this build with a battlemaster because I prefer ambush and precision to fix and horrible rolls over the bonus damage from runecaver fire runes. (and sometimes pushing enemies off cliffs), and I manage to pull off about 400 damage in a 1st turn once per game session (without tattoo and arrow of slayer) since my party helps me set up the ambush.
Rune Knights fire bonus only applies once per round not every attack.
The main issue with this build is that it relies heavily on magic items or the damage drops to 888 max a Suprise round and you will only do 61 damage max without crits per round after the surprise round.
My dhampir gnome multiclass at level 20, if she burns all her resources on one turn and hit, can burst about 400 necrotic damage in one single round if she has one round of setup.
Okay, so hear me out. According to the spell Animal Shapes which is an 8th level druid spell you change ANY number of WILLING creatures into a beast of cr 4 or lower. If you know anything about ants you know that what the queen ant declares is law and that the other ants will sacrifice themselves for the queen without hesitation. If a druid spent enough time using speak with animals, wild shape, animal friends, dominate beast, ect. They could in time make themselves the queen of an ant colony.
So, the average ant colony contains between 20,000-100,000 ants. If we take the average of that range we get 60,000 ants. So, as a 15th level druid you could cast animal shapes on all 60,000 ants in your colony changing them into Stegosauruses. That is 60,000 entities rapidly changing from ant size to an 11ft tall, 11 thousand pound spikey beast. The spell animal shapes takes 1 action to cast if we say that an action is a third of your turn seeing as how it is one of the three aspects of turn (action, bonus action, movement) and a turn is roughly 6 seconds that means the ants are changing from ants to stegosauruses in roughly 2 seconds. What you have done is effectively created a stegosaurus nuke.
Let's math this out.
11,000lbs * 60,000 ants = 660,000,000 lbs of stegasaurus
This is close to the weight of the empire state building.
660,000,000lbs = 299370964.2 kgs of mass (hold this thought)
Kinetic energy = 1/2 × Mass × Velocity^2
11ft/2sec = 5.5 ft/s.
5.5 ft/s = 1.676 m/s
1/2 × 299370964.2kg × 1.676 m/s = 420,462,926.767 Joules
That is the same amount of kinetic energy as being hit by a Toyota Corolla moving at Mach 2.29.
Do with this information as you will.
(P.S. We are not physicists, but regardless its still 60,000 freaking stegosaurases appearing nearly instantly in a space)
TLDR: THIS is the most damage you can do in one turn.
Okay, so hear me out. According to the spell Animal Shapes which is an 8th level druid spell you change ANY number of WILLING creatures into a beast of cr 4 or lower. If you know anything about ants you know that what the queen ant declares is law and that the other ants will sacrifice themselves for the queen without hesitation. If a druid spent enough time using speak with animals, wild shape, animal friends, dominate beast, ect. They could in time make themselves the queen of an ant colony.
So, the average ant colony contains between 20,000-100,000 ants. If we take the average of that range we get 60,000 ants. So, as a 15th level druid you could cast animal shapes on all 60,000 ants in your colony changing them into Stegosauruses. That is 60,000 entities rapidly changing from ant size to an 11ft tall, 11 thousand pound spikey beast. The spell animal shapes takes 1 action to cast if we say that an action is a third of your turn seeing as how it is one of the three aspects of turn (action, bonus action, movement) and a turn is roughly 6 seconds that means the ants are changing from ants to stegosauruses in roughly 2 seconds. What you have done is effectively created a stegosaurus nuke.
Let's math this out.
11,000lbs * 60,000 ants = 660,000,000 lbs of stegasaurus
This is close to the weight of the empire state building.
660,000,000lbs = 299370964.2 kgs of mass (hold this thought)
Kinetic energy = 1/2 × Mass × Velocity^2
11ft/2sec = 5.5 ft/s.
5.5 ft/s = 1.676 m/s
1/2 × 299370964.2kg × 1.676 m/s = 420,462,926.767 Joules
That is the same amount of kinetic energy as being hit by a Toyota Corolla moving at Mach 2.29.
Do with this information as you will.
(P.S. We are not physicists, but regardless its still 60,000 freaking stegosaurases appearing nearly instantly in a space)
TLDR: THIS is the most damage you can do in one turn.
Okay, so hear me out. According to the spell Animal Shapes which is an 8th level druid spell you change ANY number of WILLING creatures into a beast of cr 4 or lower. If you know anything about ants you know that what the queen ant declares is law and that the other ants will sacrifice themselves for the queen without hesitation. If a druid spent enough time using speak with animals, wild shape, animal friends, dominate beast, ect. They could in time make themselves the queen of an ant colony.
So, the average ant colony contains between 20,000-100,000 ants. If we take the average of that range we get 60,000 ants. So, as a 15th level druid you could cast animal shapes on all 60,000 ants in your colony changing them into Stegosauruses. That is 60,000 entities rapidly changing from ant size to an 11ft tall, 11 thousand pound spikey beast. The spell animal shapes takes 1 action to cast if we say that an action is a third of your turn seeing as how it is one of the three aspects of turn (action, bonus action, movement) and a turn is roughly 6 seconds that means the ants are changing from ants to stegosauruses in roughly 2 seconds. What you have done is effectively created a stegosaurus nuke.
Let's math this out.
11,000lbs * 60,000 ants = 660,000,000 lbs of stegasaurus
This is close to the weight of the empire state building.
660,000,000lbs = 299370964.2 kgs of mass (hold this thought)
Kinetic energy = 1/2 × Mass × Velocity^2
11ft/2sec = 5.5 ft/s.
5.5 ft/s = 1.676 m/s
1/2 × 299370964.2kg × 1.676 m/s = 420,462,926.767 Joules
That is the same amount of kinetic energy as being hit by a Toyota Corolla moving at Mach 2.29.
Do with this information as you will.
(P.S. We are not physicists, but regardless its still 60,000 freaking stegosaurases appearing nearly instantly in a space)
TLDR: THIS is the most damage you can do in one turn.
That is CRAZY (In a good way)
:)
This is so good! I want to play this character just to say that to my dm.
Stuff I allowed for this comment: Anything Offical
So you are going to need to be 18th level Wizard, 2nd level fighter, and the Wish Spell You will need to have the following three boons:
Boon of High Magic
Boon of Irresistible Offense
Boon of Invincibility
The boon of high magic gives you an extra 9th level spell slot. Before the fight, you will wish for you to always have the ability to cast wish. This will get rid of one of wishes biggest downsides. Wait some time afterwards. Then cast wish to make the most damage the wish spell can do to your target. Use the boon of Irresistible offense to negate any resistances the target has. Then use action surge to cast wish to do the same thing. But wish makes it so then you take damage after doing spells for a certain time so you should use the Boon of Invincibility to take 0 damage while casting wish for a second time. I haven't seen most of the posts in the forum so I'm not sure if there's like a rule to not use wish or if this idea has been done before
Stuff I allowed for this comment: Anything Offical
So you are going to need to be 18th level Wizard, 2nd level fighter, and the Wish Spell You will need to have the following three boons:
Boon of High Magic
Boon of Irresistible Offense
Boon of Invincibility
The boon of high magic gives you an extra 9th level spell slot. Before the fight, you will wish for you to always have the ability to cast wish. This will get rid of one of wishes biggest downsides. Wait some time afterwards. Then cast wish to make the most damage the wish spell can do to your target. Use the boon of Irresistible offense to negate any resistances the target has. Then use action surge to cast wish to do the same thing. But wish makes it so then you take damage after doing spells for a certain time so you should use the Boon of Invincibility to take 0 damage while casting wish for a second time. I haven't seen most of the posts in the forum so I'm not sure if there's like a rule to not use wish or if this idea has been done before
This isn’t really much of a build because Wish is so DM dependent for outcome, it falls apart in an arena scenario and in reliability in general. Obviously, you can just cast wish and say “I wish for my enemy to die” which isn’t really the point of the thread. If you’re looking for a second 9th level slot without taking epic boons, I’d suggest grabbing a Dragon touched focus. Elemental adept lightning damage, then taking scribes wizard would also substitute needing Boon of Irresistible Offense. Cast Disintegrate at 9th level, action surge and then cast it again using your focus, and if you multi class into Tempest cleric, you can max out your damage on both.
The boon of high magic gives you an extra 9th level spell slot. Before the fight, you will wish for you to always have the ability to cast wish. This will get rid of one of wishes biggest downsides.
At which point the DM decides this is beyond the scope of wish and causes the wish to fail or turn out badly.
The boon of high magic gives you an extra 9th level spell slot. Before the fight, you will wish for you to always have the ability to cast wish. This will get rid of one of wishes biggest downsides.
At which point the DM decides this is beyond the scope of wish and causes the wish to fail or turn out badly.
LOL, oh absolutely. A fun backfire would be that not only do you always have the ability to cast wish, but every spell you cast becomes wish, or everything you say becomes a Wish.
Casting Tsunami either using Wish to cast as single action, or using normal casting time:
In the first round it fills a 300x300x50 foot area potentially hitting 36000 different medium sized creatures each for theoretically 60 bludgeoning damage = 2,160,000 damage on the first round.
The wave also last for 6 rounds which if we assume every 5ft cube that the wave moves through is filled with a medium sized creature, and we roll max damage each time gives a total damage for the spell of: Round 1: 2,160,000 Round 2: 1,500,000 Round 3: 960,000 Round 4: 540,000 Round 5: 240,000 Round 6: 60,000 For a grand total of: 3,516,000 damage from a single spell.
Casting Tsunami either using Wish to cast as single action, or using normal casting time:
In the first round it fills a 300x300x50 foot area potentially hitting 36000 different medium sized creatures each for theoretically 60 bludgeoning damage = 2,160,000 damage on the first round.
The wave also last for 6 rounds which if we assume every 5ft cube that the wave moves through is filled with a medium sized creature, and we roll max damage each time gives a total damage for the spell of: Round 1: 2,160,000 Round 2: 1,500,000 Round 3: 960,000 Round 4: 540,000 Round 5: 240,000 Round 6: 60,000 For a grand total of: 3,516,000 damage from a single spell.
What does the math look like if 4 tiny creatures are in each square rather 1 medium?
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Casting Tsunami either using Wish to cast as single action, or using normal casting time:
In the first round it fills a 300x300x50 foot area potentially hitting 36000 different medium sized creatures each for theoretically 60 bludgeoning damage = 2,160,000 damage on the first round.
The wave also last for 6 rounds which if we assume every 5ft cube that the wave moves through is filled with a medium sized creature, and we roll max damage each time gives a total damage for the spell of: Round 1: 2,160,000 Round 2: 1,500,000 Round 3: 960,000 Round 4: 540,000 Round 5: 240,000 Round 6: 60,000 For a grand total of: 3,516,000 damage from a single spell.
What does the math look like if 4 tiny creatures are in each square rather 1 medium?
Just multiply all of them by 4.
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I know this comment is kind of old, but Trickery Cleric is a better investment as you get Pass w/o Trace with 3 levels. Also, Blessing of the Trickster can negate disadvantage from a heavy armor user in the party.
just put some levels in assasin idk
D4 D&D Deep Dive released a video where he made an Assassin Rogue 5 / Grave Cleric 2 / Paladin 2 / Sorcerer 5 / Fighter 3 build, which did quite a lot of damage on surprise. However, this damage can be increased in a few ways. First, the build was made for level 17 so the 5th level of sorcerer was just there for more Divine and Searing Smite damage. We can get more out of that level by multiclassing into another full spellcaster, though it takes a two level dip. Second, Colby's build takes a 5th level of rogue for the amazing Uncanny Dodge feature and 14 more damage on the first attack. I'll be swapping out that level for a 1 level Hexblade dip in the name of damage, but I would not recommend doing this in an actual campaign.
Anyways, here's the build at level 20. You will be a half elf (wood subrace). With point buy, elven accuracy, and +2 dex from an ASI, you will have 13 Str / 20 Dex / 12 Con / 8 Int / 14 Wis / 13 Cha. These are the levels you need to take to maximize damage when you're surprising your enemies : Assassin Rogue 4 / Grave Domain Cleric 2 / Paladin 2 / Divine Soul Sorcerer 4 / Fighter 5 / Spores Druid 2 / Hexblade Warlock 1. Your Fighter subclass is Battlemaster if you are using point buy and do not have an amulet of health, and your subclass is Echo Knight if you are using stat rolls and have 14 or more con or if you have an amulet of health.
Here's the setup:
Round 1: Expend a use of Wild Shape to activate your Symbiotic Entity feature.
Round 2: Subtly cast Searing Smite and set up your Hexblade's Curse.
Round 3: Channel Divinity: Path of the Grave and Manifest Echo if you are an Echo Knight, which I will be assuming for damage.
Here's a summary of everything increasing your average damage on round 4. 20 Dexterity, Dueling Fighting Style, Superior Technique Fighting Style (1d6 superiority die), Rapier, Piercer, Sneak Attack, Assassinate, Symbiotic Entity, Channel Divinity: Path of the Grave, Unleash Incarnation, Extra Attack, Booming Blade / Green Flame Blade quickened with Quickened Spell, Searing Smite, Divine Smite, Action Surge, Hexblade's Curse. You have a +11 to hit, you roll 3 dice to hit because of Elven Accuracy and you have Divinely Favored in case you still would miss. You could argue to go Battle Master even when you have the option to go Echo Knight because of Riposte making you better in normal combat, Ambush boosting your stealth even more, and Precision Attack making you even more consistent.
Round 4 (reminder that all damage dice will be doubled due to critting with Assassinate):
Attack 1 (bonus action)
Use your bonus action to quicken Booming Blade or Green Flame Blade (6d8) and attack with your Rapier (2d8+7). Your Piercer feat, Trip Attack, Sneak Attack, Symbiotic Spores, Searing Smite, Divine Smite, and Hexblade's Cure add an additional 11d8+18d6+6 damage on top of Booming Blade and your Rapier. Once you roll all of that, double everything from this attack because of Channel Divinity: Path of the Grave. That is 2*(19d8+18d6+13) damage, an average of 323 damage, minimum of 100 damage, maximum of 546 damage.
Attack 2 (attack action)
Use your action to attack with your Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 11d8+2d6+6 damage on top of your Rapier. That is 13d8+2d6+13 damage, an average of 78.5 damage, minimum of 28 damage, maximum of 129 damage.
Attack 3 (extra attack) - This attack is exactly the same as attack #2.
Attack 4 (unleash incarnation)
Use unleash incarnation to have your echo attack with a Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 9d8+2d6+6 damage on top of your Rapier. That is 11d8+2d6+13 damage, an average of 69.5 damage, minimum of 26 damage, maximum of 113 damage.
Attack 5 (action surge for the attack action) - This attack is exactly the same as attack #4.
Attack 6 (extra attack) - This attack is exactly the same as attacks 4 and 5.
Attack 7 (unleash incarnation)
Use unleash incarnation to have your echo attack with a Rapier (2d8+7). Your Piercer feat, Symbiotic Spores, Divine Smite, and Hexblade's Curse add an additional 7d8+2d6+6 damage on top of your Rapier. That is 9d8+2d6+13 damage, an average of 60.5 damage, minimum of 24 damage, maximum of 97 damage.
-----------------------------------------
Okay to summarize all of this up, your average damage in this round is 749. Your minimum damage is 258, and your maximum is an insane 1240 damage. This is of course assuming that you land all of your attacks which shouldn't be difficult at all, that you have 14 or more constitution from either stat rolls or an amulet of health, that you actually took that one level of HexBlade for 48 more damage (just take rogue 5 for Uncanny Dodge), that you managed to get off your Hexblade's Curse and Channel Divinity: Path to the Grave which is almost impossible against enemies with 30+ feet of blindsight, that you managed to sneak up on your enemy and surprised them, and that you don't get kicked out of your D&D group for doing too much damage. This damage is also not factoring in the damage reroll that Piercer gives you, which should add 1-2 extra damage on average. If you are playing with stat rolls and got 16(+2) for your dexterity, you won't need to spend an ability score increase on dexterity (16+2 from half-elf, +1 from piercer, +1 from elven accuracy). I would take the lucky feat, but you could take Squire of Solamnia in the name of damage (18 more damage). Squire of Solamnia also lets you function better in normal combat with on-demand advantage.
That's it.
Here’s my build:
Level 20: Paladin 2, Echo Knight Fighter 5, Gloomstalker Ranger 3, Sorcerer 10
Assuming a flame tongue greatsword, GWM feat, +3 CON and +5 STR:
Setup:
Hold monster to auto crit.
Bonus Action:
Quicken booming blade for:
4d6+6d8+15
Action 1:
4 attacks (Extra Attack, Unleash Incarnation, Dread Ambusher, 5d8 Divine Smites):
Each attack deals 8d6+10d8+15 damage plus another 2d8 on the last one.
Action 2:
4 attacks (Extra Attack, Unleash Incarnation, Dread Ambusher, 2 5d8 and 2 4d8 Divine Smites):
The first two deal 8d6+10d8+ 15 damage each
The last two deal 8d6+8d8+15 damage each, plus another 2d8 on the last one.
With 4 Fighter 2/Grave Cleric 6’s, you could make the enemy vulnerable to all the damage you deal.
With a wizard in your party, you can benefit from haste to make 3 more attacks:
3(4d6+6d8+15)
Total Damage: 2(84d6+106d8+195)
MAX DAMAGE TOTAL: 3094
hmm… you may be asking… will this ever actually happen?
NO. IT WILL NOT. THIS IS ALL THEORETICAL.
The melee sorlock is superior. Argue with me.
Bugbear Pincusion for 2200+
Gloom3
Runecarver 11
Twillight 1
Assasin 3
+2x ASI level
most critical: bugbear race
Advantage on initiative is the main reason for twillight, but giving allies darkvision makes you more likely to be able to snear since nobody needs sight.
shooting while unseen = auto advantage.
shooting from unseen while stealth rolls (that you expertise with rogue) should be ruled as surprise by most GMs, causing each and every attack to land a crit.
bonus action: hunters mark
attack, gloomstalker bonus attack, 2x fighter bonus attack.
Actionsurge, attack, gloomstalker bonus, 2x fighter bonus attack.
8x mark: D6
8x2 bugbear D6.
1x2 sneak D6
8x2 runecarver fire D6
8x piercer bonus dice D8
8x base bow D8
2x bonus gloomstalker D8
8x4 D6 from Blood fury tattoo
8x6 D10 from arrow of slaying.
that's all excluding the base damage.
+6 dex 22 by use of manual of quickness of action.
+3 bow
+10 from sharpshooter
+2 from vambraces
makes 6+3+10+2 =21 base damage per shot
The Ioun stone of mastery and tome of understanding for +2 wisdom give no bonus damage.
Feats:
+2 Wis
+2 dex
Piercer
Sharpshooter
Alert (bonus initiative)
where +2 wis and alert are completely optional and most of this build is online at lvl 11 fight 6/gloom 4/twillight 1
The total damage, from this single character, without any buffs or debuffs from other players has a max of : 2240 on turn 1. (if all 282 dices roll max)
I play this build with a battlemaster because I prefer ambush and precision to fix and horrible rolls over the bonus damage from runecaver fire runes. (and sometimes pushing enemies off cliffs), and I manage to pull off about 400 damage in a 1st turn once per game session (without tattoo and arrow of slayer) since my party helps me set up the ambush.
Rune Knights fire bonus only applies once per round not every attack.
The main issue with this build is that it relies heavily on magic items or the damage drops to 888 max a Suprise round and you will only do 61 damage max without crits per round after the surprise round.
My dhampir gnome multiclass at level 20, if she burns all her resources on one turn and hit, can burst about 400 necrotic damage in one single round if she has one round of setup.
Okay, so hear me out. According to the spell Animal Shapes which is an 8th level druid spell you change ANY number of WILLING creatures into a beast of cr 4 or lower. If you know anything about ants you know that what the queen ant declares is law and that the other ants will sacrifice themselves for the queen without hesitation. If a druid spent enough time using speak with animals, wild shape, animal friends, dominate beast, ect. They could in time make themselves the queen of an ant colony.
So, the average ant colony contains between 20,000-100,000 ants. If we take the average of that range we get 60,000 ants. So, as a 15th level druid you could cast animal shapes on all 60,000 ants in your colony changing them into Stegosauruses. That is 60,000 entities rapidly changing from ant size to an 11ft tall, 11 thousand pound spikey beast. The spell animal shapes takes 1 action to cast if we say that an action is a third of your turn seeing as how it is one of the three aspects of turn (action, bonus action, movement) and a turn is roughly 6 seconds that means the ants are changing from ants to stegosauruses in roughly 2 seconds. What you have done is effectively created a stegosaurus nuke.
Let's math this out.
11,000lbs * 60,000 ants = 660,000,000 lbs of stegasaurus
This is close to the weight of the empire state building.
660,000,000lbs = 299370964.2 kgs of mass (hold this thought)
Kinetic energy = 1/2 × Mass × Velocity^2
11ft/2sec = 5.5 ft/s.
5.5 ft/s = 1.676 m/s
1/2 × 299370964.2kg × 1.676 m/s = 420,462,926.767 Joules
That is the same amount of kinetic energy as being hit by a Toyota Corolla moving at Mach 2.29.
Do with this information as you will.
(P.S. We are not physicists, but regardless its still 60,000 freaking stegosaurases appearing nearly instantly in a space)
TLDR: THIS is the most damage you can do in one turn.
That is CRAZY (In a good way)
:)
A GOBLIN with a big brain. (int 30)
BOOYAGH!!!!
This is so good! I want to play this character just to say that to my dm.
The melee sorlock is superior. Argue with me.
Stuff I allowed for this comment: Anything Offical
So you are going to need to be 18th level Wizard, 2nd level fighter, and the Wish Spell You will need to have the following three boons:
Boon of High Magic
Boon of Irresistible Offense
Boon of Invincibility
The boon of high magic gives you an extra 9th level spell slot. Before the fight, you will wish for you to always have the ability to cast wish. This will get rid of one of wishes biggest downsides. Wait some time afterwards. Then cast wish to make the most damage the wish spell can do to your target. Use the boon of Irresistible offense to negate any resistances the target has. Then use action surge to cast wish to do the same thing. But wish makes it so then you take damage after doing spells for a certain time so you should use the Boon of Invincibility to take 0 damage while casting wish for a second time. I haven't seen most of the posts in the forum so I'm not sure if there's like a rule to not use wish or if this idea has been done before
This isn’t really much of a build because Wish is so DM dependent for outcome, it falls apart in an arena scenario and in reliability in general. Obviously, you can just cast wish and say “I wish for my enemy to die” which isn’t really the point of the thread. If you’re looking for a second 9th level slot without taking epic boons, I’d suggest grabbing a Dragon touched focus. Elemental adept lightning damage, then taking scribes wizard would also substitute needing Boon of Irresistible Offense. Cast Disintegrate at 9th level, action surge and then cast it again using your focus, and if you multi class into Tempest cleric, you can max out your damage on both.
At which point the DM decides this is beyond the scope of wish and causes the wish to fail or turn out badly.
LOL, oh absolutely. A fun backfire would be that not only do you always have the ability to cast wish, but every spell you cast becomes wish, or everything you say becomes a Wish.
Anyone know the current winner of this thread?
Casting Tsunami either using Wish to cast as single action, or using normal casting time:
In the first round it fills a 300x300x50 foot area potentially hitting 36000 different medium sized creatures each for theoretically 60 bludgeoning damage = 2,160,000 damage on the first round.
The wave also last for 6 rounds which if we assume every 5ft cube that the wave moves through is filled with a medium sized creature, and we roll max damage each time gives a total damage for the spell of:
Round 1: 2,160,000
Round 2: 1,500,000
Round 3: 960,000
Round 4: 540,000
Round 5: 240,000
Round 6: 60,000
For a grand total of: 3,516,000 damage from a single spell.
What does the math look like if 4 tiny creatures are in each square rather 1 medium?
Hi, I'm Raccoon_Master, The Rocket Raccoon/Trashcan Tactician (as appointed by Drummer). Pronouns They/Them/Theirs.
My Characters: Brormin the Crusher; Discovery the Keeper; Thea the Scoundrel; Jorvir the Weaver; Threlan, the Speaker; Zolya the Inspired; Penley the Devourer;
DMing: Dark God's Dread; Raccoon's Strixhaven, Dungeon of The Dead Mage
Join the Anything but the OGL 2.0 Thread!
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Just multiply all of them by 4.