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.
Oh I see yes you're right. So shell still have her warlock smites and spells but with point conversion, at these current levels multiclassed, she can replicate 2nd level slots with only three 3rd level slots to be used as her caster level would bring her to but can not replicate them after use. Thanks so much for catching this!
I may have to end up tweaking her sorcerer to paladin to warlock ratio in order to achieve the slots necessary for the sorcerer level limitations on harnessing points. Thanks again. It seems if there were 6 levels in sorcerer, than the 4th level conversions could take place. This would require her to lose 1 ASI and chose between losing a warlock ability or Paladin ability. Decisions decisions :)
Keeping paladin will help advantages and probably retain more nova ability, keeping warlock will retain more flat damage increases without smite and have an extra warlock slot which is big as well. Keeping her the same would still leave her with two rounds worth of 3rd level smites and high warlock spell slot smites all at advantage with life drinker buff as well...
Subtracting warlock to lvl 10 the numbers would shift as she would lose a flat 15 dmg per round but gain waaaay more smites in the long run as well as sorcerer spells to use, pushing her to an 8th level caster with sorcery point pool cap of 6points at a time. This shift in levels would also give her some cool teleporting guardian ability with "Stone Aegis" as a reaction to actually hit enemies more often with an extra d10 of force damage :)
Man its kind of like when the GM closes a door they also Open a window. :). I think this should cover the correction you just gave. Unless of course I missed something as is always possible in this great game. Thanks again!
This is actually true. Even if you factor in crits and the possibility of getting more crits (say you save all of your smites for crits for simplicity), you wouldn't pull even with just your sorcery points accrued from converting spells to SP as a level 11 spellcaster unless all of your smites were for undead or fiends. I didn't convert the 1st level spells to SP first because there was no point, and I didn't convert one 3rd level spell since it left an uneven number of SP. 4 1st, 3 2nd, 3 3rd, 3 4th, 2 5th, and 1 6th convert to a total of 24 1st and a third based on the conversion method I mentioned. Straight damage against non fiends and undead would favor not converting with straight usage at 265.5 average damage and converted damage at 234. Crits would assume double that for average damage of 531-468. It does pull ahead on the undeads and fiends with 337.5-346.5 (675-693 crits). It becomes more beneficial when it prevents waste with overkills, but there are other ways around that.
Edit: Basically, 4th level conversions are a wash against non fiends and undead. Everything below shouldn't be converted and anything above should generate additional damage if converted. Fiends and undead probably push the 4ths into a conversion plus. Improved Divine Smite doesn't really change the math since it isn't based on actual smites, just the weapon attacks (meaning it actually applies to Booming Blade).
These are really cool points to be considered. Thanks guys.
For the example on my correction to Pedroig for his great catch, I put her at an 8th level caster that has access to enough points to create 4th level slots if desired. It'll also give her two 4th level slots to use initially. I'm not exactly sure whats so bad about having more control over spells, smiting, and slots in general. I wouldn't simply convert smites/slots/spells for no reason. I feel like her flexibility becomes a great advantage as a battle, dungeon crawl, or political situation wears on, all the while able to put out consistent tremendous damage.
Having control is simply being adaptable... unless I'm crazy... which is always a possibility in this complex and super great game.
She can start to replenish and prepare many lower level smites when going into a den of mid sized baddies
She can, with time between chambers, replenish larger spell slots if desired before fighting a bigger badder foe
Mid battle she can use stored points to create another 4th level slot
Having more control over slots, spells and smites can just be used in many interesting ways wherein 6 sorcery points thought to be saved for another big smite are turned into several level one spells over time that were needed without diminishing higher level smites. As a battle rages on or as the dungeon crawl continues and many spell slots have already been used such spells suddenly needed as feather fall, shield, protection from evil, cure wounds, bless, etc... may have needed to be cast and luckily a bigger smite was not lost.
And of course, she could short rest into replenishing her smites with warlock slots. I know there have been crazy sorlock power builds before but I guess I just didn't want to go the whole multiple short rest spell slot game as her main function and that wee all know how super potent that could be already. She needs long rests unlike certain races or subclasses so it couldn't be spammed completely, but it can still be harnessed to a degree with this build.
Over all just a bit of extra control over her spells and smites as needed seemed like a not only fun and potentially really useful thing but also a cool dimension to the game while still playing a character that can obliterate foes face to face.
I definitely appreciate the effort in the feedback guys. Thanks again. :)
That does sound like a reasonable way to approach the conversion aspect. As I mentioned above, you lose overall damage potential by converting 2nd and 3rd level slots, but that only matters if you need the full potential. The optimal way to play it would be to use the 2nd and 3rd level slots on enemies with enough HP to just barely die from the attack or to survive it. You can then convert your 4ths and warlock slots as needed. However, there isn't anything that says that you must play optimally. Just remember that covering 2nd level spells simply gives you a first level spell for every 2nd level spell converted (your just losing out on potential, not gaining in number of smites), and third level spell shots are at 3 firsts for every 2 3rds. Converting an odd number of 3rds only makes sense if you already have an odd number of SP from an efficiency standpoint. As long as you understand the costs, any number of things can make sense from an RP/fun standpoint.
This isn’t really a build and I’m taking a few liberties in this but here goes
first be wizard evocation school then get to a level where you have ninth level spells slots then cast meteor swarm and overchannel it meaning the die is maxed out then have it against a gargantuan creature with low dexterity landing all four meteors that’s 160d6 damage rolling perfect every time because of overchannel then let’s make this target weak to fire to double damage so that’s 160x6x2 that stacks to 1920 damage on one turn.
Not OP at higher levels, but a divination/chronurgy wizard with hold person/creature and jim's magic missile.
Hold Person a humanoid(/creature at higher levels), then walk up to within 5 feet of the creature, and then cast Jim's Magic Missile, making all the attacks that hit do instant critical hits, dealing 5d4 force damage per blast.
This is an average of 50 force damage with a second level jim's magic missile, with advantage to hit, and auto crits.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Monk (Way of the Open Hand) gets a feature at 17th level called Quivering Palm. Forces a target to make a Con save. On a fail, they immediately drop to 0 hit points. Period. Regardless of how many hit points they had beforehand.
Now then. The big creatures you'd want to do 800+ damage to in a single turn, they'll probably succeed on that throw. But still. It's nice to think about, and it doesn't even take any clever finangling of the rules or systems.
Monk (Way of the Open Hand) gets a feature at 17th level called Quivering Palm. Forces a target to make a Con save. On a fail, they immediately drop to 0 hit points. Period. Regardless of how many hit points they had beforehand.
Now then. The big creatures you'd want to do 800+ damage to in a single turn, they'll probably succeed on that throw. But still. It's nice to think about, and it doesn't even take any clever finangling of the rules or systems.
With a Divination Wizard on your team, it's much easier to get them to fail the save.
Monk (Way of the Open Hand) gets a feature at 17th level called Quivering Palm. Forces a target to make a Con save. On a fail, they immediately drop to 0 hit points. Period. Regardless of how many hit points they had beforehand.
Now then. The big creatures you'd want to do 800+ damage to in a single turn, they'll probably succeed on that throw. But still. It's nice to think about, and it doesn't even take any clever finangling of the rules or systems.
With a Divination Wizard on your team, it's much easier to get them to fail the save.
If you have a level 18+ monk and a level 14+ divination wizard, then the monk can use its Quivering Palm feature 6 times per short rest and the divination wizard can prepare 3 portents per long rest. Let's assume you prepared to fight a tarrasque and got all three portents to 8 or below. Let's also assume that by level 17 the monk has a +5 to Wisdom, so it's a DC 19 to succeed on for this save.
The tarrasque has a +10 to Con saves and three uses of Legendary resistance. It also has advantage on saving throws against spells and other magical effects. TECHNICALLY Ki isn't magic. But it's pretty magic-like. So let's do the math for both situations, of whether or not the tarrasque has advantage on the saving throw.
With three portents, the Tarrasque will probably use all its legendary resistances for the day against the first three quivering palms, which the wizard will ensure it fails. Then you have three more opportunities for the tarrasque to fail.
To get it to fail, it has to get an 8 or lower on the die (see: +10 to Con saves). It has advantage on these throws. A level 18+ monk can use Quivering Palm three more times before running out of Ki. So what's the liklihood it gets an 8 or lower on a given throw? 40%. When it has advantage? 16%. When it has to do this three times, no advantage? 87% it will fail. With advantage? 50%. The answer? Well, the tarrasque only gets 3 legendary resistances per day, but the monk gets all its Ki points back at the end of a short rest.
So then it's the simple task of escaping from a tarrasque after you were close enough to make an unarmed strike against it. And then hiding, restfully, for an hour. And then coming back. All without dying.
Clearly there's some other difficulties here. But assuming you can prepare enough or can get the monk some magic items that let it teleport safely to right next to the tarrasque or whatever to ensure that you can get the monk there safely, when you come back the second time with the Monk raring to go with 6 more charges of Quivering Palm and the tarrasque has no more legendary resistances for the day, you'll probably take him down.
If you have a level 18+ monk and a level 14+ divination wizard, then the monk can use its Quivering Palm feature 6 times per short rest and the divination wizard can prepare 3 portents per long rest. Let's assume you prepared to fight a tarrasque and got all three portents to 8 or below. Let's also assume that by level 17 the monk has a +5 to Wisdom, so it's a DC 19 to succeed on for this save.
The tarrasque has a +10 to Con saves and three uses of Legendary resistance. It also has advantage on saving throws against spells and other magical effects. TECHNICALLY Ki isn't magic. But it's pretty magic-like. So let's do the math for both situations, of whether or not the tarrasque has advantage on the saving throw.
With three portents, the Tarrasque will probably use all its legendary resistances for the day against the first three quivering palms, which the wizard will ensure it fails. Then you have three more opportunities for the tarrasque to fail.
To get it to fail, it has to get an 8 or lower on the die (see: +10 to Con saves). It has advantage on these throws. A level 18+ monk can use Quivering Palm three more times before running out of Ki. So what's the liklihood it gets an 8 or lower on a given throw? 40%. When it has advantage? 16%. When it has to do this three times, no advantage? 87% it will fail. With advantage? 50%. The answer? Well, the tarrasque only gets 3 legendary resistances per day, but the monk gets all its Ki points back at the end of a short rest.
So then it's the simple task of escaping from a tarrasque after you were close enough to make an unarmed strike against it. And then hiding, restfully, for an hour. And then coming back. All without dying.
Clearly there's some other difficulties here. But assuming you can prepare enough or can get the monk some magic items that let it teleport safely to right next to the tarrasque or whatever to ensure that you can get the monk there safely, when you come back the second time with the Monk raring to go with 6 more charges of Quivering Palm and the tarrasque has no more legendary resistances for the day, you'll probably take him down.
Firbolg, High Elf with Fey Teleportation feat, Eladrin, Shadar-Kai, Githyanki all have a teleport (or an invisibility racial ability in the case of the Firbolg). Plenty of races have options that let them hide easier. The wizard could have teleportation magic and Leomund's Tiny Hut. Likely other characters will be there, too.
Also, Quivering Palm is Monk 17. Assuming that your only concern for Monk 18 was getting the extra Ki Point for the 6th Quivering Palm, you could go Rogue 3 Swashbuckler for Fancy Footwork and bonus action dash away (Step of the Wind or Cunning Action).
This isn’t really a build and I’m taking a few liberties in this but here goes
first be wizard evocation school then get to a level where you have ninth level spells slots then cast meteor swarm and overchannel it meaning the die is maxed out then have it against a gargantuan creature with low dexterity landing all four meteors that’s 160d6 damage rolling perfect every time because of overchannel then let’s make this target weak to fire to double damage so that’s 160x6x2 that stacks to 1920 damage on one turn.
You can only Overchannel 5th level and lower spells.
---
I'm going with Open Hand Monk.
Quivering Palm feature is 3 points to use. By level 20 this is 6 uses. The feature is target fails Con save and drops to 0 HP or they save and take 10d10 necro damage. With 6 uses that's 60d10 damage. That's an average 330 damage even if they succeed on the saves. Every short rest.
Got a wizard in the party? Get them a spell gem that can hold Leomund's Secret Hut and have Catnap prepped. So, exhausted all ki? No probs, wizard uses gem to make the hut as a single action instead of normal casting time (I love spell gems) and when you're inside, cast Catnap on you. 10 mins later you've got another 6 uses and the tarrasque is only 10 mins away with its slow pace - which you can catch up to in no time. This way, you've had a short rest to recharge and recover HP but the Tarrasque hasn't.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I was discussing this on my discord server the other day. I am writing at 1 am so please forgive any mistakes, i'll probably not fix them.
Only rules are no magic items and no obvious spells like fireball or meteor swarm. UA is ok.
17th level rogue arcane trickster- 9d6 sneak attack, which has to be done with an ally within 5ft of the target but not with advantage, because then the 2d10 becomes a flat 20 and can't be boosted by a crit
3rd level oath of treachery paladin- 3d8 smite damage +2d10 poison damage, it just says expend spell slots for smite, not necessarily paladin spell slots
Aasimar- necrotic shroud +20
martial adept feat- any of the ones that allow you to add the d6 to your damage
and a rapier so i can get sneak attack, originally we were going to use a greatsword but then remembered you need finesse for sneak attack, the original also included levels of ranger for hunters mark and colossus slayer, which was scrapped because a d6 and a d8 were worth a lot less than taking extra levels of rouge
On a crit it's 20d6+8d8+4d10+ 5 ability mod +2 duelist +20 necrotic shroud+3 poison strike
Now you add in the 17th level ability of assassin, and assuming they fail, the damage is doubled.
Assuming that you roll average (6 for d12 and 3 for d6) the total average damage if they fail both saves is 430.
Now you use your action surge to make another attack with your other bad news (just drop the other one and use free object interaction).
You then make an attack with it for 4d12 (Weapon damage) + 24d6 (Purple worm, assume fail) +5 (dex) and your 17th level abilty (assume fail) makes 202 additional damage.
Oh I see yes you're right. So shell still have her warlock smites and spells but with point conversion, at these current levels multiclassed, she can replicate 2nd level slots with only three 3rd level slots to be used as her caster level would bring her to but can not replicate them after use. Thanks so much for catching this!
I may have to end up tweaking her sorcerer to paladin to warlock ratio in order to achieve the slots necessary for the sorcerer level limitations on harnessing points. Thanks again. It seems if there were 6 levels in sorcerer, than the 4th level conversions could take place. This would require her to lose 1 ASI and chose between losing a warlock ability or Paladin ability. Decisions decisions :)
Keeping paladin will help advantages and probably retain more nova ability, keeping warlock will retain more flat damage increases without smite and have an extra warlock slot which is big as well. Keeping her the same would still leave her with two rounds worth of 3rd level smites and high warlock spell slot smites all at advantage with life drinker buff as well...
Subtracting warlock to lvl 10 the numbers would shift as she would lose a flat 15 dmg per round but gain waaaay more smites in the long run as well as sorcerer spells to use, pushing her to an 8th level caster with sorcery point pool cap of 6points at a time. This shift in levels would also give her some cool teleporting guardian ability with "Stone Aegis" as a reaction to actually hit enemies more often with an extra d10 of force damage :)
Man its kind of like when the GM closes a door they also Open a window. :). I think this should cover the correction you just gave. Unless of course I missed something as is always possible in this great game. Thanks again!
Wait a second,
Your strategy is to convert spell slots to sorcery points, and then to convert these sorcery points back into spell slots for smites?
I must be missing something, because that is a remarkably inefficient strategy.
This is actually true. Even if you factor in crits and the possibility of getting more crits (say you save all of your smites for crits for simplicity), you wouldn't pull even with just your sorcery points accrued from converting spells to SP as a level 11 spellcaster unless all of your smites were for undead or fiends. I didn't convert the 1st level spells to SP first because there was no point, and I didn't convert one 3rd level spell since it left an uneven number of SP. 4 1st, 3 2nd, 3 3rd, 3 4th, 2 5th, and 1 6th convert to a total of 24 1st and a third based on the conversion method I mentioned. Straight damage against non fiends and undead would favor not converting with straight usage at 265.5 average damage and converted damage at 234. Crits would assume double that for average damage of 531-468. It does pull ahead on the undeads and fiends with 337.5-346.5 (675-693 crits). It becomes more beneficial when it prevents waste with overkills, but there are other ways around that.
Edit: Basically, 4th level conversions are a wash against non fiends and undead. Everything below shouldn't be converted and anything above should generate additional damage if converted. Fiends and undead probably push the 4ths into a conversion plus. Improved Divine Smite doesn't really change the math since it isn't based on actual smites, just the weapon attacks (meaning it actually applies to Booming Blade).
These are really cool points to be considered. Thanks guys.
For the example on my correction to Pedroig for his great catch, I put her at an 8th level caster that has access to enough points to create 4th level slots if desired. It'll also give her two 4th level slots to use initially. I'm not exactly sure whats so bad about having more control over spells, smiting, and slots in general. I wouldn't simply convert smites/slots/spells for no reason. I feel like her flexibility becomes a great advantage as a battle, dungeon crawl, or political situation wears on, all the while able to put out consistent tremendous damage.
Having control is simply being adaptable... unless I'm crazy... which is always a possibility in this complex and super great game.
She can start to replenish and prepare many lower level smites when going into a den of mid sized baddies
She can, with time between chambers, replenish larger spell slots if desired before fighting a bigger badder foe
Mid battle she can use stored points to create another 4th level slot
Having more control over slots, spells and smites can just be used in many interesting ways wherein 6 sorcery points thought to be saved for another big smite are turned into several level one spells over time that were needed without diminishing higher level smites. As a battle rages on or as the dungeon crawl continues and many spell slots have already been used such spells suddenly needed as feather fall, shield, protection from evil, cure wounds, bless, etc... may have needed to be cast and luckily a bigger smite was not lost.
And of course, she could short rest into replenishing her smites with warlock slots. I know there have been crazy sorlock power builds before but I guess I just didn't want to go the whole multiple short rest spell slot game as her main function and that wee all know how super potent that could be already. She needs long rests unlike certain races or subclasses so it couldn't be spammed completely, but it can still be harnessed to a degree with this build.
Over all just a bit of extra control over her spells and smites as needed seemed like a not only fun and potentially really useful thing but also a cool dimension to the game while still playing a character that can obliterate foes face to face.
I definitely appreciate the effort in the feedback guys. Thanks again. :)
That does sound like a reasonable way to approach the conversion aspect. As I mentioned above, you lose overall damage potential by converting 2nd and 3rd level slots, but that only matters if you need the full potential. The optimal way to play it would be to use the 2nd and 3rd level slots on enemies with enough HP to just barely die from the attack or to survive it. You can then convert your 4ths and warlock slots as needed. However, there isn't anything that says that you must play optimally. Just remember that covering 2nd level spells simply gives you a first level spell for every 2nd level spell converted (your just losing out on potential, not gaining in number of smites), and third level spell shots are at 3 firsts for every 2 3rds. Converting an odd number of 3rds only makes sense if you already have an odd number of SP from an efficiency standpoint. As long as you understand the costs, any number of things can make sense from an RP/fun standpoint.
This isn’t really a build and I’m taking a few liberties in this but here goes
first be wizard evocation school then get to a level where you have ninth level spells slots then cast meteor swarm and overchannel it meaning the die is maxed out then have it against a gargantuan creature with low dexterity landing all four meteors that’s 160d6 damage rolling perfect every time because of overchannel then let’s make this target weak to fire to double damage so that’s 160x6x2 that stacks to 1920 damage on one turn.
Not OP at higher levels, but a divination/chronurgy wizard with hold person/creature and jim's magic missile.
Hold Person a humanoid(/creature at higher levels), then walk up to within 5 feet of the creature, and then cast Jim's Magic Missile, making all the attacks that hit do instant critical hits, dealing 5d4 force damage per blast.
This is an average of 50 force damage with a second level jim's magic missile, with advantage to hit, and auto crits.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
A sorcerer or wizard with a 9th level spell slot.
step 1: cast wish
step 2: I wish every sentient thing on the planet got hit by a level 1 magic missile (no need to be greedy).
step 3. Front row seats to what the commoners might think is “the rapture”
Watch me on twitch
Monk (Way of the Open Hand) gets a feature at 17th level called Quivering Palm. Forces a target to make a Con save. On a fail, they immediately drop to 0 hit points. Period. Regardless of how many hit points they had beforehand.
Now then. The big creatures you'd want to do 800+ damage to in a single turn, they'll probably succeed on that throw. But still. It's nice to think about, and it doesn't even take any clever finangling of the rules or systems.
With a Divination Wizard on your team, it's much easier to get them to fail the save.
Now that is clever.
If you have a level 18+ monk and a level 14+ divination wizard, then the monk can use its Quivering Palm feature 6 times per short rest and the divination wizard can prepare 3 portents per long rest. Let's assume you prepared to fight a tarrasque and got all three portents to 8 or below. Let's also assume that by level 17 the monk has a +5 to Wisdom, so it's a DC 19 to succeed on for this save.
The tarrasque has a +10 to Con saves and three uses of Legendary resistance. It also has advantage on saving throws against spells and other magical effects. TECHNICALLY Ki isn't magic. But it's pretty magic-like. So let's do the math for both situations, of whether or not the tarrasque has advantage on the saving throw.
With three portents, the Tarrasque will probably use all its legendary resistances for the day against the first three quivering palms, which the wizard will ensure it fails. Then you have three more opportunities for the tarrasque to fail.
To get it to fail, it has to get an 8 or lower on the die (see: +10 to Con saves). It has advantage on these throws. A level 18+ monk can use Quivering Palm three more times before running out of Ki. So what's the liklihood it gets an 8 or lower on a given throw? 40%. When it has advantage? 16%. When it has to do this three times, no advantage? 87% it will fail. With advantage? 50%. The answer? Well, the tarrasque only gets 3 legendary resistances per day, but the monk gets all its Ki points back at the end of a short rest.
So then it's the simple task of escaping from a tarrasque after you were close enough to make an unarmed strike against it. And then hiding, restfully, for an hour. And then coming back. All without dying.
Clearly there's some other difficulties here. But assuming you can prepare enough or can get the monk some magic items that let it teleport safely to right next to the tarrasque or whatever to ensure that you can get the monk there safely, when you come back the second time with the Monk raring to go with 6 more charges of Quivering Palm and the tarrasque has no more legendary resistances for the day, you'll probably take him down.
Open Hands Monks can technically do the most damage in the game.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Firbolg, High Elf with Fey Teleportation feat, Eladrin, Shadar-Kai, Githyanki all have a teleport (or an invisibility racial ability in the case of the Firbolg). Plenty of races have options that let them hide easier. The wizard could have teleportation magic and Leomund's Tiny Hut. Likely other characters will be there, too.
Also, Quivering Palm is Monk 17. Assuming that your only concern for Monk 18 was getting the extra Ki Point for the 6th Quivering Palm, you could go Rogue 3 Swashbuckler for Fancy Footwork and bonus action dash away (Step of the Wind or Cunning Action).
You can only Overchannel 5th level and lower spells.
---
I'm going with Open Hand Monk.
Quivering Palm feature is 3 points to use. By level 20 this is 6 uses. The feature is target fails Con save and drops to 0 HP or they save and take 10d10 necro damage. With 6 uses that's 60d10 damage. That's an average 330 damage even if they succeed on the saves. Every short rest.
Got a wizard in the party? Get them a spell gem that can hold Leomund's Secret Hut and have Catnap prepped. So, exhausted all ki? No probs, wizard uses gem to make the hut as a single action instead of normal casting time (I love spell gems) and when you're inside, cast Catnap on you. 10 mins later you've got another 6 uses and the tarrasque is only 10 mins away with its slow pace - which you can catch up to in no time. This way, you've had a short rest to recharge and recover HP but the Tarrasque hasn't.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I was discussing this on my discord server the other day. I am writing at 1 am so please forgive any mistakes, i'll probably not fix them.
Only rules are no magic items and no obvious spells like fireball or meteor swarm. UA is ok.
17th level rogue arcane trickster- 9d6 sneak attack, which has to be done with an ally within 5ft of the target but not with advantage, because then the 2d10 becomes a flat 20 and can't be boosted by a crit
3rd level oath of treachery paladin- 3d8 smite damage +2d10 poison damage, it just says expend spell slots for smite, not necessarily paladin spell slots
Aasimar- necrotic shroud +20
martial adept feat- any of the ones that allow you to add the d6 to your damage
and a rapier so i can get sneak attack, originally we were going to use a greatsword but then remembered you need finesse for sneak attack, the original also included levels of ranger for hunters mark and colossus slayer, which was scrapped because a d6 and a d8 were worth a lot less than taking extra levels of rouge
On a crit it's 20d6+8d8+4d10+ 5 ability mod +2 duelist +20 necrotic shroud+3 poison strike
254 damage in 1 hit
This one is kinda basic, but here we go.
Assassin rogue 17, Fighter gunslinger 3
Use a Bad News gun.
Have a Dex and Wis of 20. When you make the shot you use Purple worm poison and Violent shot using all 5 grit.
Have the firearm specialist feat and use the second ability to stop the misfire should it do so. Also have elfish accuracy to make it easier to hit.
When you hit, your weopon does 2d12(weopon damage) + 5d12 (Violent shot) +9d6 (sneak attack) + 12d6 (purple worm, assume fail) +5 (Dex)
Now accounting for the crit from assassinate:
4d12 (weopon damage) + 10d12 (Violent shot) +18d6 (sneak attack) + 24d6 (purple worm, assume fail) +5 (Dex)
Now you add in the 17th level ability of assassin, and assuming they fail, the damage is doubled.
Assuming that you roll average (6 for d12 and 3 for d6) the total average damage if they fail both saves is 430.
Now you use your action surge to make another attack with your other bad news (just drop the other one and use free object interaction).
You then make an attack with it for 4d12 (Weapon damage) + 24d6 (Purple worm, assume fail) +5 (dex) and your 17th level abilty (assume fail) makes 202 additional damage.
This makes the total damage 632.
When the DM smiles, it is already to late.
This is if they fail all 3 saving throws, but it quite nice.
When the DM smiles, it is already to late.
What a sick build! Thx, I'll use it in my next campaign.
Could you post the specific breakdown of how that damage shakes out?
I exist, and I guess so does this