From near the top of page 7, Booming Blade cannot be twinned (range of Self)
Ah, that saddens me. However, thinking about it now, doesn't that mean that a beast master ranger can use it with Share Spells?
Beast Master 15/Sorcerer 4 using Quickened Spell, casts booming blade twice and shares it with an armed companion twice, effectively getting 4 casts in a single turn! Finally, a baboon or flying monkey (with a dagger) can be viable!
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
I don't think that's how Arcane Ward works... the way it is written, it looks like it would be:
First time you cast, gain an Arcane Ward with wizard level + wizard level + INT HP.
If the Arcane Ward has 0 HP and you cast an Abjuration spell, it regains spell level + spell level HP.
If the Arcane Ward has any HP, it does not gain any new HP.
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
Even earlier, take the eldritch invocation feat and pick the one that lets you cast mage armor at will since it has no prereqs. get that shield even earlier.
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
Even earlier, take the eldritch invocation feat and pick the one that lets you cast mage armor at will since it has no prereqs. get that shield even earlier.
That would still be level 4, unless you go variant human/variant race, but I like that it keeps you from having to multiclass now, or wait a *long* time...
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
Even earlier, take the eldritch invocation feat and pick the one that lets you cast mage armor at will since it has no prereqs. get that shield even earlier.
That would still be level 4, unless you go variant human/variant race, but I like that it keeps you from having to multiclass now, or wait a *long* time...
Yeah it would be a V.human thing for sure...and it would be worth it IMO as you save a spell slot once a day too.
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
Even earlier, take the eldritch invocation feat and pick the one that lets you cast mage armor at will since it has no prereqs. get that shield even earlier.
That would still be level 4, unless you go variant human/variant race, but I like that it keeps you from having to multiclass now, or wait a *long* time...
Yeah it would be a V.human thing for sure...and it would be worth it IMO as you save a spell slot once a day too.
not just that but you'd save alot of them since youd just keep casting it over and over again to get your ward back to full after each battle. You are able to cast it even with another instance of it up.
I came up with a few ideas, either trying out or planning to use on my level 6 Paladin. i'm also a noob, so obviously there is much more you can do with this.
So, get an Adamantine Greataxe. With some... outside-the-box interpretations, you could convince your DM that the weapon does crit hits on ANYTHING, not just inanimate objects.
(Adamantine page says that Adamantine weapons have any hit count as a critical hit when hitting an object, but it does not define what "object" means, so it's arguable that an "Object" could also be living matter in an enemy)
Then, Paladins (and other classes too) get the ability to attack twice. With this, you have the chance to deal up to 4d12 damage with a single action, each turn. I think that's pretty powerful.
I came up with a few ideas, either trying out or planning to use on my level 6 Paladin. i'm also a noob, so obviously there is much more you can do with this.
So, get an Adamantine Greataxe. With some... outside-the-box interpretations, you could convince your DM that the weapon does crit hits on ANYTHING, not just inanimate objects.
(Adamantine page says that Adamantine weapons have any hit count as a critical hit when hitting an object, but it does not define what "object" means, so it's arguable that an "Object" could also be living matter in an enemy)
Then, Paladins (and other classes too) get the ability to attack twice. With this, you have the chance to deal up to 4d12 damage with a single action, each turn. I think that's pretty powerful.
From the DMG, pg246: "For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects."
Objects are inanimate. Adamantine won't crit creatures, which are considered a wholly separate thing.
DM and my party (most of whom also got adamantine weapons) compromised by saying any hit towards a creature lets you roll twice for extra damage, but you do not roll for any crit hit effect beyond this. You will need to actually roll a nat 20 if you want anything beyond double damage
I think sneak attack requires a finesse/ranged weapon. Eldritch blast is a spell that does not involve any weapon, so sadly sneak attack doesn't count. That's only a lost of 4d6 though.
Rest is pretty good.
Edit: Also note for Assassin you not only need to surprise, but also to beat everyone in initiative. If a enemy has their turn before yours, they use up their entire turn to become unsurprised (and thus you can't crit them). So might want to take the Alert feat.
If you want to max damage even further, consider looking into Action Surge, or the spell Spirit Shroud.
I think sneak attack requires a finesse/ranged weapon. Eldritch blast is a spell that does not involve any weapon, so sadly sneak attack doesn't count. That's only a lost of 4d6 though.
Rest is pretty good.
Edit: Also note for Assassin you not only need to surprise, but also to beat everyone in initiative. If a enemy has their turn before yours, they use up their entire turn to become unsurprised (and thus you can't crit them). So might want to take the Alert feat.
If you want to max damage even further, consider looking into Action Surge, or the spell Spirit Shroud.
Also I think that is only 8 bolts total not 16. just the dmg is doubled not the bolt count.
8 EBs then is avg 160, max 216. If all crit avg 232, max 344.
Then add Goblin's +20 damage (sneak attack 4d6 if your DM allows it, but not RAW so I won't include it, would only add avg 14, max 24)
That's a average damage of 180 (max 216), using assassinate a average of 252 (max 344). Not taking into account chance of hit (but with advantage and a max cha/prof, you should be hitting fairly often).
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
8 EBs then is avg 160, max 216. If all crit avg 232, max 344.
Then add Goblin's +20 damage (sneak attack 4d6 if your DM allows it, but not RAW so I won't include it, would only add avg 14, max 24)
That's a average damage of 180 (max 216), using assassinate a average of 252 (max 344). Not taking into account chance of hit (but with advantage and a max cha/prof, you should be hitting fairly often).
That's actually true though. But still if you have advantage and a crit on a 19 or 20, that's a 20% crit chance. Meaning at least some of the bolts will critical.
And Stupid me, A crit wouldn't double the number of bolts, just the damage each does. My bad.
No worries!
You realized it and moved on which is good.
I like your build though as I'm partial to the ol Eldtrich Blast myself.
Most overpowered build for what level? If we assume 20 (as that is when power peaks), then wizard or bard with the correct secret selections are both incredibly powerful.
I saw some debate early in the thread (haven't read through the entire thing) regarding who would win, a level 20 paladin vs a level 20 wizard. This strikes me, as I am a bit of a power gamer, as a ludicrous debate. It's like debating if Gary Coleman would beat Mike Tyson. A level 17+ wizard who has preparation time just wins. There is no contest. It doesn't matter who wins initiative. The paladin is going to be in for one round of intense pain followed by death. It doesn't matter how he's built, it doesn't matter if he has +20 to all his saves, he's going down.
If the wizard doesn't have prep time, the wizard relies on his contingency going off to help him escape. He then teleports back to home base and now he has time to prepare. Or maybe the paladin catches him on the toilet, kills him with a surprise attack, and the wizard is shunted off to one of his clones. Now you just have a pissed wizard and a paladin who doesn't know he's dead yet.
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From near the top of page 7, Booming Blade cannot be twinned (range of Self)
Ah, that saddens me. However, thinking about it now, doesn't that mean that a beast master ranger can use it with Share Spells?
Beast Master 15/Sorcerer 4 using Quickened Spell, casts booming blade twice and shares it with an armed companion twice, effectively getting 4 casts in a single turn! Finally, a baboon or flying monkey (with a dagger) can be viable!
Go all Wicked Witch of the West with this. Your flying monkeys need the proper attire, and your character needs green skin, but that's all manageable.
Chilling kinda vibe.
This one is very strange. The idea is- infinite hit points at level 2. Take abjuration wizard. Now take the spell alarm. Cast this as a ritual, and activate your ability that lets you create/heal a shield of magic. You can do this infinite times.
I don't think that's how Arcane Ward works... the way it is written, it looks like it would be:
First time you cast, gain an Arcane Ward with wizard level + wizard level + INT HP.
If the Arcane Ward has 0 HP and you cast an Abjuration spell, it regains spell level + spell level HP.
If the Arcane Ward has any HP, it does not gain any new HP.
While it sounds cool in theory, each ritual casting is 10-plus minutes. Your party is not likely going to want to sit around while the abjurer charges up, and the dm can interrupt the casting, or make the slight gain in shield pointless.
When this *does* potentially become abusive is when said abjurer multiclasses into warlock (or reaches 18th level) and takes the ability to cast Mage Armor at will, with it's much shorter casting time... but even then, I don't think it is the most abusive build...
Even earlier, take the eldritch invocation feat and pick the one that lets you cast mage armor at will since it has no prereqs. get that shield even earlier.
That would still be level 4, unless you go variant human/variant race, but I like that it keeps you from having to multiclass now, or wait a *long* time...
Yeah it would be a V.human thing for sure...and it would be worth it IMO as you save a spell slot once a day too.
not just that but you'd save alot of them since youd just keep casting it over and over again to get your ward back to full after each battle. You are able to cast it even with another instance of it up.
I came up with a few ideas, either trying out or planning to use on my level 6 Paladin. i'm also a noob, so obviously there is much more you can do with this.
So, get an Adamantine Greataxe. With some... outside-the-box interpretations, you could convince your DM that the weapon does crit hits on ANYTHING, not just inanimate objects.
(Adamantine page says that Adamantine weapons have any hit count as a critical hit when hitting an object, but it does not define what "object" means, so it's arguable that an "Object" could also be living matter in an enemy)
Then, Paladins (and other classes too) get the ability to attack twice. With this, you have the chance to deal up to 4d12 damage with a single action, each turn. I think that's pretty powerful.
From the DMG, pg246: "For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects."
Objects are inanimate. Adamantine won't crit creatures, which are considered a wholly separate thing.
DM and my party (most of whom also got adamantine weapons) compromised by saying any hit towards a creature lets you roll twice for extra damage, but you do not roll for any crit hit effect beyond this. You will need to actually roll a nat 20 if you want anything beyond double damage
I think sneak attack requires a finesse/ranged weapon. Eldritch blast is a spell that does not involve any weapon, so sadly sneak attack doesn't count. That's only a lost of 4d6 though.
Rest is pretty good.
Edit: Also note for Assassin you not only need to surprise, but also to beat everyone in initiative. If a enemy has their turn before yours, they use up their entire turn to become unsurprised (and thus you can't crit them). So might want to take the Alert feat.
If you want to max damage even further, consider looking into Action Surge, or the spell Spirit Shroud.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Also I think that is only 8 bolts total not 16. just the dmg is doubled not the bolt count.
Right, and modifiers don't get doubled. So half the amount of damage from Hexblade's Curse & CHA.
1 EB: 1d10 [base] + 5 [cha] + 6 [hexblade's curse] + 1d6 [hex], avg 20, max 27.
1 Critical EB: 2d10 + 5 + 6 + 2d6, avg 29, max 43
8 EBs then is avg 160, max 216. If all crit avg 232, max 344.
Then add Goblin's +20 damage (sneak attack 4d6 if your DM allows it, but not RAW so I won't include it, would only add avg 14, max 24)
That's a average damage of 180 (max 216), using assassinate a average of 252 (max 344). Not taking into account chance of hit (but with advantage and a max cha/prof, you should be hitting fairly often).
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
No worries!
You realized it and moved on which is good.
I like your build though as I'm partial to the ol Eldtrich Blast myself.
Most overpowered build for what level? If we assume 20 (as that is when power peaks), then wizard or bard with the correct secret selections are both incredibly powerful.
I saw some debate early in the thread (haven't read through the entire thing) regarding who would win, a level 20 paladin vs a level 20 wizard. This strikes me, as I am a bit of a power gamer, as a ludicrous debate. It's like debating if Gary Coleman would beat Mike Tyson. A level 17+ wizard who has preparation time just wins. There is no contest. It doesn't matter who wins initiative. The paladin is going to be in for one round of intense pain followed by death. It doesn't matter how he's built, it doesn't matter if he has +20 to all his saves, he's going down.
If the wizard doesn't have prep time, the wizard relies on his contingency going off to help him escape. He then teleports back to home base and now he has time to prepare. Or maybe the paladin catches him on the toilet, kills him with a surprise attack, and the wizard is shunted off to one of his clones. Now you just have a pissed wizard and a paladin who doesn't know he's dead yet.