The fact that it's in the Sage Advice Compendium carries more weight than simply saying that it's in a Sage Advice. This is in the SAC.
That said, it's good but won't break games either way. If you want to have the combo work in your game, bring it up with your DM prior to attempting it in game. Session 0 is the ideal time, but sometimes the character concept isn't fleshed out enough to know that a Life Cleric/Druid, Life Cleric/Ranger 2, Life Cleric/Bard (at least level 6 for Lore, 10 otherwise, Magical Secrets), or something else like Life Cleric with Magic Initiate (Druid) at that point. Bring it up as soon as you make the choice while out of game.
In my opinion, the part that makes Goodberry so potent is the duration of the berries. Being able to cast it pre-long rest, have the berries available for healing during the next day, and still being able to use that slot is a big deal. The Ring of Spell Storing proves that worth (granted, it's much more versatile).
Is there a mechanic, for “over eating” or “over drinking”?
like water boarding, or forcibly making someone eat multiple good berries. (Which is a full days serving of everything you need in 1 berry)
But is it nutritional value like a vitamin pill or does that berry magically make you full or at least not hungry? That's going to determine where your question falls.
I don’t throw out value, or over value builds, based off of homebrew rules, or lazy DMing.
majority of encounters start further than 5 feet away. Majority of encounters are not in a 10ft x 10ft square cell.
Generally when talking about overpowered builds, you probably want to assume a level playing field. If you have GWM like 500 feet away vs a SS, that's not very fair. Likewise, if you have a SS vs a GWM who is within 5 ft of the SS, (thus disadvantage or AoO if they try to leave) that's not very fair. Doing this in your game is fine and that more tactics into a encounter, but should not be considered when making the most overpowered build, else we would get no where, and generally these builds aren't really meant to be played anyways.
For the above example, yeah it's true you could use Crossbow Expert, but then your 1 feat behind the GWM, with options like Elvin Accuracy and Savage Attacker, being a feat behind is not the best thing in the world.
Either way, Chicken_Champ said that SS has access to Archery for +2 to hit which helps a ton with the -5 from SS/GWM, apparently more than the bigger damage dice and GWF. Of course, if your don't take AC into account, yeah GWM would be the best choice here.
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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.
Level 20 wizard can win any 1v1 dual, but my vote goes to Level 20 Moon Druid as the most OP. They can just walk into almost any adventuring situation with no prior knowledge and probably win.
The fact that it's in the Sage Advice Compendium carries more weight than simply saying that it's in a Sage Advice. This is in the SAC.
That said, it's good but won't break games either way. If you want to have the combo work in your game, bring it up with your DM prior to attempting it in game. Session 0 is the ideal time, but sometimes the character concept isn't fleshed out enough to know that a Life Cleric/Druid, Life Cleric/Ranger 2, Life Cleric/Bard (at least level 6 for Lore, 10 otherwise, Magical Secrets), or something else like Life Cleric with Magic Initiate (Druid) at that point. Bring it up as soon as you make the choice while out of game.
In my opinion, the part that makes Goodberry so potent is the duration of the berries. Being able to cast it pre-long rest, have the berries available for healing during the next day, and still being able to use that slot is a big deal. The Ring of Spell Storing proves that worth (granted, it's much more versatile).
Is there a mechanic, for “over eating” or “over drinking”?
like water boarding, or forcibly making someone eat multiple good berries. (Which is a full days serving of everything you need in 1 berry)
But is it nutritional value like a vitamin pill or does that berry magically make you full or at least not hungry? That's going to determine where your question falls.
Based on the wording of “nourishment to sustain”. I am believing it means magically make you “full or at least not hungry” is the more applicable one.
https://ddb.ac/characters/32244254/9poFp3 that is the most overpowered build i could come up with... domt get mad that its not all official... but 12d10 is alot of damage, with 24d10 on action surge
I'd say that there is no "true" overpowered build, as many setups have their strengths, weaknesses and quirks. Some features are definitely incredibly strong (9th level spells, some cap level features), but ultimately things tend to balance out.
Factor in magic items, though, and all sense of balance goes right out the window. All strength-dump setups lose that weakness with a belt of storm giant strength, and many cantrip blasters will love illusionist's bracers. Given enough time for it, and you can get 20 in all stats using bag of beans.
A Fighter 2/Wizard 18 can pull off some crazy combinations of spells. Prismatic wall > reverse gravity is probably my favorite. Sphere above target so you make the creature "fall" into and out of the sphere. Then you drop concentration on the gravity to make them fall into and out of it again. That's 735 average damage (210d6) on all failed saves, half on successful saves, and blinded and restrained into petrified conditions. The extra 10d6 is from the 100ft fall damage from reverse gravity. There's other combo's as well such as polymorph to a creature with less than 100HP > power word kill (this spell doesn't reduce HP to 0 ... it KILLS the target ... that is NULL HP meaning when the polymorph drops the target is also dead. The reason polymorph drops is because you can't polymorph a dead creature). force cage > sickening radiance to cause death by exhaustion (if the target can teleport at all to leave the cage this is pointless...but how many creatures that you fight are going to be able to teleport). These are just the most notable ones, there's other cool things you can do as well.
Edit: Not to mention if you start as a level 1 fighter you get to wear heavier armor and have a shield. I wouldn't take level 2 fighter for the action surge until you get stronger spells and slots. Things can get even crazier if you manage to convince your DM to give you a homebrew item to maintain 2 concentration spells ... or even do full wizard and convince them to give you an item to let you action surge. IF THEY'RE DOING THAT WHY NOT BOTH?!
Ok. Its simple. Just have a circle of the shepard druid, then planar bind everything that you can with 9th level spell slots. Then just send your elementals, fiends, and fae to kill whatever you need to.
Eh, Paladin's don't get anywhere close to some of the overpowered builds here.
Favorites people have put here are probably 2 Fighter 18 Wizard (TwistedEcho & Mog_Dracov) for being able to force failed saves, action surge, some of the most op 9th level spells, heavy armor & shield for 21 (defense fighting style) AC, CON saving throw, etc. Not ideal for early game I admit, cause your behind 2 levels when it comes to spells.
Moon druid + barbarian is very overpowered for early game (Chicken-Champ). Play as a super powerful elemental, made even more powerful by raging and gaining all the benefits of that. Such a classic combo I don't need to explain it much.
For max level a level 20 Moon Druid get's infinite wild shape, so basically infinite health. Good luck dealing with that if you aren't a wizard. Oh yeah, they also get no need for druidic focus, and can cast infinite subtle spells as a rat hidden in the corner. Sadly they don't get as op 9th level spells as the Wizard, but they are good in any tier.
Or just play a level 18 Open Hand Monk then take 2 levels into Divination Wizard. Your only losing a couple hp and a small bit of ki for spells like Shield, and you gain Portent combined with Quivering Palm. Have fun with that.
This last one is more min-maxing than overpowered I'll say, cause it's one of those highest damage builds, but I was so impressed I have to post it here anyways despite it not being in this forum.
The build DxJxC (and help) posted in 2019, rogue assassin 4/ fighter battle master 11/ ranger gloom stalker 5. Technically it's a Oathbow build, but if you remove that you have a build that does 335 damage on the first round, with no setups or any outside help. Very impressive, and a average of 110.5 damage after spending all your resources is still very good.
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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.
Maxing out rolled hit points every time is extremely unlikely; that's a 1/(8^19) chance for an artificer.
You can only be attuned to a single instance of a particular item at a time. That applies to the berserker axe and explains mechanically why both the ring of protection and cloak of protection exist simultaneously.
Half-orc barbarian path of the kin. I banned it but decided to kill off the PC instead of just removing them from game. They didn’t die. At 13th level they killed the Tarasqu themselves
This is paper rock scissors guys. Come up with ANY most powerful build, and someone will come up with a counter. Now there are definitely sub par builds at 20 that can't compete, but there is no real uber awesome kapoweeee that'll take down everyone no matter what...... but my lvl 20 Abjuration Wizard is pretty damn awesome lol.
A fendrayi or feral fendrayi (homebrew race) level 20 monk, sadly because I have one.
Claws and martial arts make for 1d4+DEX damage, which is more than the 1d10 MA die on average more than 50% of the time (average 7 vs. 5 1/2). Bite makes a dangerous first attack (2d4+STR, feral gives a +2 to strength), and flurry of blows with the claws and way of the Open hand makes for a powerful KO dealer, dealing ruptured kidneys (assuming 20 in STR, DEX, and WIS) for an average of 10 damage (first 2 attacks, +11 to hit each), and around 14-15 damage for the flurry of blows (also +11 to hit), meaning you hit AC 20 about 55% of the time with only one attack, 4 attacks, most likely a good stomach punch if the dex save is failed for the knock down, and heaven forbid a stunning strike! That would be killer! With unarmored movement, 20 STR, DEX, CON, and WIS, plus Mobile, Resilient WIS and CON, and you have a lightning-striking speed demon machine without haste!
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
to reply, statistically you could get a couple 18s on 4d6, drop lowest or on a d20. The mobile and 2 resilient feats are not essential but they make is 10x dangerous. Applying the ASIs with 3 starting 18s, 20 str, 19 dex, 19 con. Get a 16 for wis, +1 for each of dex and con with 2 resilient feats, mobile feat, and last 2 ASIs for wis
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
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But is it nutritional value like a vitamin pill or does that berry magically make you full or at least not hungry? That's going to determine where your question falls.
Generally when talking about overpowered builds, you probably want to assume a level playing field. If you have GWM like 500 feet away vs a SS, that's not very fair. Likewise, if you have a SS vs a GWM who is within 5 ft of the SS, (thus disadvantage or AoO if they try to leave) that's not very fair. Doing this in your game is fine and that more tactics into a encounter, but should not be considered when making the most overpowered build, else we would get no where, and generally these builds aren't really meant to be played anyways.
For the above example, yeah it's true you could use Crossbow Expert, but then your 1 feat behind the GWM, with options like Elvin Accuracy and Savage Attacker, being a feat behind is not the best thing in the world.
Either way, Chicken_Champ said that SS has access to Archery for +2 to hit which helps a ton with the -5 from SS/GWM, apparently more than the bigger damage dice and GWF. Of course, if your don't take AC into account, yeah GWM would be the best choice here.
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.
Level 20 wizard can win any 1v1 dual, but my vote goes to Level 20 Moon Druid as the most OP. They can just walk into almost any adventuring situation with no prior knowledge and probably win.
What if the wizard just cast fly and flew above the paladin... the paladin could not smite...
im a tad bit fruity
Based on the wording of “nourishment to sustain”. I am believing it means magically make you “full or at least not hungry” is the more applicable one.
Watch me on twitch
https://ddb.ac/characters/32244254/9poFp3 that is the most overpowered build i could come up with... domt get mad that its not all official... but 12d10 is alot of damage, with 24d10 on action surge
im a tad bit fruity
.
I'd say that there is no "true" overpowered build, as many setups have their strengths, weaknesses and quirks. Some features are definitely incredibly strong (9th level spells, some cap level features), but ultimately things tend to balance out.
Factor in magic items, though, and all sense of balance goes right out the window. All strength-dump setups lose that weakness with a belt of storm giant strength, and many cantrip blasters will love illusionist's bracers. Given enough time for it, and you can get 20 in all stats using bag of beans.
A Fighter 2/Wizard 18 can pull off some crazy combinations of spells. Prismatic wall > reverse gravity is probably my favorite. Sphere above target so you make the creature "fall" into and out of the sphere. Then you drop concentration on the gravity to make them fall into and out of it again. That's 735 average damage (210d6) on all failed saves, half on successful saves, and blinded and restrained into petrified conditions. The extra 10d6 is from the 100ft fall damage from reverse gravity. There's other combo's as well such as polymorph to a creature with less than 100HP > power word kill (this spell doesn't reduce HP to 0 ... it KILLS the target ... that is NULL HP meaning when the polymorph drops the target is also dead. The reason polymorph drops is because you can't polymorph a dead creature). force cage > sickening radiance to cause death by exhaustion (if the target can teleport at all to leave the cage this is pointless...but how many creatures that you fight are going to be able to teleport). These are just the most notable ones, there's other cool things you can do as well.
Edit: Not to mention if you start as a level 1 fighter you get to wear heavier armor and have a shield. I wouldn't take level 2 fighter for the action surge until you get stronger spells and slots. Things can get even crazier if you manage to convince your DM to give you a homebrew item to maintain 2 concentration spells ... or even do full wizard and convince them to give you an item to let you action surge. IF THEY'RE DOING THAT WHY NOT BOTH?!
9th level disintigrate a few times?
Ok. Its simple. Just have a circle of the shepard druid, then planar bind everything that you can with 9th level spell slots. Then just send your elementals, fiends, and fae to kill whatever you need to.
IDK a paladin has better heath and ac
Well I can kill the dragon, but I don't want to. -my friends last words as he gets burnt to a crisp by an adult red dragon
Eh, Paladin's don't get anywhere close to some of the overpowered builds here.
Favorites people have put here are probably 2 Fighter 18 Wizard (TwistedEcho & Mog_Dracov) for being able to force failed saves, action surge, some of the most op 9th level spells, heavy armor & shield for 21 (defense fighting style) AC, CON saving throw, etc. Not ideal for early game I admit, cause your behind 2 levels when it comes to spells.
Moon druid + barbarian is very overpowered for early game (Chicken-Champ). Play as a super powerful elemental, made even more powerful by raging and gaining all the benefits of that. Such a classic combo I don't need to explain it much.
For max level a level 20 Moon Druid get's infinite wild shape, so basically infinite health. Good luck dealing with that if you aren't a wizard. Oh yeah, they also get no need for druidic focus, and can cast infinite subtle spells as a rat hidden in the corner. Sadly they don't get as op 9th level spells as the Wizard, but they are good in any tier.
Or just play a level 18 Open Hand Monk then take 2 levels into Divination Wizard. Your only losing a couple hp and a small bit of ki for spells like Shield, and you gain Portent combined with Quivering Palm. Have fun with that.
This last one is more min-maxing than overpowered I'll say, cause it's one of those highest damage builds, but I was so impressed I have to post it here anyways despite it not being in this forum.
The build DxJxC (and help) posted in 2019, rogue assassin 4/ fighter battle master 11/ ranger gloom stalker 5. Technically it's a Oathbow build, but if you remove that you have a build that does 335 damage on the first round, with no setups or any outside help. Very impressive, and a average of 110.5 damage after spending all your resources is still very good.
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.
I made an artificer with a 660 max hp, does that count?
Hill dwarf
Tough feat
6 Berserkers handaxes
Max con (30)
Manual hp (max roll)
Potion of supreme healing combined with any potion effect 100 on dungeon masters guide pg 140 (mak hp roll)
Boon of fortitude
And i havent even added armor to make them even harder to kill!
Maxing out rolled hit points every time is extremely unlikely; that's a 1/(8^19) chance for an artificer.
You can only be attuned to a single instance of a particular item at a time. That applies to the berserker axe and explains mechanically why both the ring of protection and cloak of protection exist simultaneously.
Half-orc barbarian path of the kin. I banned it but decided to kill off the PC instead of just removing them from game. They didn’t die. At 13th level they killed the Tarasqu themselves
This is paper rock scissors guys. Come up with ANY most powerful build, and someone will come up with a counter. Now there are definitely sub par builds at 20 that can't compete, but there is no real uber awesome kapoweeee that'll take down everyone no matter what...... but my lvl 20 Abjuration Wizard is pretty damn awesome lol.
A fendrayi or feral fendrayi (homebrew race) level 20 monk, sadly because I have one.
Claws and martial arts make for 1d4+DEX damage, which is more than the 1d10 MA die on average more than 50% of the time (average 7 vs. 5 1/2). Bite makes a dangerous first attack (2d4+STR, feral gives a +2 to strength), and flurry of blows with the claws and way of the Open hand makes for a powerful KO dealer, dealing ruptured kidneys (assuming 20 in STR, DEX, and WIS) for an average of 10 damage (first 2 attacks, +11 to hit each), and around 14-15 damage for the flurry of blows (also +11 to hit), meaning you hit AC 20 about 55% of the time with only one attack, 4 attacks, most likely a good stomach punch if the dex save is failed for the knock down, and heaven forbid a stunning strike! That would be killer! With unarmored movement, 20 STR, DEX, CON, and WIS, plus Mobile, Resilient WIS and CON, and you have a lightning-striking speed demon machine without haste!
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Sorry, but this doesnt sound like an OP build. Sounds like an OP Campaign, definitly running some weird numbers.
You Assume a 20 on Str, Dex, Con, and Wis? AND 3 Feats? Monk only gets 5 ASI by 20. Definitely not running Standard array or Point guy.
Plus your using a Homebrew race. So, sounds fun and interesting, but not even in the running for most OP.
BUT, to Add to the List. The Most OP ridiculous min maxing munchkinry would have to go to Pun-Pun. The Kobold that won D&D.
If you not familiar with Pun-Pun you should definitly google and have a read.
to reply, statistically you could get a couple 18s on 4d6, drop lowest or on a d20. The mobile and 2 resilient feats are not essential but they make is 10x dangerous. Applying the ASIs with 3 starting 18s, 20 str, 19 dex, 19 con. Get a 16 for wis, +1 for each of dex and con with 2 resilient feats, mobile feat, and last 2 ASIs for wis
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking