I'm trying to build with multiclass & feats a high damage character in 5e RAW by looking at the potential minimum, average, and maximum damage possible. (More focus on max so long as min and avg aren't horrible.) I also want to focus on the baseline damage potential; and not conditional damage (criticals), limited damage (Action Surge), or hindering damage (Great Weapon Master Feat). I'm cool with them as additional side bonuses that may happen, but I'm wanting to focus on the damage that can happen each turn and not reduce my chances at hitting.
The build below I think is the best option with the above conditions, but I'm not sure. (I know about Pole Arm master but the math came up slightly less when I tried it compared to below.) Considering if all attacks hit. (Attacking with reckless attack advantage.)
Long Sword: Two Weapon Fighting Style: Dual Wielder Feat: Dueler Fighting Style: Bonus Attack: 1d8+5+2 (Stow short sword to gain Dueler +2 bonus.)
Long Sword: Extra Attack: Dueler Fighting Style: 1d8+5+2
Long Sword: 2nd Extra Attack: Dueler Fighting Style: 1d8+5+2
Max damage on turn two: 83 (91 with Rage if available)
Max damage on turn one using bonus action to Rage: 78 (Lose bonus attack on that turn which is ok since using Duel Wielder feat to draw both blades would prevent stowing the same turn for Dueler Fighting Style +2 bonus. So instead draw one blade for Dueler bonus, the second blade after attacks for this turn.)
Max damage on turn one if Rage is all used up and weapons need to be drawn by Duel Wielder: 81 (Lose +2 bonus on Dueling Fighting Style with 2nd Extra attack. Draw one blade, attack, then extra attack; draw second blade then 2nd extra attack and bonus attack.)
Max damage on turn three with possible rage: 81 (87) with rage. You start with long sword already drawn. Attack, then extra attack. Then draw short sword and bonus attack, then 2nd extra attack.
It isn't that calculating baseline damage for any particular class is hard.... it's just that there's so many possible classes and feat combinations, that doing a comprehensive enough survey to establish the "baseline" across them all would be... woof. Maybe it would be enough to just see what the baseline for each class is at 1/5/11/17, without picking a subclass or any feats for it, but assuming it starts with a +3 stat modifier, hits +4 by level 5, and +5 by level 11? Ugh... and then you'd have to factor in hit/save % against level-appropriate enemies, and there's no easy way to see the range of ACs and saves for CR bands like there was in 4E, and....
I'm trying to build with multiclass & feats a high damage character in 5e RAW by looking at the potential minimum, average, and maximum damage possible. (More focus on max so long as min and avg aren't horrible.) I also want to focus on the baseline damage potential; and not conditional damage (criticals), limited damage (Action Surge), or hindering damage (Great Weapon Master Feat). I'm cool with them as additional side bonuses that may happen, but I'm wanting to focus on the damage that can happen each turn and not reduce my chances at hitting.
The build below I think is the best option with the above conditions, but I'm not sure. (I know about Pole Arm master but the math came up slightly less when I tried it compared to below.) Considering if all attacks hit. (Attacking with reckless attack advantage.)
Long Sword: Two Weapon Fighting Style: Dual Wielder Feat: Dueler Fighting Style: Bonus Attack: 1d8+5+2 (Stow short sword to gain Dueler +2 bonus.)
Long Sword: Extra Attack: Dueler Fighting Style: 1d8+5+2
Long Sword: 2nd Extra Attack: Dueler Fighting Style: 1d8+5+2
Max damage on turn two: 83 (91 with Rage if available)
Max damage on turn one using bonus action to Rage: 78 (Lose bonus attack on that turn which is ok since using Duel Wielder feat to draw both blades would prevent stowing the same turn for Dueler Fighting Style +2 bonus. So instead draw one blade for Dueler bonus, the second blade after attacks for this turn.)
Max damage on turn one if Rage is all used up and weapons need to be drawn by Duel Wielder: 81 (Lose +2 bonus on Dueling Fighting Style with 2nd Extra attack. Draw one blade, attack, then extra attack; draw second blade then 2nd extra attack and bonus attack.)
Max damage on turn three with possible rage: 81 (87) with rage. You start with long sword already drawn. Attack, then extra attack. Then draw short sword and bonus attack, then 2nd extra attack.
Yep, math... think it's right.
Anything better baseline damage for 5e RAW?
First if all, go rapiers instead of a longsword and a shortsword. It's an average point of damage better than shortsword and 2 max points better. All of your attacks will qualify for sneak attack instead of just the shortsword, which means you won't be out that damage if you miss on the shortsword attack. It doesn't have versatile like longsword, but you aren't using that anyway.
I'm trying to build with multiclass & feats a high damage character in 5e RAW by looking at the potential minimum, average, and maximum damage possible. (More focus on max so long as min and avg aren't horrible.) I also want to focus on the baseline damage potential; and not conditional damage (criticals), limited damage (Action Surge), or hindering damage (Great Weapon Master Feat). I'm cool with them as additional side bonuses that may happen, but I'm wanting to focus on the damage that can happen each turn and not reduce my chances at hitting.
The build below I think is the best option with the above conditions, but I'm not sure. (I know about Pole Arm master but the math came up slightly less when I tried it compared to below.) Considering if all attacks hit. (Attacking with reckless attack advantage.)
Long Sword: Two Weapon Fighting Style: Dual Wielder Feat: Dueler Fighting Style: Bonus Attack: 1d8+5+2 (Stow short sword to gain Dueler +2 bonus.)
Long Sword: Extra Attack: Dueler Fighting Style: 1d8+5+2
Long Sword: 2nd Extra Attack: Dueler Fighting Style: 1d8+5+2
Max damage on turn two: 83 (91 with Rage if available)
Max damage on turn one using bonus action to Rage: 78 (Lose bonus attack on that turn which is ok since using Duel Wielder feat to draw both blades would prevent stowing the same turn for Dueler Fighting Style +2 bonus. So instead draw one blade for Dueler bonus, the second blade after attacks for this turn.)
Max damage on turn one if Rage is all used up and weapons need to be drawn by Duel Wielder: 81 (Lose +2 bonus on Dueling Fighting Style with 2nd Extra attack. Draw one blade, attack, then extra attack; draw second blade then 2nd extra attack and bonus attack.)
Max damage on turn three with possible rage: 81 (87) with rage. You start with long sword already drawn. Attack, then extra attack. Then draw short sword and bonus attack, then 2nd extra attack.
Yep, math... think it's right.
Anything better baseline damage for 5e RAW?
First if all, go rapiers instead of a longsword and a shortsword. It's an average point of damage better than shortsword and 2 max points better. All of your attacks will qualify for sneak attack instead of just the shortsword, which means you won't be out that damage if you miss on the shortsword attack. It doesn't have versatile like longsword, but you aren't using that anyway.
You are so correct. +2 is +2, so can't argue with that. Im going to do that but half orc for the race. Not sure on rogue subclass yet. Any reason why you decided on Swashbuckler? Initiative and opportunity attack evasion makes sense. But Reckless Attack will make the not needing advantage for sneak attack irrelevant. Don't know if there is a better option for this build though.
Thanks for the heads up! Not sure why I over looked the rapiers.
There wasn't anything that stood out as far as damage that fit within the parameters that you were looking at that I could think of, since Assassin is the go to for damage but that damage was front loaded. As I'm playing a Zealot barbarian at the moment, I can appreciate the need to scale back on the reckless attack from time to time due to the amount of damage that you can be taking depending on whether that damage is one of your resisted damages or not. Having the ability to attack to disengage as well as not having to allow for all attacks against you to be at advantage is a nice fall back. Half Orc is a nice fit for crit damage and will tie in nicely with the champion increased crits... I decided on Mountain Dwarf for the stats since I was worried about being able to get the stats where they needed to be for everything. It'll be a little tighter with the Half Orc, but that will probably mean that your HP will simply be a little bit less or you'll start with lower dex. Maybe not, I don't have the point buy in front of me to be able to be sure.
Doing the math and spreading the damage bonuses around a little, your first hit would have the Divine Fury attached to it dealing 1d8+1d6+(5 from strength + 2 dueling + 2 rage + 1 Divine Fury=10). This would have a min of 12, an average of 18, and a max of 24. 2nd attack would have colossus slayer 2d8+9 for 11/18/25. 3rd attack would have sneak attack but would have to be done while dual wielding to enable the bonus attack for 1d8+2d6+7 for10/18.5/27 damage, all increased by 2 for dueling fighting style during the first round when rage is engaged. So far this fits with your method. Bonus attack would be 1d8+7 if your DM doesn't allow you to stow your first blade or if you choose to keep both out to enable the +1 to AC from dual wielder feat to bump your AC from 18 to 19, or 1d8+9 if your DM allows you to stow your first blade to enable dueling fighting style and still be able to benefit from two weapon fighting style. Damage would be 10/13.5/17 or 12/15.5/19 for a total of 43/68/93 or 45/70/95 depending on the bonus. You'll have 3 rages per long rest and you'll be able to do a respectable nova if you crit on either of the first two attacks since you can move sneak attack forward on a crit (and technically Colossus Slayer if the creature has already taken damage). Without damage on the creature, a first attack crit on a half orc would be 3d8 + 6d6 + 10 for 19/44.5/70 and the same crit on a creature who has taken damage would be 5d8+6d6+10 for 21/53.5/86 if you moved your Colossus Slayer and Sneak Attack onto the first attack.
There wasn't anything that stood out as far as damage that fit within the parameters that you were looking at that I could think of, since Assassin is the go to for damage but that damage was front loaded. As I'm playing a Zealot barbarian at the moment, I can appreciate the need to scale back on the reckless attack from time to time due to the amount of damage that you can be taking depending on whether that damage is one of your resisted damages or not. Having the ability to attack to disengage as well as not having to allow for all attacks against you to be at advantage is a nice fall back. Half Orc is a nice fit for crit damage and will tie in nicely with the champion increased crits... I decided on Mountain Dwarf for the stats since I was worried about being able to get the stats where they needed to be for everything. It'll be a little tighter with the Half Orc, but that will probably mean that your HP will simply be a little bit less or you'll start with lower dex. Maybe not, I don't have the point buy in front of me to be able to be sure.
Doing the math and spreading the damage bonuses around a little, your first hit would have the Divine Fury attached to it dealing 1d8+1d6+(5 from strength + 2 dueling + 2 rage + 1 Divine Fury=10). This would have a min of 12, an average of 18, and a max of 24. 2nd attack would have colossus slayer 2d8+9 for 11/18/25. 3rd attack would have sneak attack but would have to be done while dual wielding to enable the bonus attack for 1d8+2d6+7 for10/18.5/27 damage, all increased by 2 for dueling fighting style during the first round when rage is engaged. So far this fits with your method. Bonus attack would be 1d8+7 if your DM doesn't allow you to stow your first blade or if you choose to keep both out to enable the +1 to AC from dual wielder feat to bump your AC from 18 to 19, or 1d8+9 if your DM allows you to stow your first blade to enable dueling fighting style and still be able to benefit from two weapon fighting style. Damage would be 10/13.5/17 or 12/15.5/19 for a total of 43/68/93 or 45/70/95 depending on the bonus. You'll have 3 rages per long rest and you'll be able to do a respectable nova if you crit on either of the first two attacks since you can move sneak attack forward on a crit (and technically Colossus Slayer if the creature has already taken damage). Without damage on the creature, a first attack crit on a half orc would be 3d8 + 6d6 + 10 for 19/44.5/70 and the same crit on a creature who has taken damage would be 5d8+6d6+10 for 21/53.5/86 if you moved your Colossus Slayer and Sneak Attack onto the first attack.
Yea I like this build. Probably Barbarian to 2 for Rage and Reckless attack. Then Fighter to 11 for Two Weapon Fighting Style, Duel Wielder Feat, 2 extra attacks, STR max, and Dueler Fighting Style. Then Rogue to 3 for 2d6 sneak attack. Barb 3 for Divine Fury. Ranger 3 to get maybe Defense Fighting Style and Colossal Slayer.
Not sure if this is best optimal way. Wanted to get attack hit advantage first, then duel wielding setup, then additional bonus damage.
With PAM, a d10 weapon that would trigger all of PAM's options and fair amount of spell slots, you could have a first round turn that saw Action: Haste, Haste Action 1d10+5 (glaive or halberd) + 1d8 (Improved Divine Smite) +1d8 (Divine Strike) for a modest 8/19.5/31, followed by PAM Bonus Action 1d4+5+1d8 (Improved Divine Smite) for 7/12/17 (15/31.5/48 for the round). Your next 4 attacks would see this pattern: 1d10 + 5 + 2d8 for first attack 8/19.5/31, 1d10+1d8+5 (7/12/23) for the second attack, 1d10+1d8+5 for the Haste Attack, and 1d10+d18+5 for War Priest. Total 29/64.5/100. After your War Priest charges are done, you can still do the same but replace the War Priest bonus attack with the PAM bonus attack for a total round attack of 29/61.5/94. The floor on this build isn't near as good as your build, the average damage is a little lower, but the ceiling is higher and that's without factoring in the number of Divine Smites that you could use for more damage (note that Improved Divine Smite does not use spell slots). You could also lead in with Thunderous Smite for an additional 2d6 at the cost of the PAM bonus Action but with the upside of making the creature prone to gain advantage. This isn't as reliable as reckless attack but it also doesn't have the downside of making all attacks against you have advantage. Vow of Enmity can do the same against high strength creatures. None of this is taking into account the higher likelihood of opportunity attacks thanks to PAM (or the interaction with Relentless Avenger). Of course, having Spirit Guardians could lead to a lot of damage being dealt in addition to the non-haste action attacks.
Haste is a concentration spell and could fall off quickly if the 21 hasted AC isn't good enough or if various saves are targeted. The downside is that you will have a down turn once Haste wears off. Instead of going with War Cleric, you could instead go with Forge domain to get a +1 to weapon attacks or AC, gain resistance to fire damage and gain a +1 to AC at 6th (stackable with the 1st level ability if you happen to have a magic weapon). The Divine Strike would be fire damage instead of the piercing damage from War Priest. A full round with Forge Domain (2 attacks from the Attack action, 1 from Haste Action, and PAM bonus action) would instead give 33/65.5/98. Wisdom could then be left at 13 and Charisma could be boosted to 18 while improving Constitution to 16. Instead of having a +4 to constitution saves, the character would now have a +7 as such https://ddb.ac/characters/34235506/jn8ac1 or could have a +6 and forgo the 18 charisma to grab warcaster for advantage on concentration checks.
The nova possibilities are impressive with a Paladin since a crit could bring 2d10 + 6d8 +5 (6 if forge) on the first attack 2d10+4d8+5(6) on any full subsequent attack and 2d4+4d8+5(6) on a PAM bonus attack with only a first level spell slot. Those splits are 13/43/73 on the first, 11/34/57 on subsequent attacks and 11/28/45 on PAM on the War Cleric. A Half Orc could push that the first attack to 3d10+6d8+5 for 14/48.5/83. Your build would probably be able to do more damage regularly, but you would also be taking more hits. While your build would be able to be able to resist more types of damage, the effect of fire resistance for the forge cleric and B/P/S may even out at higher levels and the higher overall saves and higher AC of the Paladin will help to offset the HP advantage that your character has.
Of course, a Half Orc Paladin11/Barbarian9 could also be interesting. While it would lose out on regular damage to either build, getting a critical of 4d10 (weapon, Half-Orc Savage Attacks, Brutal Critical)+11 (strength mod, rage, divine fury flat bonuses) + 4d8 (improved divine smite, 1st level divine smite) +2d6 (divine fury) for a 21/58/95 on the first attack is getting pretty nasty.
4 beams of Eldtrich Blast with Agonizing blast: 42
Quicken for 4 more: 42
Boom 84 damage. At this level you can do this 9 times before you have to start converting slots. You can convert your pact slots for 2 more quickens before you even touch Sorcerer spells.
If you add Hex instead in the first round:
56 damage the first round
112 the second and there after as long as you keep Hex on that thing.
Two levels of Fighter gives you a 126 alpha strike round though (or 168 after Hex), though it loses 9th level spells and a sorcerer feature. If you start as Fighter level 1, it also lets you wholly disregard Dexterity while leveling up, and set your AC to 18 or 20 with a shield, for easier focus on offense.
I don't recall if I assumed that already since I suggested that for the OP or just went by the numbers that they used. I was primarily trying to see what the PAM build was as a baseline comparison for their build since that was one they had mentioned. The builds compare favorably and have different advantages depending on what you're looking for.
Two levels of Fighter gives you a 126 alpha strike round though (or 168 after Hex), though it loses 9th level spells and a sorcerer feature. If you start as Fighter level 1, it also lets you wholly disregard Dexterity while leveling up, and set your AC to 18 or 20 with a shield, for easier focus on offense.
Wish could give you a second you to double your damage by mimicking simulacrum and if you go wild magic you can add 15.5 damage a turn with the 18th level feature every turn.
Paladin (oath of vengeance) 19, warlock (pact of the hexblade) 1
Paladin gets divine smite, improved divine smite, hold person/monster and great weapon fighting style.
Warlock gets hexblades curse which allows a bonus to damage rolls equal to your proficiency bonus. This does not say once per turn so technically if you roll the dice one by one they are individual damage rolls so you can add +6 to each dice. Same with the +3 greatsword
Use a potion of speed to get haste without concentrating
Three attacks per turn = 6d6 +6 +6 +6 +6 +6 +6 +3 +3 +3 +3 +3 +3 +3d8 +6 +6 +3 +3 +3 = minimum of 123 damage
123 + 255 + 34 = 412 maximum with no crits and no great weapon master
Also you can use vow of enmity to get advantage on those rolls without concentrating
You can use hold monster instead of holy weapon to get wnev more damage by paralyzing the enemy which will remove 34 damage making the attack deal 378 max damage but it will make your attacks from 5ft away always crit to deal a maximum of...
I'm trying to build with multiclass & feats a high damage character in 5e RAW by looking at the potential minimum, average, and maximum damage possible. (More focus on max so long as min and avg aren't horrible.) I also want to focus on the baseline damage potential; and not conditional damage (criticals), limited damage (Action Surge), or hindering damage (Great Weapon Master Feat). I'm cool with them as additional side bonuses that may happen, but I'm wanting to focus on the damage that can happen each turn and not reduce my chances at hitting.
The build below I think is the best option with the above conditions, but I'm not sure. (I know about Pole Arm master but the math came up slightly less when I tried it compared to below.) Considering if all attacks hit. (Attacking with reckless attack advantage.)
(Barbarian Zealot 3) (Fighter Champion 11) (Ranger Hunter 3) (Rogue 3)
Divine Furry: 1d6+1
Hunter's Prey: Colossus Slayer: 1d8
Sneak Attack: (Reckless Attack): 2d6
Short Sword: 1d6+5 (Triggers sneak attack)
Long Sword: Two Weapon Fighting Style: Dual Wielder Feat: Dueler Fighting Style: Bonus Attack: 1d8+5+2 (Stow short sword to gain Dueler +2 bonus.)
Long Sword: Extra Attack: Dueler Fighting Style: 1d8+5+2
Long Sword: 2nd Extra Attack: Dueler Fighting Style: 1d8+5+2
Max damage on turn two: 83 (91 with Rage if available)
Max damage on turn one using bonus action to Rage: 78 (Lose bonus attack on that turn which is ok since using Duel Wielder feat to draw both blades would prevent stowing the same turn for Dueler Fighting Style +2 bonus. So instead draw one blade for Dueler bonus, the second blade after attacks for this turn.)
Max damage on turn one if Rage is all used up and weapons need to be drawn by Duel Wielder: 81 (Lose +2 bonus on Dueling Fighting Style with 2nd Extra attack. Draw one blade, attack, then extra attack; draw second blade then 2nd extra attack and bonus attack.)
Max damage on turn three with possible rage: 81 (87) with rage. You start with long sword already drawn. Attack, then extra attack. Then draw short sword and bonus attack, then 2nd extra attack.
Yep, math... think it's right.
Anything better baseline damage for 5e RAW?
It isn't that calculating baseline damage for any particular class is hard.... it's just that there's so many possible classes and feat combinations, that doing a comprehensive enough survey to establish the "baseline" across them all would be... woof. Maybe it would be enough to just see what the baseline for each class is at 1/5/11/17, without picking a subclass or any feats for it, but assuming it starts with a +3 stat modifier, hits +4 by level 5, and +5 by level 11? Ugh... and then you'd have to factor in hit/save % against level-appropriate enemies, and there's no easy way to see the range of ACs and saves for CR bands like there was in 4E, and....
This project sucks >_<
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
First if all, go rapiers instead of a longsword and a shortsword. It's an average point of damage better than shortsword and 2 max points better. All of your attacks will qualify for sneak attack instead of just the shortsword, which means you won't be out that damage if you miss on the shortsword attack. It doesn't have versatile like longsword, but you aren't using that anyway.
Your build would look something like:
https://ddb.ac/characters/34226672/mG9HKV
You are so correct. +2 is +2, so can't argue with that. Im going to do that but half orc for the race. Not sure on rogue subclass yet. Any reason why you decided on Swashbuckler? Initiative and opportunity attack evasion makes sense. But Reckless Attack will make the not needing advantage for sneak attack irrelevant. Don't know if there is a better option for this build though.
Thanks for the heads up! Not sure why I over looked the rapiers.
There wasn't anything that stood out as far as damage that fit within the parameters that you were looking at that I could think of, since Assassin is the go to for damage but that damage was front loaded. As I'm playing a Zealot barbarian at the moment, I can appreciate the need to scale back on the reckless attack from time to time due to the amount of damage that you can be taking depending on whether that damage is one of your resisted damages or not. Having the ability to attack to disengage as well as not having to allow for all attacks against you to be at advantage is a nice fall back. Half Orc is a nice fit for crit damage and will tie in nicely with the champion increased crits... I decided on Mountain Dwarf for the stats since I was worried about being able to get the stats where they needed to be for everything. It'll be a little tighter with the Half Orc, but that will probably mean that your HP will simply be a little bit less or you'll start with lower dex. Maybe not, I don't have the point buy in front of me to be able to be sure.
Doing the math and spreading the damage bonuses around a little, your first hit would have the Divine Fury attached to it dealing 1d8+1d6+(5 from strength + 2 dueling + 2 rage + 1 Divine Fury=10). This would have a min of 12, an average of 18, and a max of 24. 2nd attack would have colossus slayer 2d8+9 for 11/18/25. 3rd attack would have sneak attack but would have to be done while dual wielding to enable the bonus attack for 1d8+2d6+7 for10/18.5/27 damage, all increased by 2 for dueling fighting style during the first round when rage is engaged. So far this fits with your method. Bonus attack would be 1d8+7 if your DM doesn't allow you to stow your first blade or if you choose to keep both out to enable the +1 to AC from dual wielder feat to bump your AC from 18 to 19, or 1d8+9 if your DM allows you to stow your first blade to enable dueling fighting style and still be able to benefit from two weapon fighting style. Damage would be 10/13.5/17 or 12/15.5/19 for a total of 43/68/93 or 45/70/95 depending on the bonus. You'll have 3 rages per long rest and you'll be able to do a respectable nova if you crit on either of the first two attacks since you can move sneak attack forward on a crit (and technically Colossus Slayer if the creature has already taken damage). Without damage on the creature, a first attack crit on a half orc would be 3d8 + 6d6 + 10 for 19/44.5/70 and the same crit on a creature who has taken damage would be 5d8+6d6+10 for 21/53.5/86 if you moved your Colossus Slayer and Sneak Attack onto the first attack.
Yea I like this build. Probably Barbarian to 2 for Rage and Reckless attack. Then Fighter to 11 for Two Weapon Fighting Style, Duel Wielder Feat, 2 extra attacks, STR max, and Dueler Fighting Style. Then Rogue to 3 for 2d6 sneak attack. Barb 3 for Divine Fury. Ranger 3 to get maybe Defense Fighting Style and Colossal Slayer.
Not sure if this is best optimal way. Wanted to get attack hit advantage first, then duel wielding setup, then additional bonus damage.
Another option that has some pretty good sustain would be Vengeance Paladin 12 War Cleric 8: https://ddb.ac/characters/34232418/q4KbLC
With PAM, a d10 weapon that would trigger all of PAM's options and fair amount of spell slots, you could have a first round turn that saw Action: Haste, Haste Action 1d10+5 (glaive or halberd) + 1d8 (Improved Divine Smite) +1d8 (Divine Strike) for a modest 8/19.5/31, followed by PAM Bonus Action 1d4+5+1d8 (Improved Divine Smite) for 7/12/17 (15/31.5/48 for the round). Your next 4 attacks would see this pattern: 1d10 + 5 + 2d8 for first attack 8/19.5/31, 1d10+1d8+5 (7/12/23) for the second attack, 1d10+1d8+5 for the Haste Attack, and 1d10+d18+5 for War Priest. Total 29/64.5/100. After your War Priest charges are done, you can still do the same but replace the War Priest bonus attack with the PAM bonus attack for a total round attack of 29/61.5/94. The floor on this build isn't near as good as your build, the average damage is a little lower, but the ceiling is higher and that's without factoring in the number of Divine Smites that you could use for more damage (note that Improved Divine Smite does not use spell slots). You could also lead in with Thunderous Smite for an additional 2d6 at the cost of the PAM bonus Action but with the upside of making the creature prone to gain advantage. This isn't as reliable as reckless attack but it also doesn't have the downside of making all attacks against you have advantage. Vow of Enmity can do the same against high strength creatures. None of this is taking into account the higher likelihood of opportunity attacks thanks to PAM (or the interaction with Relentless Avenger). Of course, having Spirit Guardians could lead to a lot of damage being dealt in addition to the non-haste action attacks.
Haste is a concentration spell and could fall off quickly if the 21 hasted AC isn't good enough or if various saves are targeted. The downside is that you will have a down turn once Haste wears off. Instead of going with War Cleric, you could instead go with Forge domain to get a +1 to weapon attacks or AC, gain resistance to fire damage and gain a +1 to AC at 6th (stackable with the 1st level ability if you happen to have a magic weapon). The Divine Strike would be fire damage instead of the piercing damage from War Priest. A full round with Forge Domain (2 attacks from the Attack action, 1 from Haste Action, and PAM bonus action) would instead give 33/65.5/98. Wisdom could then be left at 13 and Charisma could be boosted to 18 while improving Constitution to 16. Instead of having a +4 to constitution saves, the character would now have a +7 as such https://ddb.ac/characters/34235506/jn8ac1 or could have a +6 and forgo the 18 charisma to grab warcaster for advantage on concentration checks.
The nova possibilities are impressive with a Paladin since a crit could bring 2d10 + 6d8 +5 (6 if forge) on the first attack 2d10+4d8+5(6) on any full subsequent attack and 2d4+4d8+5(6) on a PAM bonus attack with only a first level spell slot. Those splits are 13/43/73 on the first, 11/34/57 on subsequent attacks and 11/28/45 on PAM on the War Cleric. A Half Orc could push that the first attack to 3d10+6d8+5 for 14/48.5/83. Your build would probably be able to do more damage regularly, but you would also be taking more hits. While your build would be able to be able to resist more types of damage, the effect of fire resistance for the forge cleric and B/P/S may even out at higher levels and the higher overall saves and higher AC of the Paladin will help to offset the HP advantage that your character has.
Of course, a Half Orc Paladin11/Barbarian9 could also be interesting. While it would lose out on regular damage to either build, getting a critical of 4d10 (weapon, Half-Orc Savage Attacks, Brutal Critical)+11 (strength mod, rage, divine fury flat bonuses) + 4d8 (improved divine smite, 1st level divine smite) +2d6 (divine fury) for a 21/58/95 on the first attack is getting pretty nasty.
Using 2 rapiers will give more average damage and the only trade off is +1 to your AC which can easily be gained with different armour types.
Or you just hit the easy button:
2 warlock / 18 sorcerer
4 beams of Eldtrich Blast with Agonizing blast: 42
Quicken for 4 more: 42
Boom 84 damage. At this level you can do this 9 times before you have to start converting slots. You can convert your pact slots for 2 more quickens before you even touch Sorcerer spells.
If you add Hex instead in the first round:
56 damage the first round
112 the second and there after as long as you keep Hex on that thing.
Two levels of Fighter gives you a 126 alpha strike round though (or 168 after Hex), though it loses 9th level spells and a sorcerer feature. If you start as Fighter level 1, it also lets you wholly disregard Dexterity while leveling up, and set your AC to 18 or 20 with a shield, for easier focus on offense.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I don't recall if I assumed that already since I suggested that for the OP or just went by the numbers that they used. I was primarily trying to see what the PAM build was as a baseline comparison for their build since that was one they had mentioned. The builds compare favorably and have different advantages depending on what you're looking for.
Wish could give you a second you to double your damage by mimicking simulacrum and if you go wild magic you can add 15.5 damage a turn with the 18th level feature every turn.
Fighter would be good for AC and what not though.
Nope this is not the way to go.
If we are using rules as written we can do this:
Use a greatsword +3
Feats: war caster
Paladin (oath of vengeance) 19, warlock (pact of the hexblade) 1
Paladin gets divine smite, improved divine smite, hold person/monster and great weapon fighting style.
Warlock gets hexblades curse which allows a bonus to damage rolls equal to your proficiency bonus. This does not say once per turn so technically if you roll the dice one by one they are individual damage rolls so you can add +6 to each dice. Same with the +3 greatsword
Use a potion of speed to get haste without concentrating
Three attacks per turn = 6d6 +6 +6 +6 +6 +6 +6 +3 +3 +3 +3 +3 +3 +3d8 +6 +6 +3 +3 +3 = minimum of 123 damage
4th level smite on each attack = 5d8 +6 +6 +6 +6 +6 +3 +3 +3 +3 +3 = 85 × 3 = 255
Holy weapon adds max 2d8 +6 +6 +3 +3 = 34
123 + 255 + 34 = 412 maximum with no crits and no great weapon master
Also you can use vow of enmity to get advantage on those rolls without concentrating
You can use hold monster instead of holy weapon to get wnev more damage by paralyzing the enemy which will remove 34 damage making the attack deal 378 max damage but it will make your attacks from 5ft away always crit to deal a maximum of...
756 damage in one turn.
Nick harols
That’s not how damage rolls work, unfortunately. A damage roll is all of the dice you are rolling on a hit, not an individual die among the several.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.