Most Damage EVER done in Dungeons and Dragons
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- Опубликовано: 11 сен 2024
- There is power, and there is there is this build. With a well made team and a well thought out plan, this dungeons and dragons squad can annihilate any team of monsters you throw at them. This dungeons and dragons team is so powerful it is outlawed in 30 states including mexico. This dungeons and dragons character is so powerful even the god it worships is afraid! This is the most powerful dungeons and dragons character ever. Hold onto your hats.
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This video took a lot of time and effort to write, script and edit so I would REALLY appreciate you sharing this around 😁❤️
You can't use charisma mod if the weapon is two-handed
What is the most damage possible without having to rest
@@Xman1020 yes you can. Page 54-55 of Xanathars guide to everything states “if you later gain the pact of the blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapons type”.
@@OffbeatOutlaw ohhh cool!
You need to make a ruin knight build that can lift over 9,000 pounds. I did it.
My main takeaway from this video:
“Huh, if I did this I don’t have enough physical dice to roll it all... clearly I need more dice”
You don't have enough dice to roll this? *shakes head in dice goblin*
Exactly! *hangs head in shame* I am a disgrace to dice gremlins everywhere, and I must buy more click clacks to atone
You'll also need a bigger rolling tray because that's 216 dice you need to roll.
Mimimum of ~650 damage to a maximum of ~3,300. Insane
Specifically Min of 656 and Max of 3,296 damage.. I did the math according to the end calculation on screen and Yep. Whatever is there is likely very dead.
That's an average of 1,760
@@aerodynamic777 wow so he was only rolling very slightly above average
Just shy of a dead tarrasque at minimum.
@@aerodynamic777 Going from nearly one-hit KOing a tarrasque to nearly one-hit KOing 5 tarrasques
@@GlacialScion well, it's immune to paralyze, so it can ignore that, so let's half all the rolls due to no crit, had an AC of 25, so you're very unlikely to hit with - 5, basically, only way to hit is with a nat 20, or if you got a magic weapon +3, it would be at least 17, so 20% chance, so out of 8 attacks, 1 might hit. , it has advantage on all magic saves and can just use legendary resistance, plus for every one of your partys turns, it gets to do a legendary action. So it will probably kill your entire team before you even get to start this setup
A few suggestions to break the 2000 barrier:
1. Be a Half-Orc. Savage attacks gives +d12 extra on all those crits, well worth the point of charisma you lose from juggling stats and ASIs.
2. Bring along your friendly neighbourhood paladin to cast crusader's mantle for +d4 to all those attacks.
3. Drop by your unfortunate foe some minutes ahead of time to dump a 5th-level slot to bestow curse. You'll lose 2d8 in smite damage from a puny 2nd level smite but gain +d8 on all those attacks.
4. Spend your other 5th-level spell just before combat to set spirit shroud, giving +2d8 on all those melee attacks, though once again losing 2d8 in smite damage.
Which with all those crits and vulnerability gives {+8d12(half-orc)+16d4(mantle)+16d8(curse)+32d8(shroud)-8d8(smite)-8(ASIs)}x2 ~= 528 extra damage.
You're welcome.
HUZZAH A PERSON OF QUALITY!!!
Good analysis, I’ll keep this in mind for future builds 😁
We hitting 4,000+ max dmg now
Couldn't you also use that time in addition to put on hexblades curse?
Dm: “what allignment is your character?”
“Your physical pain, now gimme three tarrasks to kill!”
That one chicken on the farm facing your party
“ The time of your reckoning has come”
*a bounty of 40 gold has been added to the reach*
All chickens disappear. Even the ones in the past
One of the support people could also take the posioner feat from Tasha’s for anothor 16d8 of damage.
If they fail thier con saves
Also it isnt affected by crit
You can also have a Paladin concentrating on crusader’s mantle, for an extra 8d4 before crits ( 2 x 16d4 added in total )
Purple worm posion
How do they apply the poison after its first use? (Or is there a high level poison that does that much?)
And your bard giving inspiration, if the sorcerer is wild magic using bend luck, and if the cleric is a war cleric using war gods blessing you are even more guaranteed to hit lmao
UNLIMITED POWA
College of Valor I believe allows people to add inspiration to damage so it can go even highrt
was atificer out back when this was made? cause there's also the potion that adds 1d4 to your attacks and saves.
@@wesleywyndam-pryce5305 he did mention artificer
Nobody:
Offbeat Outlaw: *breaks 5e*
Damn, this build just lets you smack the goofy out of anything in your path
The MAX damage with this build is 3152 if my math is correct but that is assuming that you roll 12 on every d12, 8 on every d8, and 4 on every d4.
you think the all powerful Goofy would be phased by this?
I mean, if a terrasque fails 3 Con Saves it deserves it
Terrasque please they can slay gods with that damage *gurren lagann music plays in background*
@@SuperGamefreak18 the DM would need like 5 mind flayers to kill these fuckers lmfao
@@meunomenaoethiago284 time to bring out the mind foster skater build
@@SuperGamefreak18 depends, moradins avatar would take 0 damage from this. and thats just an avatar, let alone his actual being.
@@wesleywyndam-pryce5305 I said a god, while making a joke, not literally one of the top 5 dieties
O.O
That's a lot of damage
Tarrask: "I'm in danger"
It’s spelled Tarrasque
Tarrasque, getting up the following turn: “haha, you’re in danger”
The DM: **sobbing** please stop, he's already dead
@@buttsmcgee50 this is 5e, the Tarrasque dies when it hits 0hp
I think the scariest part about this is that the MINIMUM damage possible, assuming literally all 300 some dice nat 1, is still 656
at MINIMUM you're 20 hitpoints from one turning a Tarrasque, and that's in the insanely unlikely event of literally every single dice rolling Nat 1
Not to mention you could take the Great weapon Fighter fighting style on the fighter to just reroll 1's and 2's on the weapon dice
I recently learned something you can do with a single wizard & simulacrum. Cheers to u/The_Saltfull_One
wizard17/fighter2
Spherical prismatic wall above the enemy, action surge, reverse gravity, end concentration, simulacrum also uses action surge and uses reverse gravity twice
The enemy passes through the wall 12 times, each one deals 50d6 dmg.
600d6 dmg so 2100 on average.
Imagine the character you do this on has evasion and a good dex save ;)
@@abcrasshadow9341 He has to pass three dex saves from a 19th level wizard. DC 19 minimum. If they fail even ONE of those, then reverse gravity kicks them into the wall 4 times. Each time they pass through the wall, they need to make 5 dex saves to avoid damage, or take half of 10d6. That's 20 dex saves to take half of 10d6. Oh, and they also need to make an extra dex save each time to avoid being restrained, and taking disadvantage on all future dex saves...
You're Monk had better PRAY that the Wizard doesn't have either sorcery points or an Arcane Grimoire...
Legendary saves are gonna shut those reverse gravity shenanigans down. Then the enemy moves past your wall, and you’ve expended your 9th level slot and two 7th level slots to burn a pair of legendary resistances.
Still a fun thought experiment, though!
you cant cast multiple levelled spells per turn
@@yoni5919 common misunderstanding, that only applies to bonus actions, not action surge
you forgot hexblades curse for an extra 6 damage per hit, hex for an extra d6 per hit, and inproved pact weapon which makes your weapon a +1
He’s using his BA to quicken booming blade, so no Hexblade’s Curse or Hex. He also can’t Improve his pact weapon without giving up Elemental Weapon.
"Improved Pact Weapon" doesn't actually make the weapon a magic weapon, it just gives it a +1 to attack and damage 👍
aren't pact weapons already counting as magic for the purpose of resistance?
It counts as magical for the purpose of overcoming resistances yes, but not for the purposes of elemental weapon
If you use hexblade curse and hex you loose out on the gloom stalker extra attacks and damage. Still that extra 1d6+6 might be better. But you loose out on two attacks with smite.
you forgot a paladin with crusaders mantle on for an extra d4 dmg per hit. or 2d4 if it crits
Oh my, You are right I did! That would be an extra 16d4 damage which would be roughly an extra damage prior to contagion and 80 damage after!
Offbeat Outlaw: “You need 6 people”
Me: “Guess I can’t do this then”
Even if you didn't "homebrew" the effect of Contagion you can get around it with a level 14+ Chronurgy Wizard taking 3 exhaustion levels to force the enemy to fail its saves, 4 levels if you want to include the guaranteed Hold Person/Monster.
If the contagion doesn’t work just a bunch of grave clerics using path to the grave would work too.
I see 2 reasons to use this. 1: playes want to f over the DM. Or 2: the DM knows they will start a fight if they introduce a different party, and wants to f the players over cause thE ROUGE HAS STILL LEN THE TOWN, THE WARLOCK KILLED EVERYONE AND THE MURDER HOBO HELPED... What do you mean personal, it's not personal at all.
The new DM: alright so you meet god-
Him: I KILL ALL LIFE
i mean a extremely lucky chaos bolt with an absurd number of targets can do more damage.
Hitting even 8 targets with one cast of chaos bolt is a 1 in 16 777 216 chance. Suffice to say, you'd be more likely to get hit by lightning than have that happen.
@@novadominus true but in theory there is no cap on the amount of damage it can do as long as you have more targets. Do you have to be insanely lucky? Yes but I also said that
I mean, you'd also need a ridiculous amount of bodies for the chaos bolt to bounce between. Chaos bolt can only affect a creature once in a particular casting.
@@novadominus I'm aware. I also said that. I never said it did more damage consistently
@@TheInfiniteBogoSort Fair enough. My bad
You could squeeze in an extra 40 (80 after vulnerability) damage if someone coated them in oil, and your elemental weapon is fire.
Love how happy he says BIG NUMBERS
Alignment Dangerous understatement of the year! Lmao
DM: How much damage did you do?
Offbeat Outlaw: yes
Multy Class Title:
TEAM WORK TITAN!
Nah. the class name is: Anime Protag. "With the power of my friends and believe in myself (and enough dice) we can defeat anything together, bringing peace and justice to all....believe it!!!"
Ooh! (*raises hand*) I have an addition to make to it! Oathbreaker's Level 7 Aura of Hate ability adds additional damage equal to your Charisma Modifier
I used a lv3 warlock, wizard (or sorcerer) mix and spammed all my slots into makeing 3+ glyphs of warding to hold magic missiles, using short rests to re gain slots and re spending them, dealing in one blow in one action 1818 damage +4 per dice/missile(I didn't add it but it was over like 500 missiles sooooooo) this was the second time roe tapa opens the gates of Babylon
Record in our playgroup is a 4th level Chaos Bolt that richocheted across 7 enemies. 345 damage across the enemies.
How much karmatic hell did that guy go through after getting that lucky
@@gavingameplay5790 Died next turn when a Vampire Assassin insta-killed and drained him into a thrall. Then we had that to deal with
I remember someone saying “so long as it has stats, players will find a way to kill it.”
*rolls dice* "So uh, 1988 damage... how's the monster looking?"
he is a wet pile of mush… incidentally, the god of this region considers this a challenge and his army is now advancing on your position
Paladin, oath of the "I don't care how many hit points it has, it WILL die"
Deus Vult!
Thank you for doing the research and sharing these. I have so much fun watching my DMs brain implode after I share these to him lol
If you go with Custom Origin instead of Variant Human you could choose to start with a 14 in Charisma instead of a 15, put the two points this gives you in Dex and Wis and and put your plus two from the Custom Origin in Cha. You would basically be playing the exact same character but this way you could get your Charism to a 20 instead of an 18/19.
Thanks for letting me know! I usually avoid using custom origin because I know a lot of DM’s have issues with it, and while I personally am totally fine with it in my games, I want to make builds that everyone can use 😁
Not sure how much more this could add, but part of being a hex blade warlock is that you can make any magical weapon that you find be your hex blade weapon. There aren’t that many magical great axes, but depending on what you attack, every little bit will add up.
I don’t use items in my builds
@@OffbeatOutlaw so even more damage
If you were able to use a previous turn to place Hexblade's Curse on the target, you can then add your Proficiency Bonus to the damage rolls, thus making your damage modifier +20.
Add a grave cleric- double damage from path to the grave
No, that just makes your attack a crit. He already uses Hold Monster in there for an automatic crit.
@@JohnSmith-ex8iw wrong, it gives vulnerability to that damage doubling the damage
Yeah, grave cleric Vulnerability is better than contagion as it works as written, whilst contagion takes 3 turns before the disease kicks in.
@@jiminkpen9750 It is not as grave cleric only applies to a single of the attacks
for anyone who wants to know the least possible damage (rolling all 1s on attack rolled) you get 656 damage, the most possible damage (rolling highest on each attack role) is 3296 damage
Dude if you’re doing a party damage build, just use open hand monk and a chronogurgy wizard. It has its weaknesses, but is still insanely viable. You can get through legendary resistances with your earlier level subclass abilities and pop them with your QP which will auto-fail from the wizard. It also doesn’t state how many vibrations you can set up in a turn, so pop in, then out with invis on both/teleportation and end them. It’s also the melee utility and the spellcasting utility classes combined, so in all, it’s super viable.
I mean if you want to just kill the target, but I think this build is more about ludicrous amounts of damage. Keep in mind that the highest health pool for a monster in DnD so far is 676. This is the overkill beyond overkill.
Quick note: You need a free hand to make the Somatic component, which makes you unable to cast Booming Blade with a two-handed weapon of any kind. It "minor" but it's worth mentioning since it's a very strong cantrip used in many damage builds
hate to break it to you, but War Caster exists. and one feature is that it allows you to cast while holding a weapon.
Make a ruin knight build that can lift over 9,000 pounds. I did it.
Care to explain? ive been thinking about doin a rune knight duergar build....
@@vnrob8628 ruin knight in large ability makes you large which doubles your lift weight also your a Goliath which doubles lifting weight ( which is strength score times 15 and times 2 if you restrict movement to 5 feet) get in large/ reduce cast on you, you become huge. At level 3 with strength score of 20. 20*15*2*2*2*2=4800 pounds.
No this is the Thanos Snap Paladin
Our boy truly be making character and party that can hit with enough force to overthrow entire goverments in a single turn
If a DM disagrees with the way contagion works you can just get your cleric to be a grave domain cleric and get him to do his channel divinity:path to the grave to get vulnerability on a single attack, it isn't as strong but still lets you quadruple (if target is paralysed) your damage
Okay! I decided to see if I could push this build even further, and I think I've got something. Take the same build you've got, but use some features you didn't throw in.
1) Take the Superior Technique fighting style from the Fighter class to get a Battle Master Maneuver to add a 1d6 superiority die to one of your attacks. Disarming Attack, Distracting Strike, Feinting Attack, Goading Attack, Lunging Attack, Maneuvering Attack, Menacing Attack, Pushing Attack, or Trip Attack will do.
2) Take the Lifedrinker Eldritch Invocation. This will allow you to add Necrotic damage to each of your weapon strikes equal to your Charisma modifier.
3) Swap the Greataxe for the Greatsword. 2d6 instead of 1d12 doesn't increase the max damage, but raises the minimum a bit.
Next... replace the entire party with just your attacker and one Wizard/Sorcerer/Bard with access to Wish and Glyph of Warding, and a Bag of Holding. Have them make a bunch of glyphs inside the Bag that'll activate when someone (the damage dealer) sticks their hand in and does a specific hand sign. The glyphs would have the following spells, put into the glyphs at max level (lv8) where applicable:
- Elemental Weapon (3d4 elemental damage per strike)
- Zephyr Strike (1d8 force damage on a single strike)
- Wrathful Smite (1d6 psychic damage on first strike)
- Thunderous Smite (2d6 thunder damage on first strike)
- Searing Smite (8d6 fire damage on first strike)
- Divine Favor (1d4 radiant damage per strike)
- Arcane Weapon (1d6 elemental damage per strike)
- Enlarge/Reduce (1d4 weapon damage per strike)
- Branding Smite (8d6 radiant damage on first strike)
- Spirit Shroud (3d8 radiant/necrotic/cold damage per strike)
- Spirit Guardians (8d8 radiant/necrotic damage when foe gets within 15ft)
- Flame Stride (6d6 fire damage when foe gets within 5ft)
- Crusader's Mantle (1d4 radiant damage per strike)
- Blinding Smite (3d8 radiant damage on first strike)
- Staggering Smite (4d6 psychic damage on first strike)
- Guardian of Nature - Primal Beast (1d6 force damage per strike)
- Holy Weapon (2d8 radiant damage per strike)
Since these are glyphs, you don't need to worry about concentration. Next have your spellcaster bring a Simulacrum along. One uses Hold Person/Monster, the other uses Contagion for Flesh Rot, just like in your design. The final equation should be as follows:
2(164d8+124d6+96d4+112), giving a minimum of 992 damage, and a maximum of 5,104 damage. Average damage is 3,048.
Even rolling nat 1's on ALL the damage dice would guarantee a Tarrasque's death. XD
I forgot to mention Haste would also be glyhped in the bag. Also, if your DM rules that moving the bag would move the glyph, you can always limit this strategy to a single location and set the glyphs up there instead. Or have an absurdly large adventuring party. XD
While this character is certainly powerful enough to make a hole in the ground the size of Texas, it will not kill a Tarrasque in one round, not even close.
First, the Tarrasque is immune to paralyze, second, depending on the ruling it is immune to contagion. (because it is immune to poison, although putting any poor druid within touch spell distance of a Tarrasque is a death sentence)
But most important is the AC. 25 AC gives only a 6/20 chance of hitting it with a +10 modifier (+4 Char +6 prof) or a 1/20 chance of hitting it with GWM.
If you rule contagion as working on the big lizard, then there is a chance it might work, but the chance it will survive the round and eat the 8 constitution thermo-nuclear paladin are probably higher.
The video was still very fun though.
I’m pretty sure Contagion counts as a disease and not poison, but I’m not completely sure
Some extra things to concider:
-If you had an extra turn to set it up you could Hexblades curse the enemy, adding your proficiency bonus to each attack, for an extra 48, just because fuck you
-A 10th level artificer can make a +2 weapon whenever they want, so if they hand it to you you're adding another 16, cause why not honestly (It also increases your chance to hit which is important because you're using gwm and have a measily +4 to your charisma, but you're already assuming everything hit's so it doesn't matter)
-The cleric could be of the grave domain, and use their channel divinity: Path to the grave to make the enemy vulnerable to the next attack that hits it (Only applies to ONE attack but still good)
-We could select out fighting style from being a fighter to be great weapon fighting, whith this style the average roll of a d12 greataxe damage goes from 6.5 to 6.95
-RAW if a creature is enlarged, the damage dice of it's weapons is doubled (Does not apply to magical effects like smite)
With all that you're looking at ( (4d12 + 8d4 +17d8 + 22)x2 + 28d12 + 56d4 + 119d8 + 154)x2 for an average of *2633.73*
Of course when accounting for chance to hit it reduces down to 1685.59 assuming the AC of your target is 19 (the average AC for a CR 20 creature)
I think I can beat this.
Goblin Evocation Wizard 17/Fighter 2/Hexblade 1. Max Intelligence. Know the spells Bestow Curse, Find Familiar (optional), Magic Missile, and Simulacrum. For this build's purpose I'll be assuming the Adventurer's League ruling regarding Simulacrum is in effect. Have a local cleric who can cast Contagion, or use the sidekick rules in Tasha's to get a Healer Sidekick.
Since Magic Missile can deal damage to more than one target at the same time, you roll the damage dice once. This means you roll 1d4 and apply that result to the damage dealt for each missile. Since you're only rolling 1d4, static damage bonuses like Fury of the Small are added to the damage of each missile, causing a multiplicative damage increase.
Use your bonus action to use Hexblade's Curse, adding +6 to your d4 roll. Fury of the Small adds an additional +20 and Empowered Evocation adds an additional +5. Total is 1d4+32. But we're going to use Overchannel to maximize the damage roll, so it becomes 36. Cast Magic Missile at 9th level to deal 396 damage. Action Surge to cast again, but you don't get Fury of the Small this time so it's only 160 damage (556 total). Your simulacrum is going to repeat this for another 556 damage, so we're at 1,112 so far.
If you instead use your familiar to touch your target and cast Bestow Curse in round 1, we add 1d8 to the dice roll (average 5). This adds a total of 105x2 damage, or 210, for a total of 1322 damage. This is before Flesh Rot, which spikes the damage total to 2644 damage. Without Bestow Curse, you're dealing 2,224 damage.
You also have a few unused features such as gaining a proficiency in intimidation, using one of your 3 fighting styles to get a d6 commanding presence superiority die, using deft explorer to gain expertise in intimidation for a +16 +1d6 intimidation check as a free action after all of that damage so your dm will probably give advantage. And now you've absolutely annihilated the big bad and all the minions run away in terror.
If you use a greatsword rather than a greataxe, you have a minimum attack damage from it be a 2 rather than a 1, then you add the abilities and bonuses. Please correct me if I am wrong, but I believe that the greatsword is superior to the greataxe as it dosn't raise the maximum damage, but does raise the minimum.
Greataxe is better due to the abilities used with savage critical
"You'll never need more firepower than this anyways"
Sou ds like heresy to me as there is NO SUCH THING AS TOO MUCH DAKA
What is the most damage possible without needing to rest
This build. It does it one turn. If you’re looking for a build that doesn’t require a team look at the power building play list 😁
Presenting: The god killer paladin
Get someone to cast acid splash against you and use absorb elements at (I think) 3rd level to add 3d6 (6d6 crit)
The beautiful thing about it is most of those spells, could be used as a scroll(s) or potion(s)or ring of spell storing slot, so you might be able to pull it off without all of the needed characters. Also there are magic items that can duplicate a lot too.
A friend of mine said "they look.... Moustachy ! ......... That's nice ! :D"
Thanks 😁
Might I recommend for any future builds, taking just one more level of Fighter and getting the Echo Knight subclass. With Unleash Incarnation, you can make up Con. Mod. more attacks for FREE!!!! If you max out Con. instead of pumping Cha. with the current array, you can get 2 more attacks and add some lower lvl smites to it, boosting crit damage and contagion damage. This can also work for "Most Attacks" video. Love your vids, just thought that this could be a fun addition!
My apologies, I only just saw that you did comment about this on your "most attacks" video. Keep up with the great work!
If you had a prep round, you can apply hexblades curse and spirit shroud to increase the damage even further.
spirit shroud and holy weapon are both bounce actions so I'm wondering why he didn't use that instead.
1. I think you can up the damage even more if you drop the 5 warlock levels, 2 wizard levels and start as a regular human. Add these levels into 4 levels of sorcerer 2 levels in fighter picking subclass echo knight and 1 into ranger. Giving you an extra asi overall, attacking with strength and not needing the meta magic adept feat.
2.Math: (greataxe:20d12+elemental Weapon:60d4+enlarge:20d4+holy weapon:40d8+dread ambusher:4d8+booming blade:18d8+divine smite:84d8+150)x2
3. With this level spread you have a total caster level of 13, giving you access to 7th level slots. Upcasting spirit shroud might boost the damage a lot more as it would be an extra 3d8 for every attack. Superior technique adds an extra 1d6 for one attack if we add the fighting style in our fighter levels.
You probably could add a paladin with crusader aura to add 20d4 damage too.
4. Ability spread level 1: point buy 27 points 4x6 = 24 points to get every stat to 12. Being a normal human you get a +1 in every stat giving you easy access to all multiclass requirements. Increase Str, con and one more stat of your liking to 14. 14 Constitution is necessary to do unleash incarnation twice a day. Which gets us our 10 attacks. Get great Weapon master and 20 strength with asi.
5. It should be a druid that casts elemental Weapon, because artificer spell slots don't go up to 7th level (assuming no multiclass).
If legendary items are allowed and you can suprise them, you don't need allies to come with you to kill 3 tarrasque level threats before they can attack you and you don't need to be a glass cannon.
Be a half-orc pirate who worships a god of the sea, 3 levels each: assassin rogue/gloomstalker ranger/battlemaster fighter, 6 levels of paladin of conquest, 5 levels of sorcerer doesn't really matter but I like the added spells learned from abberant mind. Get belt of storm giant strength, Wave, and boots of elven kind.
Take alert feat and if you don't need the other ASI to get necessary stats to multiclass take metamagic adept feat too. Rogue expertise for stealth. Battlemaster maneuvers take ambush, precision attack, and menacing attack and take superior technique fighting style for an extra 1d6 superiority die. For ranger fighting style take druidic warrior and pick up guidance cantrip. Take quicken spell and subtle spell metamagic and learn haste spell.
Before rolling for stealth subtle cast guidance while invisible in darkness as a gloomstalker. You can now have advantage from the boots of elven kind and 12+dex and can add 1d4 from guidance, and/or 1d8 or 1d6 from ambush, and/or can use magical guidance to re-roll the lower d20 roll for stealth. For initiative you have 5+dex+wis and have options to boost it the same as stealth if needed. So you are almost guaranteed to go first and be suprising your foes unless they are immune to suprise or built to have even higher perception or initiative than this build in which case this isn't a glass cannon and can still hold it's own in a longer fight (or cast sending to have reinforcements teleport in).
Quicken haste. You get 80ft of movement (30 base +10 on 1st turn with gloomstalker)x2 from haste
Suprised enemies can't take reactions.
You get up to 7 attacks (attack, paladin extra attack, gloomstalker additional attack on turn 1)x2action surge+haste action.
You have +18 to hit (storm giant strength means +9 strength, Wave is +3, and +6 proficiency) could add 1d8 or 1d6 from precision attack or +10 from channel divinity.
Attacks deal 1d6+12+smites+1d8 to the extra gloomstalker attacks+1d8 or 1d6 and potentially frightening a foe from menacing attack if you didn't need to use your superiority die for stealth, initiative or making attacks hit.
All hits are automaticly critical hits against suprised targets as an assasin which also means you roll an extra damage die from brutal critical and it triggers Wave to deal half the targets max hp in necrotic damage so two hits would kill anything not resistant or immune to necrotic damage or with smites could one hit kill the average level 20 PC in one hit to TPK a party of 7 before they can do anything.
Step back into darkness and be invisible.
If a tarket (like the tarrasque) has some special sense that could detect you, forgo an attack to use your haste action to dash for 160ft of movement far enough to be outside of the tange of their sense, maybe get a scroll of nondetectiom or mind blank too to help avoid detection.
Just in case anything lives, save 2 higher level slots and use some lower level smites instead to have counterspell as a backup and while invisible in darkness cast (possibly quicken) either sending for reinforecements to teleport in, or tasha's mind whip upcast to target multiple foes for an intelligence save against psychic damage and possible making it so on their second turn enemies still are very limited in what they can do (abberant mind can get both those spells as psionic spells). Then make some attacks with smites, disengage/dash to end in darkness to be invisible and possibly out of your enemies' range with 60ft speed on round 2 and/or acivate Wave's cube of force ability.
If you do get attacked you have orcish resilience to drop to 1 hp instead of 0, second wind, lay on hands, and cure wounds, and would add Charisma to your saves which you can control which ones you have proficiency in based on which of the 5 classes you start as. (Starting rogue gets you the most skill proficiencies and boost to dump stat Int saves, sorcerer has boost to Con saves for maintaining concentration if hit).
Without Wave you could instead use a +3 greatax and take greatweapon fighting style for your paladin fighting style and the great weapon master feat instead of metamagic adept. You'd deal a lot less damage but still eboigh to take out at least 1 suprised legendary creature
💎ah yes finally, a team comp that can kill god💎
Considering how me and my friends play DND, we would probably use this to execute some insignificant NPC in the middle of nowhere. And it’d be hilarious.
Ah yes... a MINIMUN of 656 damage, and a true maximum of 3296 damage
I think you could do at least 69,000 slashing damage with that sharp goatee
And thus was born a god of violence- not war. War implies there's fighting on both sides. No, in that moment was a man ascended beyond godhood into an eldritch *thing* of pure, cataclysmic *violence itself.*
In the thumbnail his fave says what have I created
*Redemption Paladin laughs in excitement and plays UNO reverse card*
The problem with contagion is that if something has immunity or resistance to a damage type vulnerability only cancels that out it does not actually make them vulnerable
Would you be able to pick up metamagic adept from var human? Idk if you could because you wouldn't meet the requirement when you get your race but idk how it actually works.
Yes you can if you start as a spell casting class, class/race occur simultaneously. Either way, you could always start with GWM and pick up MM with an ASI
Assuming you are using this build against a tarrasque, which has an AC of 25, you will have a 19% chance to hit with each attack (even with advantage) so the actual average damage we can expect here is around 400 or so. Still pretty good, but we’d probably be better off skipping Great Weapon Master.
So if you get a bunch of people put every buff on you, you'll do a lot of damage. Wow
If you wanna add some magic items to it. I would add the blood fury tattoo. Deal an extra 4d6 necrotic damage that heals you for that amount of damage.
By your powers combined, I am Captain Planet!
Instead of the contagion you could just get the cleric to be a grave cleric and use their path to the grave feature for the vulnerability
This was wild. Absolutely wild.
Tarrasque: *chuckles* I'm in danger
Tarrasque has +9 wis and +10 con saves and 3 legendary resistance. I am not even talking about it has magic resistance and is immune to charmed, frightened, paralyzed and poisoned :) Good luck trying to cast hold monster or flesh rot on it... Or even hit it with 19 charisma and GWM's -5 to hit considering the fact that Tarrasque has 25 ac. On top of all these things, it has 120ft blindsight. So, you can forget about sneak attack and surprise attack too.
shoutouts to pentival "five" longfoot, who did 800 damage in a turn, killing two empyreans and mortally wounding a third, and then went to sleep immediately after in that streaming for survivors one shot a while back. Basically this build but swap out team support for magic items and an artifact
Contagion was hit with an errata at some point, not sure if before or after this video but still, the disease doesn’t kick in until after the failed saves, the creature being poisoned in the interim
This was originally accomplished with a Darts throwing fighter in 2E AD&D... lol But nice to see the creativity continuing.
Doing the calculations...
Average dmg 1.976
MAX DMG 3.296 3:-)
min dmg 656 :´-(
This sounds fun!
Last place you wanna do this is in Sigil and against a Dabu.
All the damage in the universe can't save you from the Lady of Pain.
"Now that's allot of damage" fill swift
Change out the Variant Human for Half-Orc (and lose the Metamagic Adept), and replace Booming Blade for Green Flame Blade and take down two side by side big guys. The crit gives and extra d12 for every weapon attack. The GWM gives another attack as a bonus since all are crits. Split the round with the attack action plus haste on the first and the action surge plus bonus action on the second. Green Flame Blade deals 6d8 to the first and 6d8+4 on the jump, so each gets 12d8+4 damage. One gets 36d8 for the smite and the other gets 38d8 for the smite and one gets the extra 8d8 for the Eldritch Smite. Average damage is around 1000 each without the Contagion.
Actually, the contagion spell has been errata'd, and is printed differently in more recent editions. I know you mentioned the JC tweet, but WotC have actually changed it, so you basically need them to fail 3 times against it.
That being said, you can also attune to a belt of storm giant strength, and get a strength modifier of around +9, which would add another 80 damage
You forgot to mention the extra damage if you use a Divine Smite on an Undead of Fiend.
Not sure if it was available when you made this video but Echo Knight's Release incarnate nets you one more attack per action so you can move a bladesinger level into a fighter to get the feature at fighter 3
Uh oh this is scary
Elemental bane? + 2d6 for each instance of elemental damage? (Thunder)
don't forget a grave cleric, path to the grave!!! thats double damage again
So, how are we going to kill Tiamat?
Me: *Plays Video*
I still want a great artificer Armorer build!!!!!!
His alignment is apocalyptic event.
Now have someone create a simulacrum of you, and do all this stuff again.
I dub it "Fallout Hexblade"
Big Iron plays in background
18 wizard, 2 fighter. Reverse gravity, action surge, prismatic wall at the top of reverse gravity. if a creature gets to the top, it remains there, oscillating slightly, for the duration. we be passing through a one inch thick wall just oscillating through it. over and over again. if a creature falls at 500 feet a turn 500*12 will get us to 6000 passes through a 1 inch wall. that one inch wall has 5 damaging layers. 50d10*6000 equals ya know 30000d10. for an average of 15000 damage in a single turn. one character.
@Jordan Newsham You can use action surge to cast spells. I don't know why people keep saying you can't. All the feature says, is that it give you an extra action. Not an attack action, or a dash action or a disengage action. Just an action with which you can do whatever you can do with an action, for example cast spells.
what are you using to create the character like the character sheet and does it save what you put on it?
Nice!!!
Nice
Nice
Holy Weapon its a bonus action, if the cleric is a Grabe Cleric it can use chanel divinity to make a creature bulnerable to 1 ATK, if you cant use contagion :)