So I'm going into a level 30 oneshot...

Question

As the title says, we're going to try a oneshot using level 30 characters. You get max rolls on all hit dice during level up and an initial array of 18, 18, 15, 15, 13, 13. To try and balance out casters, the multiclass spell slots won't scale past their normal numbers, but everything else, such as hit dice, will. You can only take 20 levels in a class, and you get one legendary item, one rare/very rare, and two common/uncommon (no artifacts allowed) and you can take whatever non magical gear you want (not sure about things like the antimatter rifle in the DMG). I'm planning on making either an abjuration anti mage wizard/artificer, a moon druid/barbarian worg as much hp as possible, or some kind of rogue/ranger that focuses on never getting hit, though I have yet to actually make it.

My question for you all is: what would your ultimate, broken character be in these circumstances? How would you play this to take out 3 other players, each vying for a victory in this ultimate tournament? (I'm liable to steal your idea if that's okay)

Posted Oct 4, 2020, 9:54 PM UTC

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112
BlueFirevoltOP•

That's an incredible idea, I was thinking of using totem barb in that situation for the resistance to everything rage during my wild shape but having misty step would be incredible (plus the aura of ancients paladin gives me even more spellcaster protection)

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BlueFirevoltOP•

Yeah, you make a good point, the damage resistance just makes me fully unkillable but the smite damage boosts will be infinitely more helpful (plus lay on hands for if things get really nasty)

8

You also get Extra Attack while Wildshaped, so your Mammoth form will do boatloads of damage.

4
Probably_shouldnt•

Misty step doesnt 'solve' forcecage im afraid. Cant teleport out without making a save, and if you fail you waste the slot anyway :(

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9
Probably_shouldnt•

"Sorry, the DC is 35 because your all level 30"

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[deleted]•

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[deleted]•

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1
litwi•

I can only wonder what in hell is your DM going to throw at you. A party with that kind of build seems like something that could take on a bunch of Tiamats and Tarrasques.

60
BlueFirevoltOP•

I was actually going to DM, but we instead decided to do an arena fight against each other with these basically demigod characters with everyone DMing as a sort of council. I still may DM the "Tarrasque Throwdown" but I feel like this will honestly be more interesting

37
Kandraa•

A swarm of Swarm of Tarrasques. And no, I didn't mistype that.

17
Lizard953694•
5
DukeFlipside•

That is incredibly poorly-written.

11
facevaluemc•

God, I opened up thinking it would just be bad, goofy homebrew. Didnt expect it to be that bad.

DC 50 Wisdom save that kills you outright if you roll below a 30? Horrible grammar, spelling mistakes and awful math?

Such a funny concept, but so poorly written.

9
Elder_Brain•

"Ow, my eye! It hurts just to look at... What are you supposed to be!?"

                      -Magnus the Red on Tzeentch, If The Emperor Had A Text-To-Speech Device.
7
Kandraa•

Thanks, I don't know how to link on mobile

1
NinjaEA•

Terrasques are play food compared to some of the monsters in older editions, check out Chronos (a greater Titan) or Imvaernarho ( a great wyrm red dragon)

3
Elder_Brain•

Do you, by any chance, happen to watch the YouTube channel of MrRhexx?

1
KyfeHeartswordSun Soul•

So, I am running an Epic level campaign that is going to level 30. I asked r/3d6 what builds they would make and it exploded. Now, I have rules for magic beyond 20 in this thread, but not in my game. You can see the multitude of builds here. Some of my favorites are:

  • Paladin 20 / Sorcerer 9 / Hexblade 1. Charisma SAD martial with 19th level spell caster slots.

  • Archfey Patron 17, Swashbuckler 13. Gish that's always in control of the field.

  • Zariel Tiefling 6 Vengeance Paladin/6 Shadow Sorceror/18 Hexblade Warlock.

  • 20 Zealot Barbarian/ 10 Scout Rogue - Aarakocra

And one of my personal favorites

  • Echo Knight - 20/Gloomstalker - 3/Conquest - 6/Hexblade - 1

On Round 1 of combat: Sneak into combat with Echo Teleportation, invisibility to darkvision. Have a Bonus to Initiative= Dex + Wis, Movement - You can move your echoes up to 30 feet each without any effort. You can move yourself your speed +10 feet, from Dread Ambusher.

  • Bonus Action - Hexblade's Curse
  • Action - Attack = 1(Dread Ambusher Attack, Divine Smite), 2(Attack, Divine Smite), 3(Attack, Divine Smite), 4(Attack, Divine Smite), 5(Attack, Divine Smite)
  • Action Surge - Attack Action = 6(Dread Ambusher Attack, Divine Smite), 7(Unleash Incarnation from Echo 1's position, Divine Smite), 8(Unleash Incarnation from Echo 2's position, Divine Smite), 9(Attack, Divine Smite, This is the final spell slot you have this fight - the warlock level lets you regain two at the end of a short rest), 10(Attack), 11(Attack), 12(Attack)

Edit: just some other things to think about:

  • 20fighter/10rogue gets you 10 ASis.
  • Thief 17 with Alert gets you a whole second turn in the first round, Samurai 3 gets you action surge and Fighting Spirit BA for Advantage on all attacks, Sorc/wizard 5 gets you haste, Gloomstalker 5 gets you extra attack and one more attack per action on the first round.
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BlueFirevoltOP•

Jesus christ that's incredible

1
NerfdadRaven84•

I would go Dragonborn Paladin of Conquest 14/Hexblade 2/Sorcerer 14 Draconic Bloodline, running 15 str, 15 dex, 18 con, 13 int, 15 wis, 20 cha before any ASIs, take dragon fear as a feat, Legendary is the Holy Avenger, Obsidian Flint Dragon Plate ( +2 plate armor with minor bonuses and no attunenent if memory serves), Sentinel Shield (because the bonus on initiative is gross and advantage on perception roles based on sight = awesome), ring of protection. Broken, possibly, fun, absolutely. Rolling smite every round no matter what is nice, I think unless you are burning high level spells for smites you won’t compare to a Fighter Samurai in pure damage but you have tons of utility and defensive options. AC is only 23. This character is absolutely not based on Arkhan the Cruel and under no circumstances should you use his mini on the tabletop.../s

EDIT: whoops, Obsidian Flint Dragon Plate is Legendary, so +2 Plate that is scary looking would work.

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BlueFirevoltOP•

I DEFINITELY WILL NOT CONSIDER using Arkhan the Cruel II at all (I love this guy tho)

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NerfdadRaven84•

Just keep him in mind for future campaigns, he would be gross in a PvP setting.

2
Torinn2015•

Do a stout halfling level 19 rogue, 11 fighter with the scout and champion subclasses. Make dex 20, con 19, wis 15, strength 15, int 13, cha 13.

As rogue, take expertise in stealth, acrobatics, athletics, and thieves tools just incase there is a locked door or loot drop as well as proficiency in perception. Also, use a ton of daggers and a light crossbow. Increase constitution to 20 at level 4 with resilient constitution. savage attacker at 8. sharpshooter at 10. lucky at 12. crossbow expert at 16. mobile at 19.

As fighter take archery fighting style at level 1. at 4 take tough. at 6 take resilient wisdom. at 8 take resilient strength. at 10 take martial adept with precision attack and reposte. and at 11 take either two weapon fighting or defense fighting style, depending on whether you want to use two daggers and melee/ranged or crossbow ranged primarily.

For magic items. Take two potions of greater healing, plus 2 studded leather, and cloak of invisibility.

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BlueFirevoltOP•

Ooh, I like that!

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Feathered_KvotheKvòthe#1972•

Wizards and druids have access to shapechange, which normally would only let you turn into a creature CR 20 or lower. At level 30, though, everything from Tiamat's full RoT statblock, the Tarrasque, and a plethora of archfiends open up to you. Paladin makes for a good second class, between Divine Smite and defensive auras. Shapechange doesn't give you access to legendary actions (or lair actions), but it does let you get legendary resistances, and big Tiamat has five. (She also has stupendous HP, regeneration, DC 26 frightening presence, a chonky multiattack, a swathe of immunities, extra reactions, etc.)

And, unlike true polymorph, Shapechange lets you keep all your other features, such as your full casting progression.

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daimmortalpenguin•

Yup

Thats one of the things im using in my idea for the level 30 character

1
fewty•

18-20 levels of monk are very much worth considering. Not only do you get proficiency in all saving throws, but the 18th level feature lets you turn invisible and gain resistance to all damage except force for 1 minute for 4 ki points. This doesn't require any sort of concentration. Also you can re-roll failed saves for 1 ki point, and stunning strike is bananas. Plus you're completely immune to poison and have +30 feet movement.

I'm not sure what the best class to combine it with is though, I was thinking maybe paladin to get even stronger saving throws as well as some status effect immunities (oath of devotion gives immunity to charmed, and level 10 gives immunity to frightened). They can also learn dispel magic which is 100% necessary because...

Having said all that there is a wizard spell that makes you immune to damage for 10 minutes lol.

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BlueFirevoltOP•

You make a very strong point that I haven't seen on here yet. I'm really strongly considering it (maybe kensei monk/swashbuckler rogue for big damage?)

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fewty•

I think not having dispel magic leaves you far too vulnerable to shenanigans. There are some high level spells that you cannot defeat without it (such as the aforementioned invulnerability). If you're going for any sort of martial character though I think monk is definitely a strong contender to mix in.

Didn't take a good look at the monk subclasses but I do like kensei in general. There might be better ones for PvP though. The sun one lets you attack from 20 feet away for example, and does radiant damage to get around certain resistances.

EDIT: I guess with monk you can stunning strike to end concentration if they do use invulnerability.

EDIT2: Another thing I would consider is racial features. Since you get such good stats and so many ASIs, rather than go for a race that matches your ability scores look for ones with great racial features. Gnomes for example get advantage on all INT, WIS, CHA saving throws vs magic.

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BlueFirevoltOP•

True, a gnome running up and stunning striking (I'd flavor as just punching you in the nether regions) is an absolutely hilarious thought to me as well

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fewty•

Was just having a look at the other monk sub classes and way of the open hand is the most basic but maybe best one. You get 1 heal of 3x monk level, which is 54-60hp. More importantly you can instant kill people for 3 ki points. They make a CON save or die. If they pass they still take 10d10 damage (average 55). That's pretty gross. If you do this obviously ki points are important so I would just go invisible, use quivering palm, and the occasional stunning strike. Flurry of blows and the other options wouldn't be worth wasting ki on.

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[deleted]•

Monks have comically weak damage late game, just a fair warning.

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SenorAnonymousToo many ideas!•

Are we fighting fair, where two sluggards duke it out in the arena and you and your friends tell tales of that day for years, or is this a win-at-all-costs situation?

For fighting fun but fair, I love the idea of an Armorer Artificer (UA) 20/Ancients Paladin 10 for the armored juggernaut aesthetic. The saving throw bonus will be +11, and that’s before you add your other modifiers to it. Take Yaun-Ti as your race, and those saves are at advantage. And if you do fail, no worries, you already have resistance to all magical damage.

You also get 25 temp hp as a bonus action each turn, and can fly with boots you made.

EDIT: Honorable mention to Monk 18/Paladin 12 for another fun way to get stupid saving throws. Your Martial Arts dice+ Improved Divine Smite dice mean (1d10+DEX+1d8)x2 + (1d10+DEX) without spending ki or spell slots for your attack. You also get to become invisible as an action (no concentration) and that makes you resistant to all damage but force.

Conquest Paladin and Long Death Monk do this especially well (though you shouldn’t turn invisible as it ruins the combo) to make an enemy afraid every turn, without any resources.

Otherwise, Devotion’s immunity to charm ain’t bad, but largely unnecessary when paired with Monk. I’d recommend Oathbreaker for the +CHA to damage!

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BlueFirevoltOP•

The setup is a flat area (maybe walled, maybe not, we don't know yet) where people will likely try and win at all costs, but who knows, I hope we do fun but fair. I love that idea!

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SenorAnonymousToo many ideas!•

Another idea is Zealot Barbarian 20/Devotion Paladin 10, and pick Half-Elf or any of the full elves as your race.

Zealot Barbarians die at zero hp, but they don’t stop fighting. Normally casting sleep ends that fight, but Elves can’t be put to sleep.

Devotion Paladins get the Freedom of Movement spell to keep you from being paralyzed, slowed, or bound. I would build STR>CHA>WIS>INT>DEX>CON, which sounds stupid, but having hit points doesn’t matter in this build, nor does dying stop your fight.

Paladin also gives immunity to fear, so no pesky spellcaster can keep you from beating them up in melee range.

In theory, there’s very little left that can stop you. Taking damage doesn’t matter anymore, just CC, and that should mostly be covered. You also add your CHA to saving throws and can’t be charmed. Go full offense with GWM/PAM and recklessly attack. What’s the worst that happens, you die? Not even remotely an issue for you. Your HP is almost irrelevant for all but Power Word Kill. Don’t like the negative to-hit from GWM? Devotion Paladins can add their CHA to their to-hit with their channel divinity! That’s a +13 to hit, including the -5 from GWM, before any +1 magic weapons get added.

First Attack: 1d10+7(STR)+4(Rage) +1d6+10(Zealot) +1d8(Paladin) +10(GWM)

Second Attack: 1d10+7(STR)+4(Rage) +1d8(Paladin) +10(GWM)

Bonus Action: 1d4+7(STR)+4(Rage) +1d8(Paladin) +10(GWM)

Unless you crit or killed, then it’s a bonus action of: 1d10+7(STR)+4(Rage) +1d8(Paladin) +10(GWM)

Oh, and how do those crits look? Like this: 5d10+7(STR)+4(Rage) +2d8(Paladin) +10(GWM) and that’s before you blow spell slots to SMITE!

Get some boots of flying, and you’re set!

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BlueFirevoltOP•

Holy shit that is beautiful

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unicornviolence•

Is this an anything goes type of one shot as far as UA is concerned?

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BlueFirevoltOP•

UA is treated as homebrew so I'd have to ask the rest of the people if it's okay

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A7laz•

20 levels in Artificers which allows you to attune to 6 items (which if selected correctly can boost your stats through the moon) in addition to all the other crazy things Artificers have. Then take 10 levels in necromancy wizard and walk in with an army of half dead half cyborg fighters, archers and rogues at your back. You also then have the ability to add your fallen competitors to your ranks when they die to your (or each others) blades.

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Oldbayislove•

alright let’s try something weird

wizard 15/monk 14/rogue 1

divination/Kensei

1 rogue gives you expertise so you pick athletes and acrobatics

15 kensei gives you longbow and weapon skills. Increased mov speed and proficiency with all saves plus reroll from standard monk

15 divination gives you portent which is great you can also get third eye and take see invisible. Finally you get an 8th level spell and take antimagic field

All your monk skills from kensei are not magical and portent isn’t either. Third eye is a maybe. You can boost your sword or bow to a +3, ignore magical attacks, turn off any magic items, even push that annoying moon druid out of shapechange. You can use an attack to grapple/shove with expertise and stab them. You can still fall back into caster mode if you don’t want to engage in close range.

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Deathmon44Way of Shadow•

Any Caster 20 gets straight value from Warlock 10

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Kumacon•

Lv 20 blade wizard, 10 levels in champion fighter. Ultimate gish!

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mechanimarsh•

Not exactly overpowered, but some combination of Barbarian/Rogue would be fun. You can wield a finesse weapon while still opting to use Strength to attack, allowing you to get the benefits of both Rage and Sneak Attack. Reckless Attack gives you Sneak Attack on demand since it’s basically free advantage. Uncanny Dodge stacks with damage resistances, so if you go Bear Totem you can mitigate damage really effectively. Evasion and Danger Sense mesh really well together. If you take Expertise in Athletics you’ll be a master of grappling and shoving.

I’m sure there’s other synergistic things about the combo as well, but that’s just off the top of my head. Without any Spellcasting ability you might fall short, but I’m sure you’d have fun as your enemies flail helplessly as they try to chew through your massive HP, damage resistances, Evasion, and Uncanny Dodge.

1

Do note that a single dispel magic (rolling for higher levels aside) can strip any and all spells on the target, including mage armor, foresight, mirror image, etc...

Also if you go as a nonmagical class like barbarian, consider any item that lets you make an antimagic field to protect yourself from some nasty spells

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ymorai•

Well moon druids get unlimited wildshapes and elemental forms eventually so 20 levels there should have you covered health wise (any time they get your low in your wildshape form just wildshape again to reset your health).

Then take 4 levels rogue. Put your expertise in athletics and whatever else takes your fancy. Maybe stealth. And you also get that cunning action fun.

6 levels fighter for that sweet sweet action surge extra attack and 6th level feat/ asi

Make sure to grab the mobile feat for that extra movement boost (you want as many movement increasing features as you can get)

And now for some mean mean combat.

Step1 cast spike growth at an enemy location Step2 wildshape into an air elemental Step3 grapple target (remember you have expertise in athletics so it's gonna be pretty high. You also have extra attack from fighter so if you fail try again) Step4 drag them around your spike growth with your insane movement, bonus action dash, action surge dash. 2d4 damage per 5feet they move through the spikes. You can fly so you're good. Step5 end your turn and if they can't break out of your grapple they end their turn within 5 feet of you so you can use your reaction to move half of your crazy speed. Let's drag them around some more.

This is especially crazy against casters because of all those concentration saves they have to make

If you fail both grapples you can bonus action dash away and the mobile feat will minimise opportunity attacks too

1
Malicious_HeroWarlock•

I would probably pump up my tortle wizard+ Maj'Eek Mee'sell. The Magic Missile Nuke.

Currently he is Evocation Wizard 17, Fighter 2, Hexblade Warlock 2.

Magic Items: Ioun Stone of Mastery, Chronolometer (from the acquisitions incorporated book), shavarran birch focus.

Tomes of clear mind, and leadership are good for it too.

Only spells you need are counter spell, simulacrum (preferably Sansuri's Simulacrum from Storm Kings Thunder, not limited to a single simulacrum so you can have more counter spell batteries), and ofcourse Magic Missile.

Hexblades curse your target, drop magic missile on them. Higher the level the better. For this build I suggest using the optional rule for magic missile "roll 1 die that counts for every dart". Gives you a 1/4 chance for max damage.

Empowered Evocation adds your INT bonus to one damage roll of an evocation wizard spell. Hexblades curse adds your proficiency to damage. Shavarran birch focus adds +1 damage to a damage roll of a force damage dealing spell.

Cast MM at level 9.

(1d4+1 + INT + Proficiency + 1) x 11. Damage you cant miss with, and if they shield, you or a simulacrum use counter spell.

Bumping it from 20 to 30 I would probably just add sorcerer 10, for the ability to use meta magic to use magic missile more often, with all the sorcery points I can get. Along with action surge from the fighter. The Chronolometer is honestly just there because it has a 50/50 chance to give you an additional action on your first turn.

I also just having Maj'Eek as a character. So fascinated by the accuracy and dependability of magic missile he made the study of his life goal.

He also has a city of himselves thanks to Sansuri's Simulacrum, those simulacrums casting wish to become real, and finding an empty area and they all just start casting Galders Tower.

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Gangangstar•

For this build I suggest using the optional rule for magic missile "roll 1 die that counts for every dart"

How's that rule optional? It's RAW: https://twitter.com/JeremyECrawford/status/774030989894955008

2

20 Moon Druid. 7 Oath of Ancients Paladin. 2 Fighter, 1 Hexblade Warlock

Initial Stats: 13 STR, 13 DEX, 15 CON, 15 INT, 18 WIS, 18 CHA

Final Stats: 14 STR, 14 DEX, 16 CON, 15 INT, 18 WIS, 19 CHA

Halfing (Wouldn't want to roll a nat 1)

  • Uncommon Item 1: Brooch of Shielding (Resist Force Damage)
  • Uncommon Item 2: Stone of Good Luck (+1 To All Saves)
  • Very Rate Item: Animated Shield (Extra AC is always good)
  • Legendary Item: Ring of Three Wishes (Wishes)

Feats:

  • Sentinel (Druid 4)
  • War-caster (Druid 8)
  • Resilient (Con) (Druid 12)
  • Resilient (Cha) (Druid 16)
  • Resilient (Dex) (Druid 19)
  • Resilient (Str) (Paladin 4)

Important Spells

  • Shapechange (Druid)
  • Absorb Elements (Druid)
  • Shield (Hexblade)

Strategy

  1. On turn 1 Shapechange into Tiamat. Action Surge Wish, Hexblade Curse the biggest threat to you (Or the weakest opponent)
  2. +16 To All Saves (From Aura, Luckstone and Feats)
  3. Shield as a reaction gives 32 AC
  4. Absorb Elements will help minimize damage from AoE attacks
  5. Sentinel lets you punish people who choose to not fight you within 25 feet with Tiamats Tail. You can smite on this attack as well
  6. Half Damage From Spells (Oath of Ancients Aura) will keep your damage minimal
  7. Legendary Resistances Guarantee you 5 Turns as Tiamat.
  8. Ring of Three Wishes is a versatile casting tool. If you cant think of any fun wishes go with Simulacrum. Now there's two super Tiamats!

If Tiamat isn't allowed instead go for:

  1. Hundred Handed One (Mythic Odysseys). Also gets one reaction per turn
  2. If Hundred Handed One isn't allowed choose Marilith for the same reason.
1

Alternate Anti Spellcaster Build:

15 War Domain Cleric, 12 Scout Rogue. 3 Battlemaster Fighter

Initial Stats: 18 STR, 13 DEX, 18 CON, 13 INT, 15 WIS, 13 CHA

Final Stats: 24 STR, 13 DEX, 18 CON, 13 INT, 15 WIS, 13 CHA

Aarakocra (50 Feet Non Magical Flight)

  • Rogue Expertise in Athletics

Magic Items:

  • Very Rare Item: Manual of Gainful Exercise
  • Legendary Item: Also Manual of Gainful Exercise (Hopefully DM will let you use these before the fight)

Feats:

  • Grappler (Cleric 4)
  • Mobile (Cleric 8)
  • Martial Adept (Cleric 12)
  • Lucky (Rogue 4)
  • Mage Slayer (Rogue 8)
  • ASI Strength + 2 (Rogue 12)

Important Spells:

  • Anti Magic Field

Strategy:

  • Immediately Cast Anti Magic Field on yourself
  • Cunning Action Dash will get you within 5 feet of any of your opponents
  • Action Surge Grapple one of your enemies
  • Minimum Grapple Roll Is 29, you should be able to grapple anyone
  • Fly Away with your prey.
  • Scout Rogue lets you move again if someone ends their turn within 5 feet of you. So your prey increases your movement.
1
greatnebulaArtificer•

Can't take Resilient more than once barring DM fiat.

1
Duke518•

you need:

  • Half-Orc
  • Crossbow Expert Feat
  • Dual Wielder Feat
  • 3 levels of Rogue(Assassin)
  • 2 levels of Cleric(Grave)
  • 5 levels of Ranger(Hunter)
  • 20 levels of Fighter(Archer-Battlemaster)
  • 2 hand crossbows +1 equipped

You take the first turn in combat and assassinate from the shadows, which causes you to auto-crit. You put your Mark of the grave and your Hunters Mark on the target in prior. You shoot 6 bolts, each deals 1d6+6 damage +1d6 for Hunters Mark (so 12d6+36) +2d6 for sneak attack + 6d8 for any maneuver of the Battle Master (so 14d6+6d8+36), but all the dice are rolled 3 times because you crit as a Half-orc, so that's a total of 36d6+18d8+36 damage (243 on average) Except that we didn't look at the Grave Mark yet, so that's doubled to 486 damage in a SINGLE TURN!! Note that if there's a second enemy standing next to your victim, thanks to the Hoard Breaker ability of the Hunter, you can obliterate that one too. You're going to be hated at the table though, so don't forget to hide afterwards ;)

EDIT: forgot to consider action surge, so basically you can just do the thing twice (I doubt your first victim survived)

1
sutlomatsch•

Don't worry about normal damage and stuff like that. take a bunch of "save or be kinda screwed" spells (Feeblemind, Polymorph,Plane Shift etc.) and go to town on your enemys with subtle spells (you'll have enough small slots to shredd into Sorc-Points) try and Counterspell what really hurts you (so not damage) and pick a bunch of Magic Items that protect you.

Lastly: Take PWK to waste any "hah, Wildshape go brrr" moon druids, after they take the slightest amount of damage.

1