I wouldn't say broken combo but I felt neat using it. We had just hit lvl10. My party exhausted a dragons legendary resistances then I cast suggestion. DM and party looked at me like I was crazy. Told dragon to do nothing. Walked up to it and cast bestow curse to give it disadvantage on wisdom saving throws then cast geas to place it under my control. Dragon was low health so disobeying me would've meant certain death. It was pretty neat having a dragon as a pet for a while. My bard acted like it was a her big puppy. Dragon was not amused.
Brilliant! I'd see this as a great opportunity for future adventures and shenanigans. Power creatures have powerful allies and enemies that I'd have make appearances. Nerdarchist Dave
+Matt Scott There are exactly zero problems with that that aren't being pulled out of your rear. For starters, it's not actually an owl, even if it looks like one, you know the saying, "if it walks like a duck, looks like a duck and, quacks like a duck, it might be a fey in disguise". It is also entirely loyal to you: "Your familiar acts independently of you, but it *always* obeys your commands." And finally: "While your familiar is within 100 feet of you, *you can communicate with it telepathically*." - roll20.net/compendium/dnd5e/Find%20Familiar#content
John Phlips jup no casting in wildform.... but you can keep up concentration, thus first call lightning, then get airborne, and then smite all non-ranges enemies with 600 lightning strikes...
The most broken thing I've seen in-game was a nasty combination of spells. Wizard readied an action to cast Wall of Force after the bard cast Hunger of Hadar on a few enemies, the Wall of Force encased them in the Hunger of Hadar (blinded, difficult terrain, 2d6 cold at start of turn, then a Dex sv to take 2d6 acid at the end of turn). Unless the enemies inside can cast Disintegrate, they can't get out. If they don't die from the cold and acid damage within the 1 minute of Hunger of Hadar, it can be cast again and again since the Wall of Force lasts 10 minutes. We felt really dirty after doing this and vowed never to use that combo again.
You cannot recast the Hunger of Hadar (or any other spell) inside the area as once the Wall of Force is in place there is no Line of Effect to the target area. This is still a nice combo, however it only works for 1 minute (assuming nothing breaks the concentration required.
Our DM at the time ruled that you could cast another Hunger of Hadar through the Wall of Force as the spell states that nothing can "physically" pass through it and Hunger of Hadar simply appears at a point within range (nothing "physically" passes through). What is this "Line of Effect" mechanic you are referring to? I haven't seen it in the 5e PHB or DMG.
The barrier is a form of total cover. If you have total cover from a spell caster you cannot be targeted. Also 'physical barriers' block spells, so being tricky and targeting the square next to the wall will not cause the effect to cross through it (the 10' dome is smaller than the 20' sphere of HoH but the effect will roll off the wall same as a fireball). p204 of PHB covers this, albeit poorly for those ruling on the fly. If you can get your hands on a 4E PHB they give a better explanation on p273. I was hoping this would work because I have a tough fight coming up next session, but after trying to find a way to wangle it I simply would not allow this at a table so do not expect any other DM to. I must admit they should have added a clear definition of Line of Effect because as it is written you have to add A+B+C=D where 2 sentences could have covered in 1 go.
Wrong. Mage hand specifically states may only be used to lift objects. So unless you turn yourself into a thing with 0 in all stats, and unable to take an action, you cannot use Mage hand to fly.
@@alnu8355 naaah it doesn't say only objects. In fact it doesn't say anything about limitations on what it can lift other than ten pounds. "Manipulate an object" means it can operate/use an object, like strike a tinder twig to light a pipe, crack an egg and beat it with a wisk to help you cook, write with a quill, turn pages of a book, hammer a nail, roll a cigarette, operate bellows, turn the crank on a music box, or cut your beard with scissors. It says nothing at all about objects or creatures in regards to lifting and carrying.
@@pr9039 "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds."
Goliath are medium humanoids, but for the purposes of Lifting, Pushing, or Dragging they count as a size larger do to Powerful build. Bear Totem Barbarians get the ability to double their lifting/drag/push capacity, so they can act as a huge creature instead ( Str score x 120), wildshape allows them to retain these features, so if the wildshape into something that is larger or bigger, they benefit from the creatures size as well. I'm not sure if the biped/quadruped rules still exist. Then add enlarge, potential lift/drag/push power of a Titanic creature.
Rogue 4 Assassin or Mastermind subclass, and Warlock 16 under Archfey, take the Actor feet instead of one of your ability score improvements, and expertise in Deception and Performance. Using the Master of Myriad Forms Invocation and Actor, or Master of Intrigue from Mastermind, to mimic voices. You can kill and take the shape and voice of anyone, essentially becoming them. You have advantage on all rolls regarding faking being them. With ample time stalking them beforehand you can take someones life, not just kill them but literally become them. Or just make up new identities really easily.
1) Any character with at least 2 levels warlock and devil sight (or 3rd level shadow sorcerer, using sorcery points to cast darkness). Cast darkness on something you're holding. You're now a mobile sphere of advantage for you and disadvantage for your enemies. 2) Melee heavy character with polearm and polearm mastery + sentinel. Enemy gets opportunity attacked at 10ft and stops moving. Now attack and back up 5 ft.
Fun fact: NO 2nd edition Advanced Dungeons & Dragons product was playtested. The crazy lady who ran TSR at the time saw playtesting as "playing around when you should be working" and wouldn't allow it.
2nd Edition before Unearthed Arcana and Tome of Magic was mostly a recompilation of previously developed stuff from the original. Lots of stuff that was developed via gamers' house rules (spread via various means, including game modules and largely in common use) was included. Stuff added in Unearthed and the separate class guide soft cover books created a lot of problems for DMs. Tome of Magic was mostly stuff that the players had to FIND in game if the DM wanted it included and thus could be ignored if desired. (Actually anything could be ignored if the DM said: "That does not exist in my world.", but that often had players complaining.) We used to do a lot of PC seeking research to make stuff we wanted. A simple one was the D&D flashlight. A scroll tube a copper piece and a continual light spell on the copper piece. Glue the copper in one scroll tube cap and put it on the tube. Now you have a flashlight. Cap it to hide the light. Never needs batteries. (one of the "abuses" that caused the continual light to be removed from 5e, even though someone casting darkness on the party could take out the flashlight.)
@@fhuber7507 Abuses of a continual light spell doesn't warrant a non-game breaking spell that has been around since the 1st edition being arbitrarily removed. We used to cast it on arrows and fire them down hallways, not a big deal.
You don't need Continual Light to shoot light arrows down hallways, you just need ordinary cantrip-level Light. I've certainly used that as a player to reveal the position of an enemy outside darkvision range. I cast Light, fire the arrow or bolt in their general direction and probably miss, but at least now the entire party can see them clearly. The enemy only sees us briefly, for the length of time between casting Light and firing the bolt, and chances are they have 120' darkvision anyhow which is how they can track us in the first place, so we're not giving much away. It's not as good as Faerie Fire, but it's a cantrip. It's not supposed to be as good. It's a more reasonable method when you're not really sure if anything is there because it only costs one piece of ammunition.
I don't think I'll ever find a combo more OP than the paladin gnome with a Goliath barbarian on its back combo. The only rule for mounts is that it be a size larger than you so that's allowed as far as the rules. Gnome takes the mounted combatant feat which gives the ability to redirect any attack made at the Goliath to the gnome. Goliath takes the sentinel feat. Now the Goliath always gets advantage through reckless attack with no downside because any attack will just be redirected to the gnome and then the Goliath can attack that creature that attacked the gnome because of the sentinel feat, all the while the gnome paladin can still attack, buff and heal the Goliath, not to mention auras that Paladins get later on.
I personally enjoy the 3 levels barbarian totem warrior (bear for resistance), with X levels in Druid circle of the moon. This makes you a strong martial combatant and hit point sponge. Your damage resistance applies to your 64 temporary HP per combat as a moon druid of 2, and the small amounts of rage damage add to your attacks. Also the ability to heal yourself in wildshape isn't a spell and therefore can be used during rage.
Merlannin, Now top that off with proficiency with Con saves from starting as a barbarian, War Caster feat for advantage to Concentration checks, and the fact that you can maintain concentration on a spell while raging, and you have someone that can polymorph into a T-REX 4+ times per day (more if you use spell storage rings), and no one can make them fail concentration. One could argue that they don't maintain enough of their mind to rage during polymorph, but how much of your mind do you really use for raging? In fact, it seems that the more beast you become, the better rage would work, and what better way than with polymorph? Also, Giant Scorpion is one of the better wild shape forms to take at lower levels.
My favourite (...) broken combo is the tabaxi from Volo's. Racial trait allows for doubling your movement speed. Two levels in rogue means cunning action for bonus action dash, two levels in fighter allows for action surge, meaning you get your movement action and the bonus action can go to dash again. Five levels go to barbarian for Fast movement and eleven go to monk for unarmoured movement (20ft at level eleven). Then spells, Haste - Extra Action Longstrider - +10 Base movement Speed So, B = 2[30 + (20 + 10) + 10] = 140 B*6 = 840 840ft/5sec (not including magic items) 168ft/sec = 51.2m/s (3sf) The character could win a 100m race in under 2 seconds... And then next turn? Sniper at you from great distance with a bow before using cunning action to hide.... And then doing it again next turn...
@@MrSmileyman25 Tabaxi Monk 10 +20 Barb 5 rage +10 Elk totem +15 Ranger 3 Gloom Stalker +10 (first turn) Mobile +10 longstrider +10 transmuter stone+10 115 base speed Tabaxi x2, haste x2, boots of speed x2 920 Fighter 2 Action Surge You rage before combat begins (gloom stalker only counts for first turn of combat) Ally ready action to cast haste on you Opponent ready action on your turn to cast dissonant whispers on your turn of combat (full speed for your reaction also counts as attack so you don't lose rage) Reaction + movement + action + action surge + haste action + bonus action 920*6=5520
@@Greginda11 so hear me out multiple doubles go to a triple then quadruple ect to get around this (as per game rules) you slap in your pluses in between multiplication (bc player chooses most advantageous stacking)
@@vivianm1851 increase walking speed do you add Them together then you multiply. As for multiplication sage advice says multiply double in 5e. Look at spell sniper and distant metamagic.
Just go full wizard and have wish and simulacrum. Cast simulacrum with a 7th level spell slot the regular way, and touch yourself. It creates a clone of you with all your spell slots except the one you just used to make it since it's already expended. However, it still has wish, so make it use wish to insta-cast simulacrum, and touch you after you rest and get your spell slot back. Bam, perfect clone. Now have that one touch you using wish to cast simulacrum. Rinse and repeat for an arbitrarily large army of you. Leave one simulacrum with you to start the clone factory again and let all the others go out and wreak havoc. Their slots don't recharge, but with the extra clone you left with you to make more clones, it doesn't really matter.
It has been Errata'd. The Simulacrum is classed as you. If you have it cast Simulacrum (or a Wish spell to cast it) then it would dissolve into snow when the new one forms.
Karl Fitzpatrick still doable with true polymorph (get two clones, they true polymorph each other to yourself (or to an ancient dragon that can turn into a human), then they stop being clones and become more of yourself, then they create their own clones and you just keep going, this way they also keep regaining their spell slots and is actually faster than the other way, besides the fact that you don't need to stay there the hole time). After that, you'll have infinite copies of lvl 20 wizards or ancient dragons or fighter or whatever, pretty easy to dominate the world!
I'm talking about cloning yourself with the spell Simulacrum, not the spell Clone. U won't cast Clone, u'll create clones of yourself with Simulacrum. To get two, cast 1 simulacrum on yourself, then the clone from simulacrum cast a Wish of Simulacrum at you, creating 2 simulacrum clones of yourself (if you think creating 2 clones breaks the rules of concentration, no problems, you can still do with only one, it'll just be slightly slower), then the clones cast True Polymorph to transform themselves into perfect copyes of yourself and there you have it: perfect clones of yourself with no differences whatsoever! Now you just need to repeat this procces until you have infinity copyes of yourself! It gets faster after the first ones, and you don't even need to be present (you can just let 1 clone there, keep doing your stuff and return after some months!). With true polymorph you can also turn your new clones into any other creature or PC with a Cr or level lower than yours.
Does the simulacrum come with perfectly copied equipment too? If not, it's gonna be a b@#$% to get all those diamonds for material components every time you want to cast wish.
For that Eldritch Sniper build, cast Flock of Familiars so you can look through it's eyes anywhere within a mile of you. They'll scout out enemies, and you can fire off blasts into the sky to rain down on them from above. This gets around any line of sight problems, unless they're under full cover.
Kyle Stanley better yet, spider jesus. Take a level in great old one warlock so you can telepathically talk to stuff, and just stay in this form as long as you can.
6 Levels of Undying Light Warlock so you can pick up Searing Vengence 14 Levels of Zealot Barbarian so you can grab Rage Beyond Death & Relentless Rage then make em' a half-orc. Makes a very hard to keep down character
This combo from 3.5 Edition is meant for high-levels, but Level 10 Frenzied Berseker's Deathless Frenzy and Warforged Juggernaut's becoming a full Artificial Construct passive, you have a character that can keep fighting even if you drop their hit points below -10, and can't have their mind altered or controlled, immune to poisons and diseases, and the only way to stop them is for their Frenzy to end to let them finally die, or to use a disintegration spell powerful enough to actually be able to defeat their fortitude save.
Broken combinations can be a ton of fun to play. I've picked out a few that really make it difficult to deal with. Circle of the Moon Druid/Barbarian - You can transform into beast shapes, rage for the extra damage and damage resistance, channel spell slots to heal yourself while in beast shape. At a Druid9/Barb3, you can have something like 500+ effective HP, making you an incredible wall of meat that the DM has to cut through, and you can do a ridiculous amount of damage. You only really need the Barb 2 to get Rage, Unarmored Defense, and Reckless Attack, though you can go up to Barb 3 to get a path like Bear Totem for constant resistance to all damage (except psychic). If your DM allows Extra Attack to be used in Wild Shape, then getting Barb 6 wouldn't be bad at all, but if he doesn't, then anything beyond 3 is a waste of levels. Paladin/Hexblade - You can stack Eldritch Smite and Divine Smite on the same attack. At max level, as a Paladin 15/Hexblade 5, you can get the following; 6d8 from Divine Smite, 4d8 from Eldritch Smite, 3d8 from Blinding Smite, 1d6 from Hex or Hunters Mark, 2d6 from Greatsword, a 10% crit chance (crit on a 19 or 20). So a single target can get 13d8 + 3d6 + Stat Mod + Enchantment bonus, and those dice can be doubled REAL easy with multi-attack and the high crit chance. This build crits for an average of 130 in a single hit.
One of the best broken combos for low Level Ive found is multi classing druid and life cleric (Disciple of Life + Goodberry). makes 10 berrys, 4 hp a berry :D 40 hp restore for a lvl 1 spell slot isnt bad.
matt510, The only argument against this would be to say that each berry is a full meal (as stated in the spell description), and they fill you up like Merry and Pippin eating lembas bread. Otherwise, this is awesome.
No the argument is that it is not a healing spell. All healing spells are evocation. This spell is transmutation. It changes the nature of the berries. It does not itself heal.
The other argument is that goodberries normally heals 10 hit points. Disciple of Life would allow it to heal 13 hit points. Ill also note, that even without disciple of life, warlock with Goodberry is obnoxious. One day of downtime creates a 480 hit point reserve (2 castings per short rest, 24 short rests in a day, 10 hit points per casting).
Slap a second level fighter on there too. It only helps a little if you are a hex blade or pact of blade style warlock, but I personally think it would be some stupid fun to throw out 12 eldritch blasts at an enemy in a single turn.
@@reyntime8735 Nah. A monster would be a hexblade, put both hex, and hexblades curse (over the course of a couple turns, naturally), then have an ally cause paralysis (assuming that the creature's legendary resistances have been used up while you are putting your curses on). Then you blow your one time eldritch load, 12 blasts at advantage, with insta crits. Doing a grand total of (assuming everything lands, and max charisma) 24d10's, 24d6's, with a base of 132. 'Hey dm, remember how we spent dozens of sessions going through your campaign, leading up to this one big boss? Well I'm gonna do a bit of set up, then one shot him, K?'
@@ikeillue8385 You also have to hope his wis save against paralysis is low enough... which for bbeg is usually a big no. Of course, you could obtain similar results with a Gloomstalker/Assassin/Fighter and strike first, thus making all strikes critical.
How is super perception broken? I'd just throw hard hitters at him. Great, you are well aware of this giant monster charging to kill you that never had any intention of sneaking. Your incredible perception allows you to be fully aware as they eat your organs because you built an eyeball of a character...
A family of phase spiders jump out of the ethereal plane at you. A creature with tremor sense blasts out of the ground. The traps of the Tomb of Horrors are notoriously hard to detect, and some are riddle based. You can't Perceive your way out of a well-made riddle. What if it's a scenario in which hiding is prudent? A lot of these extreme builds become more effective when balanced with other skills, like stealthing. What if you throw a duplicate of the character into game play, and the player can't convince their party it's them? Now they don't trust your perception checks, and you have to roll charisma to talk with them. I know these aren't perfect solutions, but they're a start.
oh in combat I'm sure it would be trivial to challenge a guy who's character isn't focused on combat. I think the issue was that the DM couldn't adapt to someone with super perception removing any and all mystery from their game. There's a trap over there, orcs are hiding in the bushes, the shop keeper was lying, and the dude in the front was the real spartacus. Instead of adapting like you guys said and trying to bypass the perception by providing harder challenges or challenging their non-perception stats the DM kinda gave up. For a creative DM there is a million ways you can challenge a player without messing with their favorite toy. At the very least you can talk to the player and work things out out of the game if you can't come up with a way to deal with it in game. We're all people who just wanna have fun playing this dumb game.. if something doesn't work lets fix it.
Correct, it doesn't break the game. It adds challenge to the DM to counter, within the scope of the story. If you overpower your character, I am going to, at least, create an informant that tells the main villain your skill. I can then adapt, within the rules. As DM, I am God. My job is to keep both the challenge and story alive. I aim to entertain, despite your attempt to break me!
John Phlips, I agree. From the mind of an opponent. Oh, you're aware of me, great! Now I kill you. Oh, you went before me in initiative, great! Now I walk through you. Too bad you wasted a feat on that, you might have stopped me with the spells from magic initiate, or perhaps Lucky to survive me. But, at least you knew I was there!
A high perception score just means the DM tells you what's going on properly, often without the need for a roll, but it doesn't really impact the other aspects of the game such as combat ...
Did I miss something here? "3most broken combos" i only counted 2 types, ranger/rouge with feats so you will never be caught by anything ever, and Warlock/Scorc with spells. If i just wasn't paying attention please let me know.
My friend went a halfing for the reroll, divination wizard for the pre-rolled dice, luck feat, and the multiclassed in a great weapon fighter for the reroll on 1s and 2s and later got extra actions and multiattack
Having a life cleric, an evocation wizard, a rogue and a tank of your choice, like a paladin or a fighter or barbarian. get those four together and you can solve almost any problem.
Here’s something scary... I convinced my Dm to let me multiclass into the same class I already was, and after leveling both bard levels up a bit I got two subclasses, and instead of having half to all proficiencies I was just proficient in everything.
You should look into an updated version of this video. I found ways to pump out absurd amounts of damage with the newer books: Scourge Aasimar, Zealot Barbarian+ Oath of Conquest Paladin, Great Weapon Master
You could use Quickened Spell on Eldritch Blast. Couple that with Hex. Since each blast from EB is a separate attack it would get the extra 1d6 from Hex on each hit. Combined with Incantations and you're looking at 8 attacks doing 1d10+1d6+5 damage and potentially knocking a target back 80 feet. Assuming that all 8 hit you're looking at an average of 112 damage with a little set up, two cantrips, and 2 sorcery points.
Imagine that perception with a Totem Barb with Eagle as your second tier. You know have the broken sight mentioned above except now your sight is 1 mile and you can see at 100 feet with perfect detail.
for me, the Lockadin+ build is the most brutal. 3 levels of Warlock to get the ability to recover spell slots on a short rest (plus eldritch blast), and the pact feature of your choice 2 levels of Paladin, to get the divine smite and then either 15 levels of Bard of Whispers, or Sorcerer, to give up to 8th level spell slots. I really like the Bard of Whispers with this one, because you just dump spells, inspiration, and smite into nuking them with a charisma based attack. 8d6 psychic damage from whispers, + 8th level Branding Smite (from bard slots, but known from hexblade) for 8d6 radiant + Charisma + weapon damage, hexblade's curse for proficiency, and improved crit, and dump a 4th level slot for an additional 5d8 radiant damage from paladin. a total of 16d6+5d8+Charisma+Proficiency, for a level 8 and 4 slot and 1 bardic inspiration, then you can do it again with a 7th and a 6th slot, then 2 times with a 5th slot, so that's about 4 rounds of pure pain, which after a short rest, you're back and flying again, with all new spell slots, inspiration, and hexblade's curse. add on eldritch blast, and the other handful of cantrips you get from bard/warlock, and the not to mention with bard's expertise + JoaT, you're not useless out of combat, with a handful of proficiencies, and I love the idea of getting the Pact of the Tome and Ancient Secrets, to get any 1st or 2nd level ritual spell, and of course, agonizing blast, for charisma to damage on Eldritch blast. a monster in social situations, ranged combat, and in melee, this build gives you everything you want of a high level character, and it works perfectly on a short rest.
Half-orc moon moon druid. Being able to stay in animal form when dropped to 0 and gaining extra dice to crits. A bit more of an low level broken thing, but it's really broken. And yeah, it's debatable if one can use the Half-orc abilities while shapechanged. This just adds to the silliness that is two extra health pools as a bear.
typoko Nah it's not debatable. "You retain the benefit of any features from your class, race, or other source if the new form is physically capable of doing so." You are good 👍🏾
typoko certain spells and effects supersede both wildshape and half-Orc ways of avoiding unconsciousness/death at 0hp. Disintegrate, Immolate, and other spells that kill at 0hp activate first. That's straight from Mearls and Crawford. Similarly, Sea Hag "frighten to death" and Succubus "death kiss" also activate first. It's important to check with Sage Advice on these matters.
Raised by druids, this half orc bastard was the product of rapine, fathered by a orc warlord He cannot stand his reflection And so shifts into a myriad of beasts His dream is to restore order Being chaotic neutral He seeks to find his father And challenge him to the death. Along the way he has found other misfits, stories, legends and has harnessed his rage into the elements and forms of great eagles, lions.
Rogue 18/ Barbarian 2 Barb 2: Reckless Attack: You can attack with advantage but opponents will attack you with advantage. Rogue 1: Sneak Attack: If you have advantage you can deal extra damage and at 18th level that damage is 9d6. Rogue 18: Elusive: You cannot be attacked with advantage. Every attack you make is with advantage and does 9d6 extra damage.
One that I thought of was a way that you can actually make infinite money, and although a DM would probably house rule to block this, by the rules of the game itself its allowed. Play a druid and transform into a Giant Poisonous Snake, and then just milk yourself for your venom every day, since a single dose of that stuff sells for 200 GP a pop. A smart druid could therefore just keep milking themselves like that every day and just make infinite money.
You would need infinite buyers with infinite money to spend, and even if that were possible, simple supply and demand would make the venom worthless very quickly once the market gets saturated. Who are you going to sell it to? How much money do they have available to purchase it? Why would they want to buy so much? After everyone in the kingdom has 100 doses each, why would it still cost so much? It's not even a house rule vs. book rule thing. It's just common sense.
@@NoActuallyGo-KCUF-Yourself coming at this late. the answer is simple. create a demand for your product. once every month or so wild shape into the giant poisonous snake and go bite some nobles kid or dog or something. keep em scared and thinking they need a supply of anti venom handy. or sell it to some busy assassins and their would be victims both
If you roll good stats, as a fighter take polearm master feat and sentient feat and keep them out of their melee range but in yours pretty easily if it’s just one person. Can swap out polearm master with war caster to become able to cast bonus action spells while fighting with a glaive or halberd. You can pick ranger or Druid or even a good warlock pact of blade type build
Tempest Cleric/Evocation Wizard, you'll be able to max out chain lightning with wrath of the storms, that is 80 lightning damage with a single spell. And you are capable of wearing heavy armor, which is nice.
With the Warlock/Sorcerer build, if you use Eldritch Blast then quicken Eldritch Blast as a bonus, you are doubling the amount of shots. So at lv 17, you are taking 8 shots, which is 8d10+40 if they all hit. I used this at level 6 (War 2/Sorc 4) and was able to keep up with all our damage dealers.
Dave and Ted, may I suggest something with regard to the "can't use traps because his Perception is so high"? Illusions require an Investigation roll. Not a Perception roll. Passive Perception or Passive Investigation (whatever the heck that is) do not apply. It's an active check. Cover a trap with an illusion, and make it a plausible illusion. Unless your character is spamming Detect Magic (like some Warlocks can), you can forget pulling the Hudson (they're in the room!!). Every "rule break" has a counter. And if Multi-classing is causing so many headaches at a table, feel free to disallow it in the next game. It's optional for a reason.
Mike Gould problem with that is the Observant feat made passive Investigation almost as high as his passive Perception. Which means those Illusions would likely be seen through as well.
2nd level fighter, 3rd level gloomstalker, 3rd level assassin, 8th level bladesinger, 4th level paladin,1st level warlock, metamagic adept, great weapon master, max strength 2 attacks(extra attack, alla attacks with great axe)+eldritch blast(bladesinger), 1 attack+1d8(dread ambusher), 1attack(haste cast as a bonus action with quickened spell)+eldritch blast, action surge(do it all again except haste), smite on all attacks,all crits, (7d12+2d8+35d8+8d10)2+70+35=14d12+4d8+70d8+16d8+70+35=approx. 108+20+350+96+70+35=679 damage avg.(if I've done it correctly)
Got you covered but more efficiently... Tabaxi racial trait allows for doubling your movement speed. Two levels in rogue means cunning action for bonus action dash, two levels in fighter allows for action surge, meaning you get your movement action and the bonus action can go to dash again. Five levels go to barbarian for Fast movement and eleven go to monk for unarmoured movement (20ft at level eleven). Then spells, Haste - Extra Action Longstrider - +10 Base movement Speed So, B = 2[30 + (20 + 10) + 10] = 140 B*6 = 840 840ft/5sec (not including magic items) 168ft/sec = 51.2m/s (3sf) The character could win a 100m race in under 2 seconds... And then next turn? Sniper at you from great distance with a bow before using cunning action to hide.... And then doing it again next turn...
Don't know if you need the rogue lvls? because monks can also dash as a bonus action, though it might cost them ki, so might be more limited long term.
Good point, I was also thinking what if they had the charger feat sure it won't increase their speed but just imagine it an archer take a long shot at them only to find themselves with a +5 damage foot in the face
Ok, here's a broken ability you never hear much about: Transmuter's 14th level ability to Raise Dead, cast Panacea, and Restore Youth. That's pretty much a license to print cash in your down time. Do you know how much money people would pay for those kinds of things?
Never really looked at that ability before but you can offer raise deads at half cost once per day and then restore the youth (but not the lifespan) to someone the next day. That's a pretty crazy 14th level ability.
Had an elven Transmuter living pretty well in the castle of a line of "Immortal Kings" for a few centuries. Humans that never age are believed to be given some divine providence by the populace.
Bard with War Caster, Booming Blade, and Dissonant Whispers. Stand adjacent to a foe, cast Dissonant Whispers (which forces them to use their reaction to move their speed, which isn't forced movement like Thunderwave), they provoke an opportunity attack, which you make Booming Blade. If you hit, they take the extra thunder damage again because they're moving. This can also be done with a Great Old One Warlock since that expanded spell list has Dissonant Whispers.
p. 195 of PHB says forced movement doesn't provoke opportunity attacks. "You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction."
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Nerdarchy Curiosity question... with the range increases for that Eldritch blast combo... wouldn't you simply add the original base length for each "double" in stead of constantly doubling the modified range? So, for example, 150 base then doubled to 300 then "doubled" to 450, since the description is doubling the base range? DM's call I would guess, but that's how I would handle as DM.
The Eldritch Invocation doesn't say it doubles the Range of Eldritch Blast. It says: "W hen you cast eldritch blast, its range is 300 feet. (...)", therefore effectively doubling it by changing its base range.
It WOULD, however, only "double" from 600 to 900. Doubling a double usually by RAW results in a triple, not a quadruple, which Nerdarchy has discussed before. So 900 instead of 1200. Oh noes. You still need a great pair of glasses to see your targets at that range :P
eldritch blast+eldritch Spear+Distant Spell+Spell Sniper is 1200 feet according to the devs 300 x 2=600 (Eldritch+ Distant Spell) 600 x 2=1200 (Distant Eldritch+ Spell Sniper) www.sageadvice.eu/2015/11/15/spell-sniper-distant-spell-is-the-range-quadrupled/
One of my players had a build that was fairly broken for an individual, due to the pure amount of mitigation and added dice Human - Lucky Feat (Spend 1/3 luck points to reroll your own attack, ability check or saving throw OR an enemy's attack roll against you. Fighter (High Dex, AC due to shield, rapier) -Second Wind, 1 heal of 1d10+3, refreshes per Short Rest -Action Surge, 1 extra action, refreshes per Short rest Battlemaster -Combat Superiority, 4 d8s to spend on Parry, Rally, etc Eberron Features -Healing Surge, Spend 1/2 of hit dice as an action to heal (d10+1 per hit dice), refreshes per Short Rest Action Points, 6 x 1d6 bonus to any 1d20 roll, refreshes per Level
3 Hexblade/17 Paladin Scourge Aasimar. You now don’t have to have strength or dexterity as a high stat. Put on heavy armor and max con and cha. You can smite with your warlock ss for 3d8 and get it back on a short rest and get shield as a Paladin.
Halfling Wizard (3rd level or higher) + Reduce + Mage Hand = Flight that lasts until concentration is broken or until you can no longer reduce your size.
It would take another level 17 invisible rogue with +5 Dex, Expertise in Stealth, the feat that gives you advantage on Stealth for a total of +17 with advantage - that would be able to sneak up on that DC 30 perception character but nothing short of that
I definitely enjoy these smaller singer topic videos. With that being said I ran a game with my friends and told them we would be going through a ruined city with traps and puzzles. So each of them built characters that had 5-6+ on perception and found all of the secrets had for them. To put fear back into their step Introduced blights and other small false appearance. There were rooms with 20 blights(Vine, twig, needle, etc.) The trigger i set for these rooms were shrieker that they had to kill in a turn.
currently playing a winged tiefling warlock fiend contract pact of the blade lvl 4 paladin lvl 2 i can cast green flame blade to add 2d8 to my 2d6 great sword hit using my feat great weapon master to add plus 10 to damage then adding 4 more d8 from a 3rd lvl smite burn with a bonus action cast of searing smite to add 2 more d6 then my plus 4 strength my sword is also plus 1 at lvl 6 if i crit i can hit for minimum 35 damage with all 1s and a max of 159 if use the bonus action for the extra 2d6 if i crit and dot do that i can attack again using my feat and have the chance to crit again with the smites and plus 10 from great weapon master. what do you guys think of my lvl 6?
I'm working on a silly little build to mess with my DM, just for giggles. Lightfoot halfling, divine sorcerer 1, divination wizard 2, and the rest lore bard, then adding bountiful luck, second chance, and lucky feats as I go along.
New ranger's 1st level advantage on in initiative and advantage on attack rolls against enemies who haven't acted yet, Assassin Rogue's 3rd level ability to get automatic crit against enemies who haven't acted yet, half-orc to throw extra damage on your crits, and finally take the feat to get a boost to your initiative... level 5 damage machine. though it only works for the first round, not many things at that level are surviving all that damage.
Rogue Assassin's ability is only an automatic crit if the enemy is surprised, not just if they haven't acted yet. You get advantage on the attack, which will trigger "Sneak Attack" damage, if they haven't already acted. I put sneak attack in quotes because the feature really has nothing to do with sneaking or being hidden and that seems to cause a lot of confusion. But the point is the auto crit only triggers when they are actually surprised, which doesn't happen often at many tables, so your mileage may vary.
A friend of mine and myself built three concepts all named the A-10. The gist is action surge from the fighter + gloom stalker's extra attack. This gives a player 5 attacks turn one. The other two are two fighter and the rest monk way of four elements and the fire fist thing. And last but not least, two fighter the rest warlock to shoot 8 eldritch blasts in one turn.
I wanna make a single warlock in a tower with an open field spanning 1,200ft in a circle around it. Just blast at my players while they try and find a way to approach! Good problem solving
One of my favorite combos is to take 1 level in sorcerer (aberrant mind) and then go straight shepherd druid. Aside from giving you the ability to telepathically communicate with any animal, the mind sliver cantrip pairs well with your summons (making saves against poisons more difficult) and you can surround enemies with your summons and use dissonant whispers to make the enemy flee (provoking opportunity attacks from all your summons).
My Adventurers' League Level 20 Bladesinger, including magic items: ac15 (Robe of the Archmage) +6 Dexterity (Manual of Quickness in Action) +6 Intelligence (Tome of Clear Thought) (Applies while bladesinging) +2 Staff of Power +2 Haste (Recovers on a short rest) +2 Bracers of Armor +1 Blessing of Protection +5 Shield spell (casts at-will) Total AC: 39 (Even a Tarrasque would have to roll a nat20 to hit) Uses Foresight to make them roll with disadvantage and prevent crits. Also has Elven Accuracy and deals 1d6 + 15 slashing (weapon + dex + int)
17th lvl wizzard = god cast similaricum to duplicate urself and let the copy cast wish+ similaricum to copy urself again .you can have a billion copys of urself, let then all cast sunburst in the same area and u can destroy the planet ...
Well why do that when at level 11 you can use the magic jar spell to become a kraken jumping from level 11 to a creature with a challenge rating of 23 if it fails it’s in modified CHA save. It does not even have the legendary resistance trait to save it. And it lasts until it is dispelled.
I had a multiclassed character - six levels of abjuration wizard and six levels of light cleric. Cleric gets access to Aid, which can give an HP buff to multiple characters, and it's an abjuration spell, which contributes to the HP of the abjuration Ward that you get from the wizard ability. At that level the wizard can project their ward onto other people, and the light cleric can use their reaction to give enemies disadvantage on attacks against you or your teammates. It was very hard to get our team to lose their own HP - if the attacks actually hit us, they rarely broke through the ward+ temporary HP.
Not exactly "broken," but I am still a little salty that simply pushing a guy prone and *then* grappling is more effective than the grappler feat. EDIT: more practical than distant spell is probably quicken. So you aren't shooting as far, but you're putting out more dakka.
Quickened spell, twinned spell and the spell sniper feat. Three eldritch blasts per round into 3/4 cover from 240 feet at a cost of 2 sorcery points a round.
Twinned spell does *not* stack with Eldritch blast after level 5, as EB is already capable of targeting multiple creatures. They even put it in the Errata just to make clear that it isn't possible.
Rodney/Rosetta Thanks for bringing that to my attention. I'm about to introduce an 11th level sorcerer into an ongoing campaign. I'll have to take another look at the cantrip lists. Maybe Vicious Mockery, though I was thinking of taking a few levels of bard.
Though you could always take 2 levels in fighter to take advantage of Action Surge to double the Eldritch Blast momentarily, but I'm pretty sure STR was your Sorcerer's dump stat.
I've got two dump stats, STR and INT. If I multiclass my sorcerer, it will be into Bard, for some buffery. But I'll probably just go the full 20 with sorcerer. The few remaining spell slots in the progression can be converted to many, many sorcery points.
I don't know if anyone's mentioned this one, but Polearm Master + Sentinel Feat + Battlemaster's Push Manuever. Everytime an enemy moves from 10 ft away from you to 5ft away from you (or from 2 squares away to adjacent on a grid), provokes an OA because of Polearm Expertise, use Push on the hit to send them 5 (or 10, can't remember) feet away, and because you hit them with an OA and you have the Sentinel feat their speed is reduced to 0 for the turn, meaning unless they have a ranged attack they can do almost nothing save for Dodge Action. Another one I've found is College of Lore Bard + Green-Flame Blade from Sword Coast Adventure Guide. Lore Bard at level 6 allows you to choose a spell (Cantrip through castable level) from any other class and you take it as a Bard spell (meaning it uses CHA and such). Green Flame Blade takes an action to cast and as part of it you hit with your weapon, max out DEX/CHA with a Rapier and Light Armor you have as high a bonus to AC, ATK, and DMG rolls, and then you hit one guy for 1d8+DEX mod piercing damage, and guy B who is within 5 feet of guy A for CHA mod Fire damage, and the cantrip scales with level so by the time you get it at level 6 you're actually dealing 1d8+DEX mod piercing +1d8 Fire to guy A and 1d8+CHA mod fire damage to guy B. Couple this with Warcaster at level 4 (or 1 if you go Human Variant) and you can now make Opportunity Attacks with Green-Flame Blade and punish two enemies for the action of one.
Half-Orc (racial) Phoenix Sorcerer (6), Undying Light Warlock (6), Oath of Ancients Paladin (8). 4 KO's till death saves. All credits to Dawnforgedcast.
and you really should read all the stuff yourself. paladin only gets its thing at lvl 15. try druid and be a boar which has relentless endurance like half orc
Gnome or Halfling Fiend Patron Pact of the Chain Warlock/Draconic Sorcerer duty an Imp Familiar. Have the Warlock hop onto the Imp's back and have it fly invisible as the Warlock blasts away with Eldritch Blast and its Invocations. It is almost unstoppable...unless the DM rules otherwise or your enemy can see/detect invisible foes.
I've found that a high level rogue with at least 3 levels in Paladin to get your Oath of Vengeance is a little power hungry. Vow of Enmity = free sneak attack damage.
2 levels of fighter, 2 levels of warlock, 3 levels of sorcerer, 10 levels of whatever, you're level 17, and can cast eldritch blast as a normal action, a bonus action, and then as your action surge, for a total of 12 shots, and by now you probably maxed out charisma
Well the fihter is really not worth it. The is an additional 4 beams ONCE. So these twelve beams deal 12d10 + 60 so an average of 126 dmg if you skip fighter you still fire 8 beams and you can simply go warlock 3, sorcerer 17 and get Meteor swarm to do 40d6 dmg AoE instead which is an average of 140.
level 11 rogue level 2 bard. Reliable Talent from rogue: any time where you can add proficiency bonus (doesn't say FULL proficiency bonus or that you are proficient in, just that you're able to add proficiency bonus) to an ability check, anything less than a 10 will now automatically count as a 10. Jack of all Trades from bard: any ability check where you don't add your proficiency bonus, add half your proficiency bonus
How about the tabaxi monk with a rogue dip (for the bonus dash) and mobile feat. As dash doubles your speed after modifiers and feline agility doubles your speed, at lvl 20, you're potentially moving 280 ft in 6 seconds... or a 4th level primeval guardian (UA Rnager/Rogue) and 4th level multiclassed battlemaster Bugbear, with the "polearm master" and "sentinel" feats, the Tunnel fighter fighting style (UA: light, dark, underdark), and "lunging attack" maneuver with a polearm... Using the ranger's guardian soul ability, you become large (taking up 10ft) and gain an extra 5 ft reach. Being a bugbear, you get another 5ft. Using a pole arm, you gain another 5 ft. Using your lunging attack gains another 5 ft.... but, but, but... The tunnel fighter/polearm master/sentinel mix allows you to (opportunity) attack anyone who comes into your reach as well as when they move into 5 ft of you, stop them in their tracks as soon as the opportunity attack lands, but more importantly. no longer use your reaction, and thus have no limit, to use opportunity attacks... which suggests you just stand there and maul people at 15 - 20ft. distance and move back one square each turn to rinse and repeat...
Alright, this may be a little wierd but it's a lot of fun: Pick Tabaxi so you have the feline agility -> "When you move on your tum in combat, you can double your speed until the end of the tum." Go 3 levels of barbarian (Totem of the Elk) and invest 9 levels into Rogue (Scout). Along the way pick the Mobile feat as well as the Alert feat. Congratulations you are now a really fast Kitty that can run in bursts of 390ft while raging and killing people without provoking oportunity attacks... or you know, just scout. Base movement -> 30 Totem of the Elk -> +15 Scout 9 (Superior mobility) -> +10 Mobile feat -> +10 Total -> 65 (65 + 65 + 65) * 2 = 390 (movement + dash action + dash cunning/bonus action) * (feline agility) = Deja Vu and, if you cast haste on this bad boy you'll have him outruning the flash at a whooping 780ft in a round.
When talking broken, i think of damage. It's just my default. Low lvl: Single Class: Sorcerer 3 (or 4 for an ASI/Feat) Scorching Ray for 3 x 2d6. Metamagic Quicken Spell for another 3 x 2d6. Total of 6 x 2d6 or 12d6. Multiclass: Druid 2 (Circle of the Moon)/Paladin 2. Cast Thunderous smite the turn before you plan to shit on something. The turn you wanna shit on something, Wild Shape into a brown bear (CR1). Multiattack. Bite: 1d8+4+2d6 (Thunderous Smite) + 3d8 (Dump a 2nd lvl slot into it). Then Claw. 2d6+4+3d8 (your other 2nd lvl slot). Total? 4d6+7d8+8. Avg. 53.5 damage in one round. Max Lvl: Single Class: Sorcerer 20 9th level Disintegrate: 19d6 + 40 Force Damage. Metamagic Heighten it for disadvantage on the save. Metamagic Quicken for an 8th level Disintegrate: 16d6+40 Force Damage. Total: 45d6+60. Average? 217.5. Good stuff. Or do a Meteor Swarm + 8th lvl Disintegrate. Or, you know... Wish. OR. OR. Time Stop. Take 1d4+1 turns in a row? Yes, please. Multiclass: Paladin 2, Ranger (Deepstalker 5), Rogue (Assassin) 3, Fighter 2, Cleric (Pick your flavor of Divine Strike) 8. This is the dumbest, craziest thing i've ever come up with. Assuming nonmagical Greatsword and 20 str. You get 3 attacks in a surprise round. They're all crits and you have advantage on them. You have enough spell slots to burn for your divine smites. This is important. Throw down a Hunter's mark w/your bonus action. Attack 3 times, smiting w/ great weapon master each time. Action Surge for 3 more attacks, smiting w/ great weapon master each time. 2d6+5+1d6 (Hunter's Mark)+5d8(Divine Smite)+1d8(Divine Strike)+10 (GWM) x5. 2d6+5+1d6 (Hunter's Mark)+4d8(Divine Smite)+1d8(Divine Strike)+10 (GWM). Criticals have you roll 2x dice. 4d6+5+2d6+10d8+2d8+10 x5. 4d6+5+2d6+8d8+2d8+10. Let's put those dice together. 36d6+30+70d8+60. Average? 531 damage. It only gets crazier when you add poison and magic items. :)
You do not have a problem. These are amazing. The only question is "how on earth would roleplay that last one?". Extra credit if you can think up a back story to HIM. What's it like to drop that many dice in front of your dumbfounded DM? Let it rain dice!
Carson, you're on: Backstory: Cael Carlisle was born to a blacksmith and a former adventurer (which was which is up to you). (PALADIN) From a young age, he had aspirations of being a paladin. Cael strove to prove himself worthy of the order and eventually succeeded. He was sent off to the order hundreds of miles from his parent's home. Cael's training, however, would be cut short as the order would collapse from within and he would be launched out into the city. (ROGUE) Hunted, alone and with nowhere to turn, Cael took to the streets. (ASSASSIN ARCHETYPE) He spent a couple of years doing whatever it took... even killing... to get by. He was caught, however, and arrested after attempting to kill one of the nobles in town and failing to notice some of the arcane wards protecting the home. (FIGHTER) In prison, Cael's assassin talents and limited training as a paladin could only carry him so far. One of the prisoners, an old soldier, took notice of Cael and decided to help him, giving him basic martial training to supplement what he already knew. Cael was appreciative and grew close to the old soldier. One fateful night, the city was invaded by an army of Duregar and Drow. The opposing force brought in all manner of monstrosities and aberrations. The prison was raided in the chaos and all the prisoners were taken into the Underdark as slaves. (Ranger: Deepstalker Conclave) Cael was able to escape with a few of the other prisoners, but remained trapped in the Underdark. For 3 years, they fought against the Drow and Duregar, ambushing caravans and slave encampments, freeing a few slaves at a time and always eluding capture. Cael became something of a hero among the people and led them in a final raid against the slave camps. They managed to free the rest of the slaves from above ground and fled the Underdark, never turning back. (Cleric) Through everything Cael had experienced, he'd always felt a hand guiding his path. A divine protection watching him as he traveled and acted, keeping him alive. After his escape, he returned to the city of his parents' home, reuniting with them and becoming a cleric, dedicating himself to (insert god's name here). Cael spent the remainder of his life as a cleric, occasionally aiding when some major threat reared its head, but otherwise helping guide others down a better path than the one he took. Took me about... 30 minutes. :)
20 points to Gryffindor! Well done, man. This would either be a great basis for a campaign, starting with the slavery (lvl 7+), or an epic back story for a campaign that starts at a high level (lvl 12+).
human lvl 1 warlock old one, take war caster and booming blade as a cantrip and take dissonant whispers. take 2 lvl fighter for action surge, 3 lvl sorcerer for quicken spell and twin spell. so twin booming blade, action surge, twin booming blade, quicken dissonant whiapers, target runs, and one more booming blade as a reaction. The twinning is style points if there are 2 monsters beside each other. 3 booming blades and dissonent whispers. potentially that is a lot of damage.
That1GuyKaiser any time the players aren't actively searching they'd use passive. Roll for a perception check when a player takes an action to do it. Would be my general rule of thumb. Nerdarchist Dave
We have a Assmir (Celstrial Human people) Oath of the Crown Paladin at level 6 with a Level 6 Warlock of The Undying and he seems to be unkillable. He can take hits and dish them out like crazy with a tiny brass pseudo dragon for magic res. Then on top of that he can heal the entire part or pull all the enemies to him and use his racial ability to AoE them for 12+5 radiant and bonus to his attacks.
When I was playing sword coast adventurers guide, I went lvl3 Battlemaster, lvl17 Rogue(Swashbuckler) with the sentinel feat. In my opinion, it has the greatest enemy lockdown in the game. One of the Battlemaster's maneuvers is essentially a taunt and at level 9 you gain the ability to, on their failed wisdom saving throw, make the target only hit you for a minute and be unable to move away from you during that time. If they do save and try to move away, you always get a free attack with the sentinel feat and if you hit, they can't move. Also as a swashbuckler, you don't need an ally within 5ft of your target to proc sneak attack and as a Battlemaster you get proficiency in the heavier types of armor making you annoyingly hard to kill. Good times =3
DnD has many aspects. Combat, roleplay, exploration; If you have a character that's really good at one I don't think its a big deal. So you can spot everything...what are you gonna do with it. So you go first all the time......how effective are you. So your spells have an added effect...how long do they last. Your impact is always limited and you are never a one man army. IMO its not a big deal. that's why you are a hero.........No?
Amen. I think that a DM that can't get around a character's strengths while letting them have their time in the sun isn't trying hard enough to be creative. You're the freaking wielder of fate and creation, and you can't do something about "OP" characters? "Oh, you finished those monsters? You're battle attracted reinforcements."."The purple worm has max health.". I know it can be a jerk move from a DM, but it doesn't seem difficult to alter how things unfold in order to make things interesting, but still fun. Then again, I shouldn't be too quick to judge until I've sat behind the DM Screen. I was rolling with one party that rocked melee combat, especially in enclosed spaces. We were fighting things that were 3 CR higher than our level with no problem. Our DM threw a succubus at us (CR equal to us), and nearly pulled a TPK, since we had crap mental saves (we put everything into combat scores and all had 8 Int... a bunch of idiots). I'm just saying that it's OK to have characters that are especially good at one thing with teammates that balance them. It's like watching Firefly. Each character was their own extreme, but they complimented each other. I guess the problem is when everyone wants to be River Tam, cause she destroys everything. Even then, she still has weaknesses.
On the point of the initiative, you can multi class into Rogue/Swashbuckler to add your Charisma modifier to your initiative as well, so if you can get your CHA and Dex to 20, and the Alert Feat, and half your proficiency, that's well into the 18 initiative range
one combination that doesn't even require multiclassing, but does require your DM to be okay with villainous class options is the death domain cleric. starting from second level, you can use your channel divinity to add extra necrotic damage to a melee attack. now note that it doesn't specify what type of melee attack. one such a melee attack is a spell on his very own domain spell list, vampiric touch. see, channel divinity adds necrotic damage and vampiric touch specifies that you gain half of necrotic damage done as health. this means that, as a 20th level cleric, you can do an easy 3d6+45 damage and gain roughly 26 health back as a third level spell. all in one turn.
Hagosha you could obviously take a level dip in warlock or magic initiate and use a 9th level spell slot to get 10D6+45 in a turn. (using hex). alternatively, you can also pop this on two enemies in the same turn using a spell slot not higher than 5. the only requirement stated is that you hit an enemy with a melee attack, but not how often. therefore, using hex on one, you'd do 6d6+45 to one and 5d6+45 to the other. you'd do 123 damage in one turn (on average) whilst also healing you for 61 HP. as a little bonus in irony, you also ignore necrotic resistances at that point, so you could just suck your HP from a lich.
Just remember that you can only do this if your DM to accept that spell attacks are the same as regular attacks for the purposes of activating Touch of Death and that ALL of the necrotic damage applies to Vampiric Touch for healing, not just the spell's damage. If either of those is an issue for your DM, you can't combine them for healing. That being said... it's not bad. Damage and healing together is nice. Though, i always say the best defense is a good offense... :P
Hagosha by the rules, they are. this is because an attack is anything that makes an attack roll and a lot of it has to do how touch of death and vampiric touch are worded. features that require a specific attack specifies this. hence the reason why some features specify "melee weapon attack." Vampiric touch however is worded so that it omits damage only from itself. "... you regain hit points equal to half the amount of necrotic damage dealt." obviously leaving it open for added necrotic damage. in the same line, the battlemaster has a lot of manoeuvres that specify a weapon attack, but not ranged or melee. therefore, by RAW, they can be used for both.
I never said they aren't. I'm just saying that, from experience, not all DMs will agree with RAW, and I don't know what your DMs would default to. *shrug* And i'm veeeeery aware of the Battlemaster example. As a DM, i had a sharpshooter disarm the party's cleric from more than 500 feet away. :)
A player in a campaign I was in was a 6th level fighter, had gotten a +2 bow a little too early. Ranged. Sharp shooter, twice per round, with a +6 to hit, including the -5 from Sharp Shooter. In one round, thanks to Action Surge, was chunked an Ancient White Dragon for around half of it's HP, maybe more.
I can stop the "Perception" character like Invisibility and Deception via luring the party into a trap. As far as multi-classing goes, I would NEVER go anything other than 4 levels of any class to maximize your feats & attribute mods. Also, as far as broken combos gose you could have mentioned the Warlock/Wizard taking the Wizard School of Abjuration and the Invocation Armor of Shadows that lets you cast Mage Armor (an Abjuration spell) at will. Also the old (one of my favorites) Barbarian (Bear Totem) & Druid Circle of the Moon to make an almost unkillable melee combat monster. With the addition of Volo's Guide to Monsters you take into account the BugBear race and a rogue for ridicules Sneak Attack damage. My favorite also is the Lizardfolk Monk that starts with an 18 AC and goes up from there with the addition of the Kensei path and the Dual Wielding feat. There are allot of powerful combos in D&D5e but a good DM will know how to counter them with ease.
One level of sorcerer with draconic bloodline gets you the equivalent of permanent Mage Armor, except it can't be dispelled. In fairness, it also doesn't nullify magic missiles, but that is a corner case. Sorcerer and Warlock also share the same primary ability, whereas a 13 in INT is not something that a Warlock would otherwise want. Also, Mage Armor is a 1st level spell with an 8 hour duration. It's a minor wizard tax. Eventually, that and Shield are what 1st level wizard slots are for. However, I'm not saying that you can't make a compelling case for your Warlock Abjurer. That guy might be a real hoot to play. But calling him broken based on the synergy you have identified seems hyperbolic.
Wrong, the "Natural Armor" is not part of the Unarmored Defense line-up. It simply changes the base armor class. Its not considered armor in the traditional sens and there for doesn't interfere with the Unarmored Defense rule about armor.
Unarmored defense bonuses do not stack. In the PH on page 14, it says "If you have multiple features that give you different ways to calculate your AC, you choose which one to use." The lizardman does not have an armor bonus of +3, but an armor algorithm of 13 + DEX. It is the same reason why the draconic sorcerer can't stack his natural armor on top of mage armor. A lizardman monk could use either the algorithm of 13 + DEX, OR 10 + DEX + WIS. There is a reason that AC's are given in equation format rather than as simple bonuses. It would be much less wordy to say to say that "the monk adds is WIS mod to his armor class when unarmored" rather than "The monk's AC equals 10 + DEX mod + 10 WIS mod."
Want a broken combo. High Charisma, proficiency in Persuasion, background is Charlatan and get some weighted dice because of your background. The weighted dice are weighted to always land on 1,3 or 5. Say, "Let's play a game. You get five rolls of this dice. If you roll 2,4 or 6, you win. If you don't I win. If I win, you do what I want. If you win, we do what you want."
@@mentallyderangeddoggirl No no no, your character has a weighted dice in game, giving you a reason to use a weighted dice irl xDDDD ^Ingame nobody is ever going to check whether your dice is weighted and it would be considered illegal metagame for another player to say 'no' because they know it's a weighted dice AND the character has high charisma and proficiency in persuasion- which forces other players to have a higher chance of playing this 'game' xD
Another feat combo I've found useful for front line fighters in dungeons is polearm master + sentinel, as enemies enter the 10' range you get attack of opportunity which, if it hits, stops the enemy out of range from attacking you
Sorry to crush your dreams, but Warlock spells count as a separate list that come back on a short rest. Your pally spells still only come back on a long rest.
Not sure about paladin, but if you're sorc/warlock or wiz/walock, you can use spell slots for either, provided of course, they're high enough level for the spell. So you should be able to use warlock slots for paladin smites. I could be wrong, didn't bother double checking. Lol
Jeffrey Anderson you can use any spell slot for warlock spells, but you can only use warlock spells for warlock spell slots, so the short rest doesn't get you any more smites
ExcalibursLPs Pact Magic PHB pg 164 : If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with Spellcasting class feature, (and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.)
As a rule of thumb, the three most common builds I hear being called broken are the Sorc/Lock (For the reasons you've described, the extra Short Rest Sorcery Points and Eldritch Blast), the Lock/Sorc (The difference is which one is the dip, Lock/Sorc does a dip of Sorc for Metamagic to abuse with their Short Rest spells) and Pally/Sorc (Basically the ultimate Gish while avoiding most of the pratfalls while simultaneously avoiding MAD completely)
Personally, I love builds like these. Some people just get salty at the table because it's not expected and don't know how to deal with it. I just don't like when a DM salt level rises to the point where they have to bring "ass pulls" into the game.
For imposing disadvantage on strikes against your allies, sure, but the other two parts of it are at your full range with a polearm. They can't get within 10 feet of you with one movement, and once they're at that 10-foot, they can't leave either.
I recentlly played a level 8 Goliath Battle master in a one-of. Used a fluffed halberd with Tunnel Fighter + Great Weapon Master + Polearm Master + Sentinel. He was just a chopping machine. While not every hit will land, on a good turn you'll stop an enemy that's charging at you preventing all or most of the damage, then you'll just aproach the enemy strike knock him prone with a pummel (with a non-damaging action or battle die), strike him with 4 massive great weapon attack and either push him away with the last one or just walk out of range and then just more or less repeat the process.
Just Imagine a bugbear fighter at level 8 (battlemaster).... using a halberd....lung attack folks.... 20' of reach. with polearm master and sentinel....LOL
Even more insane initiative: Bard (1/2 Prof. Bonus to Initiative) + Rogue Swashbuckler (Add CHA to Intitiative) + Alert + Max Dex + Max Cha (Both are main stats for this class combo)
Why would you do that with a Warlock/Sorcerer, wouldn't it be more useful to do a Quickened Eldritch Blast with all its evocations your looking at 8d10 + 8d6 (from hex) + charisma modifier per beam
Well done, I think you found a way to make Hex cost efficient at higher levels. That's an extra 28 (avg) damage from hex, which makes it much more useful than I previously thought. It then opens them up for abuse from spells that require spell saves. Nice
thank you, i tend to use Hex to support my party when they cast spells that need saves, it buffs my EBeam, it can keep being transferred (to a point) if you do not lose concentration and on your DMs liberal definition of "subsequent" potentially up to 24hrs without burning that spell slot
Add a Witch Bolt to the mix; Because you can Quickened Spell with Eldritch Blast, you can cast it without loosing the Witch Bolt connection. That plus a high level spell slot means TONS of damage.
I thought of a pretty dirty combo- >Take 2 lvls in Fighter. >Go a Raven Queen Warlock. >Pick Finger of Death as your 7th level spell. >Reach 14th level Warlock. >Now cast two Finger of Deaths in one turn. (14d8 + 60 necrotic damage). Use that Action Surge to get that other Action, use the Raven Queen’s 14th ability to cast Finger of Death for free. Then burn your 7th level “slot” and cast Finger of Death.
I have a 2-player broken combination me and a friend played... Wizard-Necromancer and a Paladin-Oathbreaker. Just summon as many small skeletons as you can. The paladin gives all of them (close to him) his cha as bonus dmg, and the wizard gives them his profficiency bonus to hit. That can churn out a lot of damage, AND they can soak up a lot of hits from enemies too. Great fun.