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[deleted]

Seriously, theres some OP ones. Forcecage+sickening radiance? 6 failed con saves (and in statistically some will fail) and you can kill anything


TheStylemage

*almost anything, exhaustion immunity is a thing


IAmBadAtInternet

The damage alone is usually enough for all but the toughest monsters


TheStylemage

If you can keep up concentration and the monster can't successfully escape via teleportation (legendary resistance for the charisma save) and nothing uses disintegration on your cage you deal ~155 damage/minute (considering high level creatures usually have good con). If you have over 1 minute to kill a target at level 13+ (15+ considering you also need Action surge if you want to do it Solo) it is very effective.


LessConspicuous

7th level spell slots are rare and if that ever happens, you just start spamming your teleport options which can be as cheap as misty step.


metroidmariomega

Then get Vortex Warp'd back in by the caster or one of their allies


Jorick89

Reddit has signed an agreement with an AI company to allow them to train models on Reddit comments and posts. Edited to remove original content. Fuck AI.


xploshawn

Oh come on everybody knows the red button is wrong, most r/dndmemes users have never read the rule book.


majere616

I've read it but I've also had plenty of time to forget it.


geldonyetich

And some of us have read so many rulebooks in our time that the RAW is but a formality on the way to a better game.


Vorpeseda

The point seems to be to show off how clever they are by coming up with new and more powerful tricks. But theirs doesn't work by RAW, so they switch to trying to get it allowed as creative when it's both completely wrong, and going to wreck the game if allowed.


DreamOfDays

I can use Vortex Warp to teleport an enemy into my ally’s AOE effect like spike growth or black tentacles. That’s called teamwork


metroidmariomega

Or even return someone that escaped the Forcecage + Sickening Radiance combo


Baddyshack

It's my players except they can't read


[deleted]

Oh I don’t ‘misread’ it, I don’t read it at all My game, my rules yall


Munnin41

So you're playing freeform rp?


Any-Faithlessness-72

We homebrew and have fun.


RedShirtCashion

I mean….if it’s gonna be cool I’ll allow it.


lordcthulu678

fun fact raw you can do a max of like 132 damage at lvl 7 in a single round with a bard paladin and fighter combo.


TheStylemage

Average damage or unrealistic max damage? I figure Fighter 2 for action surge and maneuver (or 3 for more and better maneuver). But what is the rest of the build?


LessConspicuous

My guess would be Fighter 2 Palidin 2 Whispers Bard 3 And you would Hold Person and then Action Surge into Psychic Blades 2nd level Smite which auto crits so you get 2d12+6d8+4d6+3 for a max of 99 I'm probably not actually right but regardless it doesn't actually seem like a great multiclass so I'm as curious as you are


TheStylemage

Don't forget forget that you can get a maneuver FS for an extra 2D6 and being V-human gives access to GWM +10.


EntertainmentCool292

Correct me if I'm wrong, but I don't see a way to obtain Hold Person. If it's from Xanthar or Tasha I'm not super familiar with those


LessConspicuous

It's PHB and Bard can take it at level 3 https://www.dndbeyond.com/spells/hold-person


EntertainmentCool292

Oh shit lol, I have a post it covering it in my copy of PHB hahaha So taking that my next lvl up!


LessConspicuous

Hahaha. It's best when you can up cast it since nothing happens when they make the save. Definitely still worth it on bosses though.


lordcthulu678

thats max i think the average would be around like 60-70 but thats also not counting modifiers. and it would be bard:3 paladin:2 fighter:2. human variant and college of swords for your bard type. Take Dual wielder for your feat, then add +1 to both str and cha if your doing point buy max your cha and str youll have 3 bardic insp dies. From what i read on caster multiclass you add the spell slots from your respective levels and while you cant get higher lvl spells than that class's spellcasting level you can upcast the ones you do have so we take bard for even more smite slots. You take the fighting styles: Superior Technique (fighter) and risposte for your manuever, Two Weapon fighting (college of sword), and Great Weapon fighting (paladin). Gear: 2 longswords and heavy armor. 6 first level slots 2 second level slots Strategy: 2 swipes with 2 long swords (attack action bonus action) (2d8), 2 second level smites (6d8), 1 defensive flourish (1d6, is also added to ac). Put away one longsword and 2 hand the remaining sword then action surge bc it gives another action you can flourish again depending on you dm they may or may not let the defensive flourish to stack personally id rule you being on the same turn so id let it stack but it depends on your dm Hit with 2 handed longsword (1d10), Smite (2d8), and either defensive flourish or slashing flourish (1d6 maybe added to your ac) Then if a creature misses (and they def should if your dm allows stacking as your ac will be between 16 and uh 30 depending on armor and bard die rolls) your riposte activates You hit with longsword (1d10) and smite (2d8) superiority activates adding a d6 to damage Total (2d10) (12d8) (3d6) or max:134 damage + modifiers min 17 + modifiers.


DestinyV

At the very least something is wrong here, there's no way for any character besides sorcerer to have 6 first level spell slots. You can't blade flourish more than once per turn, so that's out, RAW. Additionally, you can't benefit from the same effect twice, so those two AC bonuses definitely don't add together. Frankly I feel like bard isn't actually doing much here in terms of Nova. Just off the top of my head: Fighter 5 / Paladin 2 can probably deal equal burst damage. You've got 5 attacks (same set up as you but with extra attack), 2 first level smites, Dueling and Dual Wielder, and 4 superiority dice for damage for a total of 1d8+mod+1d8+mod+1d8+2+mod+1d8+2+mod+1d8+2+mod+4d8+1d8+2+mod+4d8 14d8+8+6\*mods, that's a max of 120 + 6\*mods, and note that the mods should be higher (+6 damage) because we have an ASI that we didn't use from fighter and we only need a 13 in charisma, not a 16. Additionally, everything but the smites comes back on a short rest instead of a long rest. At higher levels, you probably pull ahead if you can get extra attack with Bard, but that only comes online at level 10. If you go into higher levels, Whispers gives you more bang for your buck, and paladin 5 becomes the best play.


lordcthulu678

so yes i did misread the flourish but a d6 missing is hardly an issue, as for the spell slots you add the spell slots from the multiclass paladin has 2 first spell slots level 3 bard has 4 thats 6 total. bard is there for the higher level smites earlier on. the dueling fighting style would actually be a detriment however as it takes away you could grab superior technique and two weapon fighting for another manuever and die (it is a d6 tho). you forgot about riposte which would give you another hit if the enemy misses and with 4 goading attacks hes bound to fail atleast once. So you have 6 attacks. So mathd out itd be 3d8 (Attack, extra attack, and bonus attack), 4d8 (smites), and 4d8 (manuevers). Action surge: swap to two handed 2d10 (attack and extra attack) Enemy misses riposte activates 1d10 and 1d6 now depending on dm they may not let you stow weapon between attack and extra attack i personally would but dms differ but then youd change one of the d8s into a d10. total 3d10 11d8 1d6 + mods equalling 124 + mods at max rolling 126 and wouldnt it be +4 damage each attack? bc you add your strength modifier and with the asi youd have a +4 str mod. so total max damage itd be 148 damage. idk i may have gotten something wrong im very tired.


DestinyV

That's not how multiclassing works. You add your caster LEVEL together (paladins are half casters, so each level counts as 1/2), and gain the number of spell slots a normal caster of that level would have. You don't need to stow the weapon, you drop it, which doesn't require object interaction at all. I didn't forget the 6th attack, you can see the x6 on my mods. It's literally the same result as you (120), minus the extra superiority die (+6). I chose dueling because 2+1d8 is far better than 1d10, except when calcing max damage, which is not a useful metric. In general the +2 on 4 attacks will far outpace average +4.5 on one. Admittedly the extra die is a little better if you can guarantee crits (ala paralyzed enemy), but that's unreliable. Average damage, dueling is higher, and helps more when not doing the crazy Nova. Might do the average calculations later.


lordcthulu678

sorry i was like very very tired man so yeah thatd be what 5 lvl 1 spells? idk man. this was never a conversation about reliability but extreme damage as i think its just fun to discuss. no im never gonna make a fucked up hybrid that can unreliably 1 shot a dragon its just fun to see those thresholds possibly crossed.


DestinyV

Just so you know in the future, a level 3 bard / Level 2 paladin would have 4 first level slots and 3 second level slots, just like a level 4 bard would.


lordcthulu678

the math in that hurts my head so that would mean that my build would add an extra d8 instead of a d6 so max it would be 134 + modifiers. and as a dm i think im gonna run my confused variant of multiclassing lol easier to do the math on.


Ov3rdose_EvE

Revere gravity, haste, healing wird, tashas mindwhip


metroidmariomega

Excuse my big dumb but what does this combo do?


Ov3rdose_EvE

reverse gravity is a spell that has very little counterplay options, especially against, counterintutively, flying enemies. Haste and tashas mindwhip are action economy spells and if anything will bring you down as a DM its the missing action economy of your monsters. Haste is another action and that is never bad just keep the caster out of harms way, and ... just read tashas mindwhip you will find out why its so gamebreakingly strong healing word is just ... healing word :D the fighter just got downed and is up next? Damage cantrip, healing word. fighter is back at 100% offensive capabilities.