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The Most Damage Possible In 1 Turn! DND 5e
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Alright, @jeffreyweevers3919 absolutely crushed it. This HAS to be the most possible damage.
MAX DAMAGE: 8672
2 lvls in spores druid
5 lvls in hexblade warlock
2 lvls in paladin
3 lvls in gloomstalker ranger
2 lvls in fighter
and at last 6 lvls in sorcerer
you are gonna roll 20 on charisma
your race is going to be half-orc
your going to have the feats great weapon master and piercer
your pact boon is pact of the blade and your invocation are thirsting blade and eldritch smite
your now going to need 5 friends
a 1st lvl order cleric
a 13th lvl forge cleric
a 17th lvl paladin with the izzit engineer background
a 17th lvl wizard with 3 lvls in hexblade warlock
and at last a 13th lvl ranger with the izzit engineer background
now, you are gonna need to choose the place where you're going to deal the damage really carefully cus this requires some setup
first your (forge) cleric is going to cast glyph of warding twice, one with the spell spirit shroud (at 9th lvl) and one with the spell searing smite (at 9th lvl)
then your paladin is going to cast glyph of warding 7 times with the spells: crusader's mantle, staggering smite, thunderous smite, wrathful smite, blinding smite, banishing smite and divine favor
after that its the wizards turn who is going to cast glyph of warding 7 times: enlarge/reduce, haste, tenser's transformation, branding smite (at 9th lvl), hex, absorb elements (at 9th lvl) and chromatic orb.
then lastly its the turn to your ranger who is going to cast glyph of warding 3 times with: zephyr strike, guardian of nature (with primal beast) and hunter's mark
the triggers for all of these glyphs is you snapping your fingers except for the glyph with absorb elements, its trigger is you taking elemental damage from the chromatic orb glyph
you now need to have as many spell slots as possible to smite with so we are going to change our warlock spellslots in sorcery points and those to 4th lvl spell slots then take a short rest and do it again until you have 9
your weapon a pike is going to be your pact weapon and your (forge) cleric is going to cast elemental weapon and your paladin holy weapon on your pike.
then you are going to mark your target with favored foe and hexblade curse and your cleric will cast contagion with the effect flesh rot on the target.
now that we are finally ready, you'll snap your fingers gaining the effects of 19 spells instantly.
now take the attack action you can make three attacks because of gloomstalker and for the purpose of the maximum damage possible we'll say that we crit all attacks.
then your going to action surge and make an additional 3 attacks then with your bonusaction you'll make an attack because of great weapon master. you now have made 7 attacks
your order cleric is going to want to target you with a lvled spell this can be done with a readed action or a spell that takes a reaction, now you can make an additional attack
and with our haste attack its established that we can make 9 attack in 1 turn
now that we have got all our data, we need to calculate the damage. i am going to split the damage in 3 parts,
damage per attack -this is the damage that will be on all attacks-,
noncritable damage per attack this will be damage that wont be doubled by a crit
and limited damage damage like the spell smites that only deal extra damage for 1 attack
first the damage per attack.
- pike 1d10
- holy weapon +2d8
- elemental weapon +3d4
- crusader's mantle +1d4
- enlarge reduce +1d4
- spirit shroud +4d8
- tenser's transformation +2d12
- guardian of nature +1d6
- divine favor +1d4
- hunter's mark +1d6
- hex +1d6
- symbiotic entity +1d6 (from spores druid)
- divine smite +6d8 (we'll assume its a fiend or undead)
this is in total: 2d12+1d10+12d8+4d6+6d4
then the non crittable damage
- cha modifier +5
- elemental weapon +3
- great weapon master +10
- piercer +1d10
- savage attacker +1d10
- hexblades curse +6
this totals to: 2d10+24
and then at last the limited damage
- banishing smite +5d10
- staggering smite +4d6
- blinding smite +3d8
- branding smite +9d6
- wrathful smite +1d6
- thunderous smite +2d6
- searing smite +9d6
- eldritch smite +4d8
- eldritch smite +4d8
- zephyr strike +1d8
- absorb elements +9d6
- favored foe +1d4
- dread ambusher +1d8
- superior technique +1d6
and the total of this is: 5d10+13d8+35d6+1d4
if you combine all of that and take into acount crits and multiple attacks,
you get to a staggering 2(36d12+46d10+242d8+142d6+110d4+216)
this has a maximum of 8672, a average of 5128 and a minimum of 792 which is enough to kill everything in the game i think
MAX DAMAGE: 8672
2 lvls in spores druid
5 lvls in hexblade warlock
2 lvls in paladin
3 lvls in gloomstalker ranger
2 lvls in fighter
and at last 6 lvls in sorcerer
you are gonna roll 20 on charisma
your race is going to be half-orc
your going to have the feats great weapon master and piercer
your pact boon is pact of the blade and your invocation are thirsting blade and eldritch smite
your now going to need 5 friends
a 1st lvl order cleric
a 13th lvl forge cleric
a 17th lvl paladin with the izzit engineer background
a 17th lvl wizard with 3 lvls in hexblade warlock
and at last a 13th lvl ranger with the izzit engineer background
now, you are gonna need to choose the place where you're going to deal the damage really carefully cus this requires some setup
first your (forge) cleric is going to cast glyph of warding twice, one with the spell spirit shroud (at 9th lvl) and one with the spell searing smite (at 9th lvl)
then your paladin is going to cast glyph of warding 7 times with the spells: crusader's mantle, staggering smite, thunderous smite, wrathful smite, blinding smite, banishing smite and divine favor
after that its the wizards turn who is going to cast glyph of warding 7 times: enlarge/reduce, haste, tenser's transformation, branding smite (at 9th lvl), hex, absorb elements (at 9th lvl) and chromatic orb.
then lastly its the turn to your ranger who is going to cast glyph of warding 3 times with: zephyr strike, guardian of nature (with primal beast) and hunter's mark
the triggers for all of these glyphs is you snapping your fingers except for the glyph with absorb elements, its trigger is you taking elemental damage from the chromatic orb glyph
you now need to have as many spell slots as possible to smite with so we are going to change our warlock spellslots in sorcery points and those to 4th lvl spell slots then take a short rest and do it again until you have 9
your weapon a pike is going to be your pact weapon and your (forge) cleric is going to cast elemental weapon and your paladin holy weapon on your pike.
then you are going to mark your target with favored foe and hexblade curse and your cleric will cast contagion with the effect flesh rot on the target.
now that we are finally ready, you'll snap your fingers gaining the effects of 19 spells instantly.
now take the attack action you can make three attacks because of gloomstalker and for the purpose of the maximum damage possible we'll say that we crit all attacks.
then your going to action surge and make an additional 3 attacks then with your bonusaction you'll make an attack because of great weapon master. you now have made 7 attacks
your order cleric is going to want to target you with a lvled spell this can be done with a readed action or a spell that takes a reaction, now you can make an additional attack
and with our haste attack its established that we can make 9 attack in 1 turn
now that we have got all our data, we need to calculate the damage. i am going to split the damage in 3 parts,
damage per attack -this is the damage that will be on all attacks-,
noncritable damage per attack this will be damage that wont be doubled by a crit
and limited damage damage like the spell smites that only deal extra damage for 1 attack
first the damage per attack.
- pike 1d10
- holy weapon +2d8
- elemental weapon +3d4
- crusader's mantle +1d4
- enlarge reduce +1d4
- spirit shroud +4d8
- tenser's transformation +2d12
- guardian of nature +1d6
- divine favor +1d4
- hunter's mark +1d6
- hex +1d6
- symbiotic entity +1d6 (from spores druid)
- divine smite +6d8 (we'll assume its a fiend or undead)
this is in total: 2d12+1d10+12d8+4d6+6d4
then the non crittable damage
- cha modifier +5
- elemental weapon +3
- great weapon master +10
- piercer +1d10
- savage attacker +1d10
- hexblades curse +6
this totals to: 2d10+24
and then at last the limited damage
- banishing smite +5d10
- staggering smite +4d6
- blinding smite +3d8
- branding smite +9d6
- wrathful smite +1d6
- thunderous smite +2d6
- searing smite +9d6
- eldritch smite +4d8
- eldritch smite +4d8
- zephyr strike +1d8
- absorb elements +9d6
- favored foe +1d4
- dread ambusher +1d8
- superior technique +1d6
and the total of this is: 5d10+13d8+35d6+1d4
if you combine all of that and take into acount crits and multiple attacks,
you get to a staggering 2(36d12+46d10+242d8+142d6+110d4+216)
this has a maximum of 8672, a average of 5128 and a minimum of 792 which is enough to kill everything in the game i think
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