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

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Vulnerability doesn't affect dice rolls, just the damage total. Doesnt really matter here but an important distinction.

Bruno_Swag
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if you have a order cleric friend and he targets you with a spell, you can make an additional attack as a reaction

jeffreyweevers
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My brother figured out how to do literally infinite damage by combining a few spells/abilities together, however it requires the target to not be immune to physical damage or forced movement. If I recall, the gist is that you hit the target with spike growth, and combine it with some specific "on damage movement" abilities to force them to continuously vibrate on top of that spike growth forever.

PotatoPatatoVonSpudsworth
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The production value on these videos is absolutely insane. That hand drawn animation is fucking CRISP.

TarkusLives
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Also also, the minimum damage is well over the HP max of the Terrasque. If it has immunity to poison (I don't remember) then it'll still deal around over half its total at a MINIMUM.

supersmily
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Lvl 20 Necromancy wizard and 1 single simulacrum. 38 spell slots of animate dead. 272 skeletons, arcane recovery for an additional 2 lvl 5 spell spots. 284 skeletons. 1d6+1d6+7 for every skeleton crit. 19*284=5396

calvynhooper
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You should remake this video with the 9k damage

lamMeTV
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Incredible video, had to worm my way out of the browser and into the YT app just to like and subscribe

WackyZackyBoy
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This was the most entertaining informational DnD video I have seen. *subscribes*

sterlingking
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Friendly grave domain cleric makes your target vulnerable to your 1st attack

johngallant
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6:35 +10 for 6 attacks = 60 not 80.
also. multiple bonus actions? hunters mark + hexblades curse?

Tirreg
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"Most damage possible", not "Most damage likely".

MRDRK
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Level 20 Wizard with 5 legendary spell gems all with the prismatic wall spell. 1. Cast time stop 2. Use all of the Prismatic wall spell gems to stack all of the walls above the target in the form of sphere walls. 3. Using the metamagic adept feat use quickened spell after the fifth prismatic wall to cast reverse gravity on the target. 5 walls = 50d6 x 5 is 250d6 since they are spheres you multiply it by two for 500d6 then since reverse gravity makes the target go up and down in the same turn double is again for 1000d6 or an average of 3500 damage of various types + they are very petrified. You can use reverse gravity again and again in the rounds after if for some reason the target is still alive for recurring damage of 3500 for the next 4 rounds until your 7th-9th level spell slots run out.

Meebhver
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Me pouring a mountain of dice onto the table

travisnakahira
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Add coatings to the weapon (purple worm poison weapon coating)

the_Datana
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Okay this was so much fun. You could still (at this point for whatever reason) add holy weapon. I'm unsure whether it stacks with elemental weapon but it would be more damage anyways. (16 > 15) It's a very minor change though and if they cannot coexist then oh well but if they can let's go.
You can also have another friend cast Crusaders mantle to add 1d4 to all your attacks.
If you want have a friend cast tether essence (dunamancy spell from Explorers guide to Wildemound so while it is official it is setting specific). Now you deal the damage you inflict upon one creature, to to creatures.
I think that about does it for this have a good day dhdhdhdh

ajaysent
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i think i did it, you are gonna be taking:
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
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

anyway, if anything is wrong with my calculations or with how i used a certain spell, plz let me know and ill fix it

and it might be possible to get this higher with shadowblade but alot of features dont work with that like great weapon master and all the pact of the blade stuf. so you would have to calculate whats worth it more.

jeffreyweevers
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With the legendary magic item Vorpal Sword: that damage is increased by 120d8+120 damage on a crit with a maximum of 4, 144

riverosgood
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A very minor addition: Elemental Bane. If you have Elemental Weapon, then you'll be doing some elemental damage to get 2d6 more. You could technically proc it multiple times with concentration ending and multiple friends doing held actions, but a couple dice is a couple dice

MegaDirtPotato
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Rather than relying on Contagion to apply vulnerability, a 2nd level Cleric of the Grave Domain can use Path of the Grave to apply vulnerability to any single creature with no savings throw.

razor_wind