https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Babosa&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T05:46:02ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1753954Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-13T21:06:48Z<p>Babosa: /* Master Assassin */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you love dealing massive damage? Do you hate long fights? Do you want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1184, with spell points variant rule and good set up the highest average damage is 1783, almost enough for three Tarrasque (676).<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from Hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave Domain Channel Divinity means that it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from Hex and Bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +90 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +90 for an average of 1184 upto 1,274. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+36d8 avg 162), enlarge (+18d4 avg 45), crusaders mantle (+18d4 avg 45), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
====Build Alternatives====<br />
<br />
If you replace the ranger levels with two full spellcaster levels then you get a 6th level spell slot which you can use to cast Tensor’s Transformation which gives you extra attack and +2d12 (x2 crit). You’d also be able to take level 3 Fighter for the combat manoeuvres. This only reduces damage by a small amount unless using the spellpoints variant. <br />
<br />
You can take wizard bladesinger levels instead of bard to get extra attack. <br />
<br />
===Notes===<br />
<br />
Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + Wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels rounded down.<br />
<br />
The great weapon Fighting Style allows you to reroll damage dice that roll a 1 or a 2. The average damage increase this gives is (D-2)/D per dice where D is the size of the dice, e.g. D is 12 for d12's, 6 for d6's ect.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1753766Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-13T00:32:33Z<p>Babosa: /* Master Assassin */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you love dealing massive damage? Do you hate long fights? Do you want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1184, with spell points variant rule and good set up the highest average damage is 1783, almost enough for three Tarrasque (676).<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from Hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave Domain Channel Divinity means that it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from Hex and Bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +90 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +90 for an average of 1184 upto 1,274. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+36d8 avg 162), enlarge (+18d4 avg 45), crusaders mantle (+18d4 avg 45), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
===Notes===<br />
<br />
Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + Wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels rounded down.<br />
<br />
The great weapon Fighting Style allows you to reroll damage dice that roll a 1 or a 2. The average damage increase this gives is (D-2)/D per dice where D is the size of the dice, e.g. D is 12 for d12's, 6 for d6's ect.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1753758Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-13T00:19:44Z<p>Babosa: /* Extras */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you love dealing massive damage? Do you hate long fights? Do you want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1184, with spell points variant rule and good set up the highest average damage is 1627, enough for about two and half Tarrasque (676).<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from Hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave Domain Channel Divinity means that it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from Hex and Bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +90 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +90 for an average of 1184 upto 1,274. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+36d8 avg 162), enlarge (+18d4 avg 45), crusaders mantle (+18d4 avg 45), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
===Notes===<br />
<br />
Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + Wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels rounded down.<br />
<br />
The great weapon Fighting Style allows you to reroll damage dice that roll a 1 or a 2. The average damage increase this gives is (D-2)/D per dice where D is the size of the dice, e.g. D is 12 for d12's, 6 for d6's ect.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752811Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-09T02:16:34Z<p>Babosa: </p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you love dealing massive damage? Do you hate long fights? Do you want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1184, with spell points variant rule and good set up the highest average damage is 1627, enough for about two and half Tarrasque (676).<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from Hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave Domain Channel Divinity means that it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from Hex and Bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +90 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +90 for an average of 1184 upto 1,274. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
===Notes===<br />
<br />
Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + Wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels rounded down.<br />
<br />
The great weapon Fighting Style allows you to reroll damage dice that roll a 1 or a 2. The average damage increase this gives is (D-2)/D per dice where D is the size of the dice, e.g. D is 12 for d12's, 6 for d6's ect.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752809Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-09T02:12:09Z<p>Babosa: /* Master Assassin */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you love dealing massive damage? Do you hate long fights? Do you want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1184, with spell points variant rule and good set up the highest average damage is 1627, enough for about two and half Tarrasque (676).<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from Hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave Domain Channel Divinity means that it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from Hex and Bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +90 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +90 for an average of 1184 upto 1,274. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752806Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-09T02:02:14Z<p>Babosa: /* All WotC source books build */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1110, with good set up the highest average damage is 1538.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much though you can't take Fighter level 3 to get the level 20 build but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
To fit the three Ranger levels and not lose too many spellcaster levels, Fighter level 3 has to be dropped which means no precision strike or extra damage from maneuvers.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from hex and bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +70 for an average of 1184 upto 1,244. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10) or your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)).<br />
<br />
Teammates, potions, scrolls or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752804Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-09T01:58:31Z<p>Babosa: Added Dread Ambusher</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1110, with good set up the highest average damage is 1538.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Dread Ambusher which gives you an extra attack on your first turn of combat that stacks on extra attack among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 2 <br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Ranger}} 3 (Gloom Stalker Conclave)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Bard}} 6 (Collage of Swords)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion, scroll or magic item to get Haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Ranger Gloom Stalker gives you Dread Ambusher which gives you one extra attack when you take the attack action on your first turn of combat which deals an extra +1d8 (x2 crit) damage. This is a rare case that stacks with Extra Attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bard College of Swords gives you Extra Attack and +1d8 damage (x2 crit) once per turn from Blade flourish<br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 2d8 from Blade Flourish<br />
<br />
+ 2d6 from Hex / Hunter's Mark <br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 44d8 + 12d6 + 28)<br />
<br />
Plus seven more attacks from Extra Attack, Action Surge, Dread Ambusher, Haste and the Great Weapon Mastery bonus action attack<br />
<br />
+ 28d6 (rerolling 1 & 2's)<br />
<br />
+ 104d8 from one level 5, three level 4 and three level 3 spell slots<br />
<br />
+ 4d8 from Dread Ambusher<br />
<br />
+ 42d6 from hex and bugbear (Blade Flourish is once per turn)<br />
<br />
+ 98<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Total damage 36d6 (reroll) + 152d8 + 64d6 + 126 plus upto +70 for an average of 1184 upto 1,244. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints.<br />
<br />
====Extras====<br />
<br />
If you use the spell points variant rule then the build is even more powerful because you can use level 5 spell slots on every attack. This adds +36d8 (avg 162) to the main build. It also means you only need nine spellcaster levels so your final level can be Fighter to get superiority dice to add to attack rolls or damage (+1d8 to four attack rolls or +10d8 damage (avg 45)) or your final two levels can be Ranger and you get Extra Attack from there so you don't need Bard Collage of Swords, possibly getting Druid 2 Circle of Spores for +18d6 +2d4 (avg 59) and Bard Collage of Whispers for +8d6 instead of +4d8 (avg +10).<br />
<br />
Teammates, potions or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the Druid circle of Spores for +18d6 +2d4 and get War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bar-bear-ian:_Wildshape%2BRage_(5e_Optimized_Character_Build)&diff=1752738Bar-bear-ian: Wildshape+Rage (5e Optimized Character Build)2023-08-08T23:36:37Z<p>Babosa: /* Smite Bear: Barbarian 3/Paladin 2/Druid 15 */</p>
<hr />
<div>==Bears are cool.==<br />
Why not just be a bear?<br />
This build is a multiclass druid/barbarian that is really powerful mechanically while being really cool. This build takes advantage of the "onioning" mechanic of the druid, which is the way it gains another layer of hit points when using Wild Shape, and the damage resistance from the barbarian's rage, making it effectively unkillable.<br />
<br />
A note to those that make edits. If you want to leave a record of what you edit, please leave it on the discussion page under the "edits" section and not in the middle of the build. This makes it harder for the casual reader. Just include your alternatives or changes as part of the document.<br />
<br />
==Race==<br />
Any race works for this build, since your physical ability scores get replaced with your wildshapes. However, if you're looking to optimize your non-bear combat and spell casting, a few stand out.<br />
<br />
* '''Forest Gnome''': While their spell casting will be weaker, advantage on intelligence, wisdom, and charisma saves against magic is amazing.<br />
* '''Human, Variant''': Being able to start with a feat like Sentinel can really boost your effectiveness in combat.<br />
* '''Wood Elf''': You keep racial features while Wildshaped, and that includes the +5 feet of movement from this subrace.<br />
* '''Half-Orc''': Their Relentless endurance is an amazing feature that can preserve a wildshape through massive attacks!<br />
Other Races: While this build and its variants focus on only using the Core rules, here are some other options if you're using other sources as well.<br />
* '''Kalashtar''': Their ability to speak telepathically removes one of the main reasons people revert from wildshape early. Plus, their natural resistance to psychic is amazing if you choose the totem warrior barbarian subclass, giving you resistance to literally all damage.<br />
* '''Firbolg''': While not having dexterity isn't great for your AC, you can use powerful build in your wildshape. Have fun with that.<br />
* '''Yuan-Ti''': Racial features remain while in wildshape, including your Magic Resistance and Poison Immunity!<br />
<br />
==Leveling Guide==<br />
Although there are a number of ways to do this, you'll find the most success with this base build by doing the following:<br />
<br />
* Level 1-2 Druid: You're going for the Circle of the Moon. Immediately you can change into a bear, a powerful combat form. You're also a spellcaster.<br />
* Level 3 Barbarian: Rage is an incredible damage and tankiness steroid. Having 2 rages and 2 wildforms almost feels like they were meant to be used together! Your unarmored defense can also occasionally give you a higher AC than the wildshape would normally have, which is nice.<br />
* Level 4-19 Druid: One thing to always remember is that the strongest beast you can turn into is equal to 1/3 your ''Druid level''. That means you need to always increase it to obtain stronger and stronger forms. You'll remain a powerful caster as well for your team, and at level 19 you can even start casting spells in your beast form.<br />
* Level 20 Barbarian: This extra level in barbarian is optional. However, getting easy advantage on your attacks while transformed is an amazing option to have. Danger Sense can also be nice since most versions of this have a pretty high dexterity.<br />
Note: Barbarian 3/Druid 17 - This small adjustment unlocks the barbarian subclass - Totem warrior. It doubles the health of your wildshapes while you're raging, something that is arguably stronger than anything you can get from that extra level in druid. To do this, you'll start with 2 levels in druid, then 3 levels in Barbarian, then max Druid afterwards.<br />
<br />
==Action Economy and Combos==<br />
<br />
When using this combo, it is important to keep the action economy in mind. Rage requires a bonus action and Wildshape requires either your action or bonus action. This creates three ways to use this combo, each of which have benefits and drawbacks:<br />
<br />
* '''Combo 1 - Instant Primal''': this completely consumes your first turn to use an Action to wildshape and your bonus action to rage. The main benefit is that you immediately gain the benefit of both effects, ready to take and deal damage for the rest of the fight. There are two downsides though. First, if the battle is short you will be standing around for a turn instead of fighting, kinda disappointing. Second, you're gambling you’ll take damage in the first round since your rage might end early as you have no action to attack and the enemy might avoid you rather than fight you.<br />
<br />
* '''Combo 2 - Two Turn Windup''': This focuses on letting you attack each turn and using your bonus actions early on to Wildshape and rage the next turn. The benefit is you have no idle turns and deal a good portion of damage. The first risk is that you don’t have rage protecting you turn 1, meaning your wildshape will take a lot more damage than normal and be closer to breaking. The second issue is that since Rage only lasts a minute, you need to be sure the fight is either your last before resting or going to extend longer than 4 turns to get enough value out of Rage.<br />
<br />
* '''Combo 3 - Prepared Bear''': Your wildshape Can last a long time, half your Druid level in hours! That means it’s not a bad idea to wildshape the moment you find a dungeon or think combat is going to happen soon. Even better is if you got an easy use of wildshape earlier and still have plenty of hit points left over. That means you can rage your first turn and attack, the ideal situation. The only risks involved are about wildshaping too early then not having combat until after your form fades away. This can also be an issue if your party needs you to cast a spell, communicate, or perform a skill check your wildshape can’t do, forcing you to revert before you get value out of it.<br />
<br />
* '''Extra Combo - Rage Healing''': One important thing to consider is that Rage can halve the damage of certain attacks. This means that against some opponents you health is effectively doubled, expanded to nearly all enemies if you dip an extra level of barbarian for totem warrior. This also means healing is twice as useful. An often neglected feature of Moon Druid's "Combat Wild Shape" feature is that you can spend a spell slot to heal 1d8 hit points per spell slot level. When combined with Rage, that means you can spend a 2nd level spell slot to heal 2d8 damage as a bonus action, but the enemy must DEAL 4d8 damage to undo this healing. This creates another valuable way to use your spell slots in some situations.<br />
<br />
==Best Wildshapes==<br />
This list is designed to be updated as WotC releases new beasts that can be used. You're very unique in what you're looking for in a wildshape. Obviously lots of damage and health are good, ramped up by our Rage ability. But we want more than that. We are looking for creatures that use strength, otherwise we can't apply our Rage damage. We want ones that have really high constitution since that means the Barbarian's unarmored defense will grant us a higher AC than is normal. With those considerations, Here are the best wildshapes of each Tier:<br />
<br />
'''Challenge Rating 1'''<br />
* Brown Bear: We can increase its AC by 2, has high Strength, and multiple attacks<br />
* Giant Eagle: Increase the AC by 1, Uses Strength, multiple attacks and can fly.<br />
* Giant Hyena: Niche use against a large number of weak enemies.<br />
'''Challenge Rating 2'''<br />
* Cave/Polar Bear: Upgraded version of Brown Bear<br />
* Hunter Shark: if you're underwater<br />
'''Challenge Rating 3'''<br />
* Killer Whale: An improvement to Hunter Shark.<br />
* Giant Scorpion: With three attacks a turn, it's a damage machine. Comes with a decent natural armor<br />
'''Challenge Rating 4'''<br />
* Elephant: you don't have many options<br />
'''Challenge Rating 5'''<br />
* Giant Crocodile: This attacks similarly to your early bear forms. Just release your grapple to focus fire a target.<br />
* Brontosaurus: Because turning into a gargantuan monster is fun.<br />
* Earth Elemental: Probably the 2nd strongest wildshape, tied with fire elemental. It takes two uses so be careful your not going to time out of your form.<br />
* Fire Elemental: Probably the 2nd strongest wildshape, tied with earth elemental. It takes two uses so be careful your not going to time out of your form.<br />
'''Challenge Rating 6'''<br />
* Mammoth: This is the king of wildshapes, the only CR 6 even available. This thing destroys people with high damage and a large health pool. You become more fearsome still as you can raise this beasts AC by 1 and cast spells in this shape thanks to your newest druid ability at level 18. Unfortunately, you cannot get the bear totem feature unless you can go beyond level 20, and even then you’re better off getting to level 20 Druid for Archdruid and unlimited Wildshapes.<br />
<br />
==Variants==<br />
Like all good builds, there are many variants that people have invented. The following are such variants:<br />
<br />
===Trail of Tears===<br />
<br />
Step one. Be a Druid of the Moon Circle. (Like all other busted things.)<br />
<br />
Step two. Reach a level where you can become an Air Elemental. This is 10. Till then, you are a druid, and pretty great anyway. Full caster, and you turn into horrific beasts with greats and piles of extra health. It’s disgustingly useful.<br />
<br />
Step three. Use a round or two, to cast Longstrider, and Spike Growth. Spike Growth is Concentration, so remember to be careful. You could lose your main damage source, as you cannot cast spells while an elemental.<br />
<br />
Step four. Become the air elemental. Go in and grab some poor dumb creature or attacker who is large or less size. Whilst flying, drag them through the spike growth. They take 2d4 per 5 ft of movement. Air Elementals cannot be grappled in return, do not take damage for moving through, and their speed is 90 ft. With Longstrider that’s 100. Half their speed which is what you move when dragging something, with longstrider is 50 ft. That’s 20d4 on anything that failed an opposed athletics check.<br />
<br />
Want to make this far more effective? Take 2 levels of Rogue. One free skill from the list, and now your Athletics check has Expertise, which is a great way of making up for the 14 Str. It also gives you cunning action, so you can DASH as a bonus action. Now they can take 20d4 AGAIN.<br />
<br />
Don’t want Rogue? The brawny feat also gives expertise in Athletics and doubles your carrying capacity as if you were a size larger. Which effectively makes you huge, now Medium creatures (With some DM ruling) Don’t halve your movement when you grapple them.<br />
<br />
Still want more, but not rogue? Barbarian level 3 gives you rage, which you can do while wild shaped, and you can still hold concentration. It adds to your AC because unarmored defense as an Elemental, all while giving advantage on your strength check to grapple. And Totem Warrior lets you Dash as a bonus action if you take eagle. Take it barbarian level 5 and you get bonus movement as well.<br />
[Edit: If you are able to cast spells, you can't cast them or concentrate on them while raging.]<br />
<br />
Still not enough? Do you have you a friend? Enlarge makes it possible to grab even bigger things and force them into your spikes. HASTE just doubles your speed for no reason, and gives you an extra action, which can explicitly be used to Dash. AGAIN.<br />
<br />
It’s still janky, and it doesn’t work on lots of things. But, then you are still a druid, basically full of HP, and a full caster. Nothing wrong with that, even if you multiclassed.<br />
<br />
===Smite Bear: Barbarian 3/Paladin 2/Druid 15===<br />
One thing that can be somewhat frustrating for players using this build is that so much of their power is tied to spells rather than their Raging animal form. This build solves that by using Divine Smite to convert that stored power into damage that can be added onto melee attacks. With a combination of that and healing from Combat Wildshape, you can fully unlock a new level of power for your character, something that only gets better as the campaign goes on rather than falling off like other versions.<br />
<br />
'''Leveling guide'''<br />
* Level 1-2 Druid: get the Circle of the Moon so you can Wildshape into a bear<br />
* Level 3 Barbarian: Unlock Rage<br />
* Level 4-5 Paladin: Get your Divine Smite. You'll want to choose the Protection fighting style as you can't use any others but can keep a shield equipped.<br />
* Level 6-7 Barbarian: You need to unlock the Totem Warrior subclass. It doubles your wildshapes effective health, preventing the shape from being one-shot.<br />
* Level 8-20 Druid: Your going to need some more advanced wild shapes, even with Totem Warrior. You'll also gain access to higher level spell slots for Divine Smite damage and Combat Wild Shape healing. Recommended you take the Sentinel feat at level 9.<br />
<br />
'''Mechanics''': <br />
* Divine Smite, Rage and Wildshape can be used together thanks to their wording. All three are considered "Class Features", meaning that restrictions that prepent the use of spells don't limit them (Rage and Wild Shape specifically). Wildshape also allows you to retain your class and racial features, meaning that all of these opitons remain available to you for the duration.<br />
* Divine Smite says that "when you hit a creature with a ''melee weapon attack'', you can expend one spell slot to deal radiant damage to the target, in addition to the ''weapon’s'' damage". Beasts attacks are all called "melee weapon attacks". In addition, they are a special catagory called "Natural Weapons", discussed by DnD's designer Jeremy Crawford in a [https://www.youtube.com/watch?v=pKLx-BVnsmo&feature=youtu.be&list=WL&t=380 Sage Advice Video]<br />
* Armor Class can be increased through Barbarian's Unarmored Defense and Shield Proficiency. Unarmored defense often has a higher AC with your wildshapes stats then their natural armor. Also, since you maintain proficiencies when you wildshape, you can wield a shield if your form has the appropriate limbs. By loosening the straps of the shield before hand, your wildshape bear can get an easy +2 AC.<br />
<br />
This build also focuses on progression, making sure if you play a character with this you can enjoy EVERY level, not just level 20.<br />
* Level 5: All core mechanic are unlocked - Rage, Wildshape, and Divine Smite. You can experience this build's core concept at this level.<br />
* Level 10: Totem Warrior is quickly rushed to avoid being outpaced by Monsters progressively higher damage. Unlock higher spell slots as well.<br />
* Level 15: Earth Elemental wildform is unlocked for what is often the final encounter. Divine Smite is maxed out and still have extra spell slots.<br />
* Level 20: You can use two 5 CR beasts rather than one 5 CR elemental now. Your a potent spell caster if you choose, but no 9th level spells.<br />
<br />
'''Unearthed Arcana''':<br />
<br />
If you have access unearthed arcana then level 3 Warlocks with Pact of the Blade have access to a better version of Divine Smite. Instead of (spell level + 1)d8 maximum 5d8 damage, it’s (spell level x2)d8 with no maximum damage. <br />
<br />
You need the Great Old One, Hexblade, Fiend or Archfey Patron and the Claw of Acamar, Curse Bringer, Mace of Dispater or Moonbow Eldritch Invocation respectively.<br />
<br />
===Dwarven Endurance Bear: Druid 10/ Monk 5/ Barbarian 3/ Warlock 2===<br />
<br />
* The Extra Short Version<br />
<br />
Be a Moon Druid Hill Dwarf, get the Dwarven Fortitude feat and Periapt of Wound Closure item, dodge.<br />
<br />
* The Short Version<br />
<br />
Get Moon Druid’s Wild Shape feature for free Hit points and Hit Dice. Get the Dwarven Fortitude feat to heal with Hit Dice when you dodge. Get Monk’s Patient Defence feature to dodge as a bonus action. Get Barbarian‘s Bear totem for resistance to almost all damage. Get Warlock’s Green Lord’s Gift to maximise regaining Hit Points. Get the Periapt of Wound Closure to double Hit Points regained from Hit Dice.<br />
<br />
Be a bear, laugh as people struggle to hit you and then deal half damage to you while you heal yourself and when they finally put you down, become another bear, laugh as a bear, repeat.<br />
<br />
The basic version of this build is Druid 2/ Barbarian 1/ Monk 2. Everything else is extra.<br />
<br />
* The Full Version<br />
<br />
Be a Hill Dwarf. This gets you +2 Con and advantage against poison and +1HP per level. You still have advantage against poison in beast form which is nice and reading the wording of Wildshape and Dwarven toughness, it looks like you get the extra max hit points while in Wildshape but you don’t start with extra hit points to fill it, so it just lets you regain hit points immediately but doesn’t give more hit points which is still nice.<br />
<br />
What stats you start with aren’t too important because you’re mostly in beast form, get high Con so you are tanky in your normal form too and for Con saves, then Wiz for your Druid spells, Sanctuary, Stunning Blow and for Wiz saves then Dex for Dex saves and your own AC.<br />
<br />
If you’re starting at a high level then it may be worth taking Warlock as your first class for Wiz and Cha saves. Otherwise, start with Druid and get 4 levels to take the Dwarven Fortitude feat Which lets you expand one hit dice to heal when you take the dodge action, so you can use your beast forms hit dice to heal between battles and just be a bit tankier during battles too.<br />
<br />
The order of the next lot of levels is more up to choice but I will order them how I would take them.<br />
<br />
1 level in Barbarian for Rage and Unarmored Defence.<br />
<br />
2 levels in Monk to get Ki and use it for patient defence to take the dodge action as a bonus action. You will also be 10ft faster when unarmored, like in Wildshape form.<br />
<br />
2 more levels Druid to Wildshape into CR 2 beasts and to bypass non-magical physical resistance.<br />
<br />
2 more levels in Barbarian to take the Path of the Totem Warrior; Bear to get resistance to almost all damage. You also get Danger Sense that gives advantage on Dex saves.<br />
<br />
2 levels in Warlock to take the Archfey Patron and get the Eldritch Invocation; Green Lord’s Gift so whenever you’re healed, you regain the maximum possible hit points, which is really good because then your healing is reliable and you can’t get unlucky at the worst time. Also get the Invocation; Devil’s Sight so you can see through magical darkness and get the spell Darkness (you can get that spell because you have 2nd level spell slots from Druid). So when you’re not raging you can cast Darkness on something you’re carrying and effectively make yourself invisible and everyone nearby blind.<br />
<br />
3 more levels in Monk so you can use Patient Defence 5 times per short rest instead of only 2 times. You also get Deflect Missle to decrease damage from ranged attacks, Slow Fall to reduce falling damage by 25, enough to fall 40ft with guaranteed no damage, Stunning Strike so when you hit someone you can try stunning them for a turn and Extra attack so your beast form’s with only one attack can deal more damage. Also, pick the Way of Tranquility, this lets you cast Sanctuary on yourself if you ever need a break in your true form, you also get Healing Hands (Lay on Hands but x2) which gives a you 50 more hit points which you can also use to cure poisons and disease and to wake up unconscious teammates.<br />
<br />
Then the rest is Druid. You get more spells and better Wildshapes including Elemental Forms. You also get another ASI or feat.<br />
<br />
This is the build I prefer but feel free to modify it, taking 2 more levels in Druid would open up CR4 beasts and 5 has CR5. Brontosaurus is a great form for this build as it has d20 hit dice so you’ll heal for 23 when you dodge. For that I’d do Druid 15/ Barbarian 3/ Warlock 2.<br />
<br />
So the strategy is to Wildshape and dodge first turn, dodging reduces the chance you get hit when you haven’t raged yet and you can heal due to the increased racial max HP. Then you rage for resistances and use a beast form without multiattack as you have Extra attack so you hit twice. Then when you start taking damage you can dodge as a bonus action to make it harder to hit you and heal. Before you Wildshape you can also try casting Darkness on a mundane neckless so you’re in the center of a circle of darkness you can see through.<br />
<br />
Ankylosaurus is my preferred beast form as it has 68 HP, 8d12 HD, AC15 and it’s attack deals 4d6+4 and can knock prone which can be done twice per turn. Against a boss or if I’m worried about being one shoted then earth elemental form.<br />
<br />
Look at the Unkillable optimised build for more details.<br />
<br />
===Mighty Mama Bear: Barbarian 3/Paladin 7/Druid 10===<br />
By [https://www.dandwiki.com/wiki/User:RedTeddy RedTeddy]<br />
<br />
This build scales really well by relying on the Earth Elemental wildshape that Moon Druids get at level 10, the 2nd most powerful form possible. Before then using the Bear or Cave Bear wildshapes is still really useful. In addition, the extra levels in paladin give you a ton of extra power and only remove 1 spell slot worth of power over the Smite Bear build. <br />
<br />
'''Ability Scores''': Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14 (Race: Half Elf)<br />
<br />
'''Leveling Guide'''<br />
* level 1-2: Druid - Circle of the Moon Subclass<br />
* Levels 3-5: Barbarian - Totem Warrior subclass<br />
* Levels 6-12: Paladin - Oath of Redemption subclass, 2 ASI: Str&Wis+1, Sentinel Feat<br />
* Level 13-20: Druid, ASI: Tough Feat<br />
<br />
'''Play Style''': So, all of this leads to the actual mechanics of this build, so I won't make you wait any longer. The name of the game with the Mama Bear is stacking. Wild Shape allows you to retain class features while in your Wild Shape, this is especially interesting when we consider that Rage is a class feature. This means that we can Wild Shape as a bonus action one turn, unleash some attacks and draw attention, and Rage on our next turn, gaining our resistances and Rage Damage Bonus. What stands out here is that Raging prevents you from casting spells, but from both Druid and Paladin, we've got features that let us use spell slots in non-spell ways. Druid allows Wild Shape healing and the Paladin's Divine Smite is not actually a spell. We can even use our Channel Divinity while raging and Wild Shaped, meaning that we can stack the benefits of our extra HP from Wild Shape, resistance from Bear Totem Rage, damage kickers from Divine Smite, and retaliatory damage through Channel divinity. This in conjunction with our Feat choices of Sentinel and Tough means that we can effectively lock down almost any heavy hitter, forcing them to focus on us while the party focuses fire on them.<br />
<br />
{| class="5e" style="float:right; margin-left:10px;"<br />
|+ "Mama Bear" Spellcasting<br />
|- style="vertical-align:bottom;"<br />
!rowspan="2"|Character<br>Level<br />
!rowspan="2"|Cantrips<br>Known<br />
!rowspan="2"|Spells<br>Prepared<br />
!colspan="4"|&mdash;Spell Slots per Spell Level&mdash;<br />
|-<br />
! '''1st''' !! '''2nd''' !! '''3rd''' !! '''4th''' !! '''5th''' !! '''6th''' !! '''7th'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st|| 3 || 1 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 10 || 4 || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 11 || 4 || 3 || 3 || 1 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 12 || 4 || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 13 || 4 || 3 || 3 || 2 || 1 || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 14 || 4 || 3 || 3 || 3 || 1 || &mdash; ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 15 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 16 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || 1 || 1 <br />
|}<br />
<br />
<br />
Note that the Spells Prepared column does not account for your Oath spells, meaning you should be able to prepare a total of 21 spells daily. Also note that you should not be able to prepare any Druid spells of a level greater than 5 and no Paladin spells of a level greater than 2.<br />
<br />
'''Class Choice'''<br />
<br />
Druid<br />
<br />
* When building a Mama Bear, I prefer to start from 1st level as a Druid. <s>This will circumvent the need for a higher WIS score to multiclass into Druid</s> ''You still need to meet the prerequisit to mc out of a class.'' and proficiency in INT saving throws will pad our negative modifier. As for starting skills, I find that the following six (Assuming that you are playing a Half Elf) work best for this build: Athletics, Insight, Intimidation, Medicine, Perception and Survival. (Athletics and Survival being standard for Outlander background) Ultimately, we will be taking 10 levels in Druid and taking the Circle of the Moon as our archetype. This Archetype will give us a few wonderful features including Combat Wild Shape, Primal Strike and Elemental Wild Shape. Once we've got our 10th and final level in Druid, our Earth Elemental form will be the main ingredient in this build's powerhouse combo. For spells from the Druid list, the Druidcraft and Guidance cantrips make for good roleplay material, and the following spells will serve you well: (This is my personal recommendation, not an expert strategic layout, adjust this list as you see fit or ignore it entirely.)<br />
<br />
* 1st Level: Cure Wounds, Goodberry<br />
<br />
* 2nd Level: Enhance Ability, Lesser Restoration<br />
<br />
* 3rd Level: Protection From Energy<br />
<br />
* 4th Level: Polymorph<br />
<br />
* 5th Level: Conjure Elemental, Greater Restoration, Mass Cure Wounds, Wall of Stone<br />
<br />
<br />
Barbarian<br />
<br />
* Despite the small dip that we're going for with Barbarian, the features that we get from this class will be incredibly useful. First and foremost, we will be gaining the ability to Rage from our 1st level in Barbarian, and if you rolled for stats and have a particularly high CON and DEX, your unarmored defense might be more than what Half-Plate could provide. (Assuming that their is a non-metal Half-Plate armor available to you) On our 2nd level of Barbarian we get Danger Sense which will be incredibly useful and Reckless attack which might be useful in single combat. Our 3rd level, we are taking the Path of the Totem Warrior, Bear Totem, of course. (As is the namesake) With this, we now gain resistance to all but psychic damage while raging and we can now cast Animal Friendship and Speak with Animals as ritual spells.<br />
<br />
Paladin<br />
<br />
* Paladin plays a unique role in this build, mostly being there for the bonus to saving throws and Lay on Hands. At our 1st level, we gain Divine Sense (Which is more useful than most give credit) and Lay on Hands which will allow us to add to the party's total healing pool. By 2nd level we gain Paladin spellcasting, Divine Smite (Which we will be using A LOT!) and a Fighting Style. (If you are wearing armor, I recommend the Defense fighting style, and Dueling if you are using Unarmored Defense) Our 3rd level is where things become a bit more interesting. Here, we will be taking the Oath of Redemption which is found in Xanathar's Guide to Everything. This will give us our Oath spells, Sanctuary and Sleep, and our Channel Divinity which we can use once per short rest. Our Channel Divinity options are Emissary of Peace and Rebuke the Violent, as shown here:<br />
<br />
* Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<br />
<br />
* Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. <br />
<br />
* We will likely be using Rebuke the Violent quite a bit with this build. 4th level gets us an Ability Score Improvement. 5th level gives us our Extra Attack and two more Oath spells, Calm Emotions and Hold Person. 6th level is the most important part of our Paladin levels, Aura of Protection. This is the reason for our high CHA score, adding our CHA modifier to all saving throws will offer us a great deal of protection from spells and other powerful effects. And 7th level will give us our next Oath feature: Aura of the Guardian. This will allow us to use our reaction when a friendly creature within 10 feet of us takes damage, taking that damage for them. As a final note on Paladin, there are only two spells in the Paladin spell list that I see as necessary to this build, and that is Compelled Duel and Shield of Faith. For the rest of your spells, quite literally anything will work, so choose what sounds fun, within the limits of multiclass casting, of course.<br />
<br />
===Barbarian 5+/Druid 2===<br />
This build will fall off pretty hard, but is a great early game build for campaigns that don't go over level 10. The bear shape just deals so much damage that getting a higher rage damage modifier onto it is just amazing. Great for players that want to fight in melee even outside of their wildshape.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bar-bear-ian:_Wildshape%2BRage_(5e_Optimized_Character_Build)&diff=1752737Bar-bear-ian: Wildshape+Rage (5e Optimized Character Build)2023-08-08T23:35:54Z<p>Babosa: /* Smite Bear: Barbarian 3/Paladin 2/Druid 15 */</p>
<hr />
<div>==Bears are cool.==<br />
Why not just be a bear?<br />
This build is a multiclass druid/barbarian that is really powerful mechanically while being really cool. This build takes advantage of the "onioning" mechanic of the druid, which is the way it gains another layer of hit points when using Wild Shape, and the damage resistance from the barbarian's rage, making it effectively unkillable.<br />
<br />
A note to those that make edits. If you want to leave a record of what you edit, please leave it on the discussion page under the "edits" section and not in the middle of the build. This makes it harder for the casual reader. Just include your alternatives or changes as part of the document.<br />
<br />
==Race==<br />
Any race works for this build, since your physical ability scores get replaced with your wildshapes. However, if you're looking to optimize your non-bear combat and spell casting, a few stand out.<br />
<br />
* '''Forest Gnome''': While their spell casting will be weaker, advantage on intelligence, wisdom, and charisma saves against magic is amazing.<br />
* '''Human, Variant''': Being able to start with a feat like Sentinel can really boost your effectiveness in combat.<br />
* '''Wood Elf''': You keep racial features while Wildshaped, and that includes the +5 feet of movement from this subrace.<br />
* '''Half-Orc''': Their Relentless endurance is an amazing feature that can preserve a wildshape through massive attacks!<br />
Other Races: While this build and its variants focus on only using the Core rules, here are some other options if you're using other sources as well.<br />
* '''Kalashtar''': Their ability to speak telepathically removes one of the main reasons people revert from wildshape early. Plus, their natural resistance to psychic is amazing if you choose the totem warrior barbarian subclass, giving you resistance to literally all damage.<br />
* '''Firbolg''': While not having dexterity isn't great for your AC, you can use powerful build in your wildshape. Have fun with that.<br />
* '''Yuan-Ti''': Racial features remain while in wildshape, including your Magic Resistance and Poison Immunity!<br />
<br />
==Leveling Guide==<br />
Although there are a number of ways to do this, you'll find the most success with this base build by doing the following:<br />
<br />
* Level 1-2 Druid: You're going for the Circle of the Moon. Immediately you can change into a bear, a powerful combat form. You're also a spellcaster.<br />
* Level 3 Barbarian: Rage is an incredible damage and tankiness steroid. Having 2 rages and 2 wildforms almost feels like they were meant to be used together! Your unarmored defense can also occasionally give you a higher AC than the wildshape would normally have, which is nice.<br />
* Level 4-19 Druid: One thing to always remember is that the strongest beast you can turn into is equal to 1/3 your ''Druid level''. That means you need to always increase it to obtain stronger and stronger forms. You'll remain a powerful caster as well for your team, and at level 19 you can even start casting spells in your beast form.<br />
* Level 20 Barbarian: This extra level in barbarian is optional. However, getting easy advantage on your attacks while transformed is an amazing option to have. Danger Sense can also be nice since most versions of this have a pretty high dexterity.<br />
Note: Barbarian 3/Druid 17 - This small adjustment unlocks the barbarian subclass - Totem warrior. It doubles the health of your wildshapes while you're raging, something that is arguably stronger than anything you can get from that extra level in druid. To do this, you'll start with 2 levels in druid, then 3 levels in Barbarian, then max Druid afterwards.<br />
<br />
==Action Economy and Combos==<br />
<br />
When using this combo, it is important to keep the action economy in mind. Rage requires a bonus action and Wildshape requires either your action or bonus action. This creates three ways to use this combo, each of which have benefits and drawbacks:<br />
<br />
* '''Combo 1 - Instant Primal''': this completely consumes your first turn to use an Action to wildshape and your bonus action to rage. The main benefit is that you immediately gain the benefit of both effects, ready to take and deal damage for the rest of the fight. There are two downsides though. First, if the battle is short you will be standing around for a turn instead of fighting, kinda disappointing. Second, you're gambling you’ll take damage in the first round since your rage might end early as you have no action to attack and the enemy might avoid you rather than fight you.<br />
<br />
* '''Combo 2 - Two Turn Windup''': This focuses on letting you attack each turn and using your bonus actions early on to Wildshape and rage the next turn. The benefit is you have no idle turns and deal a good portion of damage. The first risk is that you don’t have rage protecting you turn 1, meaning your wildshape will take a lot more damage than normal and be closer to breaking. The second issue is that since Rage only lasts a minute, you need to be sure the fight is either your last before resting or going to extend longer than 4 turns to get enough value out of Rage.<br />
<br />
* '''Combo 3 - Prepared Bear''': Your wildshape Can last a long time, half your Druid level in hours! That means it’s not a bad idea to wildshape the moment you find a dungeon or think combat is going to happen soon. Even better is if you got an easy use of wildshape earlier and still have plenty of hit points left over. That means you can rage your first turn and attack, the ideal situation. The only risks involved are about wildshaping too early then not having combat until after your form fades away. This can also be an issue if your party needs you to cast a spell, communicate, or perform a skill check your wildshape can’t do, forcing you to revert before you get value out of it.<br />
<br />
* '''Extra Combo - Rage Healing''': One important thing to consider is that Rage can halve the damage of certain attacks. This means that against some opponents you health is effectively doubled, expanded to nearly all enemies if you dip an extra level of barbarian for totem warrior. This also means healing is twice as useful. An often neglected feature of Moon Druid's "Combat Wild Shape" feature is that you can spend a spell slot to heal 1d8 hit points per spell slot level. When combined with Rage, that means you can spend a 2nd level spell slot to heal 2d8 damage as a bonus action, but the enemy must DEAL 4d8 damage to undo this healing. This creates another valuable way to use your spell slots in some situations.<br />
<br />
==Best Wildshapes==<br />
This list is designed to be updated as WotC releases new beasts that can be used. You're very unique in what you're looking for in a wildshape. Obviously lots of damage and health are good, ramped up by our Rage ability. But we want more than that. We are looking for creatures that use strength, otherwise we can't apply our Rage damage. We want ones that have really high constitution since that means the Barbarian's unarmored defense will grant us a higher AC than is normal. With those considerations, Here are the best wildshapes of each Tier:<br />
<br />
'''Challenge Rating 1'''<br />
* Brown Bear: We can increase its AC by 2, has high Strength, and multiple attacks<br />
* Giant Eagle: Increase the AC by 1, Uses Strength, multiple attacks and can fly.<br />
* Giant Hyena: Niche use against a large number of weak enemies.<br />
'''Challenge Rating 2'''<br />
* Cave/Polar Bear: Upgraded version of Brown Bear<br />
* Hunter Shark: if you're underwater<br />
'''Challenge Rating 3'''<br />
* Killer Whale: An improvement to Hunter Shark.<br />
* Giant Scorpion: With three attacks a turn, it's a damage machine. Comes with a decent natural armor<br />
'''Challenge Rating 4'''<br />
* Elephant: you don't have many options<br />
'''Challenge Rating 5'''<br />
* Giant Crocodile: This attacks similarly to your early bear forms. Just release your grapple to focus fire a target.<br />
* Brontosaurus: Because turning into a gargantuan monster is fun.<br />
* Earth Elemental: Probably the 2nd strongest wildshape, tied with fire elemental. It takes two uses so be careful your not going to time out of your form.<br />
* Fire Elemental: Probably the 2nd strongest wildshape, tied with earth elemental. It takes two uses so be careful your not going to time out of your form.<br />
'''Challenge Rating 6'''<br />
* Mammoth: This is the king of wildshapes, the only CR 6 even available. This thing destroys people with high damage and a large health pool. You become more fearsome still as you can raise this beasts AC by 1 and cast spells in this shape thanks to your newest druid ability at level 18. Unfortunately, you cannot get the bear totem feature unless you can go beyond level 20, and even then you’re better off getting to level 20 Druid for Archdruid and unlimited Wildshapes.<br />
<br />
==Variants==<br />
Like all good builds, there are many variants that people have invented. The following are such variants:<br />
<br />
===Trail of Tears===<br />
<br />
Step one. Be a Druid of the Moon Circle. (Like all other busted things.)<br />
<br />
Step two. Reach a level where you can become an Air Elemental. This is 10. Till then, you are a druid, and pretty great anyway. Full caster, and you turn into horrific beasts with greats and piles of extra health. It’s disgustingly useful.<br />
<br />
Step three. Use a round or two, to cast Longstrider, and Spike Growth. Spike Growth is Concentration, so remember to be careful. You could lose your main damage source, as you cannot cast spells while an elemental.<br />
<br />
Step four. Become the air elemental. Go in and grab some poor dumb creature or attacker who is large or less size. Whilst flying, drag them through the spike growth. They take 2d4 per 5 ft of movement. Air Elementals cannot be grappled in return, do not take damage for moving through, and their speed is 90 ft. With Longstrider that’s 100. Half their speed which is what you move when dragging something, with longstrider is 50 ft. That’s 20d4 on anything that failed an opposed athletics check.<br />
<br />
Want to make this far more effective? Take 2 levels of Rogue. One free skill from the list, and now your Athletics check has Expertise, which is a great way of making up for the 14 Str. It also gives you cunning action, so you can DASH as a bonus action. Now they can take 20d4 AGAIN.<br />
<br />
Don’t want Rogue? The brawny feat also gives expertise in Athletics and doubles your carrying capacity as if you were a size larger. Which effectively makes you huge, now Medium creatures (With some DM ruling) Don’t halve your movement when you grapple them.<br />
<br />
Still want more, but not rogue? Barbarian level 3 gives you rage, which you can do while wild shaped, and you can still hold concentration. It adds to your AC because unarmored defense as an Elemental, all while giving advantage on your strength check to grapple. And Totem Warrior lets you Dash as a bonus action if you take eagle. Take it barbarian level 5 and you get bonus movement as well.<br />
[Edit: If you are able to cast spells, you can't cast them or concentrate on them while raging.]<br />
<br />
Still not enough? Do you have you a friend? Enlarge makes it possible to grab even bigger things and force them into your spikes. HASTE just doubles your speed for no reason, and gives you an extra action, which can explicitly be used to Dash. AGAIN.<br />
<br />
It’s still janky, and it doesn’t work on lots of things. But, then you are still a druid, basically full of HP, and a full caster. Nothing wrong with that, even if you multiclassed.<br />
<br />
===Smite Bear: Barbarian 3/Paladin 2/Druid 15===<br />
One thing that can be somewhat frustrating for players using this build is that so much of their power is tied to spells rather than their Raging animal form. This build solves that by using Divine Smite to convert that stored power into damage that can be added onto melee attacks. With a combination of that and healing from Combat Wildshape, you can fully unlock a new level of power for your character, something that only gets better as the campaign goes on rather than falling off like other versions.<br />
<br />
'''Leveling guide'''<br />
* Level 1-2 Druid: get the Circle of the Moon so you can Wildshape into a bear<br />
* Level 3 Barbarian: Unlock Rage<br />
* Level 4-5 Paladin: Get your Divine Smite. You'll want to choose the Protection fighting style as you can't use any others but can keep a shield equipped.<br />
* Level 6-7 Barbarian: You need to unlock the Totem Warrior subclass. It doubles your wildshapes effective health, preventing the shape from being one-shot.<br />
* Level 8-20 Druid: Your going to need some more advanced wild shapes, even with Totem Warrior. You'll also gain access to higher level spell slots for Divine Smite damage and Combat Wild Shape healing. Recommended you take the Sentinel feat at level 9.<br />
<br />
'''Mechanics''': <br />
* Divine Smite, Rage and Wildshape can be used together thanks to their wording. All three are considered "Class Features", meaning that restrictions that prepent the use of spells don't limit them (Rage and Wild Shape specifically). Wildshape also allows you to retain your class and racial features, meaning that all of these opitons remain available to you for the duration.<br />
* Divine Smite says that "when you hit a creature with a ''melee weapon attack'', you can expend one spell slot to deal radiant damage to the target, in addition to the ''weapon’s'' damage". Beasts attacks are all called "melee weapon attacks". In addition, they are a special catagory called "Natural Weapons", discussed by DnD's designer Jeremy Crawford in a [https://www.youtube.com/watch?v=pKLx-BVnsmo&feature=youtu.be&list=WL&t=380 Sage Advice Video]<br />
* Armor Class can be increased through Barbarian's Unarmored Defense and Shield Proficiency. Unarmored defense often has a higher AC with your wildshapes stats then their natural armor. Also, since you maintain proficiencies when you wildshape, you can wield a shield if your form has the appropriate limbs. By loosening the straps of the shield before hand, your wildshape bear can get an easy +2 AC.<br />
<br />
This build also focuses on progression, making sure if you play a character with this you can enjoy EVERY level, not just level 20.<br />
* Level 5: All core mechanic are unlocked - Rage, Wildshape, and Divine Smite. You can experience this build's core concept at this level.<br />
* Level 10: Totem Warrior is quickly rushed to avoid being outpaced by Monsters progressively higher damage. Unlock higher spell slots as well.<br />
* Level 15: Earth Elemental wildform is unlocked for what is often the final encounter. Divine Smite is maxed out and still have extra spell slots.<br />
* Level 20: You can use two 5 CR beasts rather than one 5 CR elemental now. Your a potent spell caster if you choose, but no 9th level spells.<br />
<br />
'''Unearthed Arcana''':<br />
If you have access unearthed arcana then level 3 Warlocks with Pact of the Blade have access to a better version of Divine Smite. Instead of (spell level + 1)d8 maximum 5d8 damage, it’s (spell level x2)d8 with no maximum damage. <br />
<br />
You need the Great Old One, Hexblade, Fiend or Archfey Patron and the Claw of Acamar, Curse Bringer, Mace of Dispater or Moonbow Eldritch Invocation respectively.<br />
<br />
===Dwarven Endurance Bear: Druid 10/ Monk 5/ Barbarian 3/ Warlock 2===<br />
<br />
* The Extra Short Version<br />
<br />
Be a Moon Druid Hill Dwarf, get the Dwarven Fortitude feat and Periapt of Wound Closure item, dodge.<br />
<br />
* The Short Version<br />
<br />
Get Moon Druid’s Wild Shape feature for free Hit points and Hit Dice. Get the Dwarven Fortitude feat to heal with Hit Dice when you dodge. Get Monk’s Patient Defence feature to dodge as a bonus action. Get Barbarian‘s Bear totem for resistance to almost all damage. Get Warlock’s Green Lord’s Gift to maximise regaining Hit Points. Get the Periapt of Wound Closure to double Hit Points regained from Hit Dice.<br />
<br />
Be a bear, laugh as people struggle to hit you and then deal half damage to you while you heal yourself and when they finally put you down, become another bear, laugh as a bear, repeat.<br />
<br />
The basic version of this build is Druid 2/ Barbarian 1/ Monk 2. Everything else is extra.<br />
<br />
* The Full Version<br />
<br />
Be a Hill Dwarf. This gets you +2 Con and advantage against poison and +1HP per level. You still have advantage against poison in beast form which is nice and reading the wording of Wildshape and Dwarven toughness, it looks like you get the extra max hit points while in Wildshape but you don’t start with extra hit points to fill it, so it just lets you regain hit points immediately but doesn’t give more hit points which is still nice.<br />
<br />
What stats you start with aren’t too important because you’re mostly in beast form, get high Con so you are tanky in your normal form too and for Con saves, then Wiz for your Druid spells, Sanctuary, Stunning Blow and for Wiz saves then Dex for Dex saves and your own AC.<br />
<br />
If you’re starting at a high level then it may be worth taking Warlock as your first class for Wiz and Cha saves. Otherwise, start with Druid and get 4 levels to take the Dwarven Fortitude feat Which lets you expand one hit dice to heal when you take the dodge action, so you can use your beast forms hit dice to heal between battles and just be a bit tankier during battles too.<br />
<br />
The order of the next lot of levels is more up to choice but I will order them how I would take them.<br />
<br />
1 level in Barbarian for Rage and Unarmored Defence.<br />
<br />
2 levels in Monk to get Ki and use it for patient defence to take the dodge action as a bonus action. You will also be 10ft faster when unarmored, like in Wildshape form.<br />
<br />
2 more levels Druid to Wildshape into CR 2 beasts and to bypass non-magical physical resistance.<br />
<br />
2 more levels in Barbarian to take the Path of the Totem Warrior; Bear to get resistance to almost all damage. You also get Danger Sense that gives advantage on Dex saves.<br />
<br />
2 levels in Warlock to take the Archfey Patron and get the Eldritch Invocation; Green Lord’s Gift so whenever you’re healed, you regain the maximum possible hit points, which is really good because then your healing is reliable and you can’t get unlucky at the worst time. Also get the Invocation; Devil’s Sight so you can see through magical darkness and get the spell Darkness (you can get that spell because you have 2nd level spell slots from Druid). So when you’re not raging you can cast Darkness on something you’re carrying and effectively make yourself invisible and everyone nearby blind.<br />
<br />
3 more levels in Monk so you can use Patient Defence 5 times per short rest instead of only 2 times. You also get Deflect Missle to decrease damage from ranged attacks, Slow Fall to reduce falling damage by 25, enough to fall 40ft with guaranteed no damage, Stunning Strike so when you hit someone you can try stunning them for a turn and Extra attack so your beast form’s with only one attack can deal more damage. Also, pick the Way of Tranquility, this lets you cast Sanctuary on yourself if you ever need a break in your true form, you also get Healing Hands (Lay on Hands but x2) which gives a you 50 more hit points which you can also use to cure poisons and disease and to wake up unconscious teammates.<br />
<br />
Then the rest is Druid. You get more spells and better Wildshapes including Elemental Forms. You also get another ASI or feat.<br />
<br />
This is the build I prefer but feel free to modify it, taking 2 more levels in Druid would open up CR4 beasts and 5 has CR5. Brontosaurus is a great form for this build as it has d20 hit dice so you’ll heal for 23 when you dodge. For that I’d do Druid 15/ Barbarian 3/ Warlock 2.<br />
<br />
So the strategy is to Wildshape and dodge first turn, dodging reduces the chance you get hit when you haven’t raged yet and you can heal due to the increased racial max HP. Then you rage for resistances and use a beast form without multiattack as you have Extra attack so you hit twice. Then when you start taking damage you can dodge as a bonus action to make it harder to hit you and heal. Before you Wildshape you can also try casting Darkness on a mundane neckless so you’re in the center of a circle of darkness you can see through.<br />
<br />
Ankylosaurus is my preferred beast form as it has 68 HP, 8d12 HD, AC15 and it’s attack deals 4d6+4 and can knock prone which can be done twice per turn. Against a boss or if I’m worried about being one shoted then earth elemental form.<br />
<br />
Look at the Unkillable optimised build for more details.<br />
<br />
===Mighty Mama Bear: Barbarian 3/Paladin 7/Druid 10===<br />
By [https://www.dandwiki.com/wiki/User:RedTeddy RedTeddy]<br />
<br />
This build scales really well by relying on the Earth Elemental wildshape that Moon Druids get at level 10, the 2nd most powerful form possible. Before then using the Bear or Cave Bear wildshapes is still really useful. In addition, the extra levels in paladin give you a ton of extra power and only remove 1 spell slot worth of power over the Smite Bear build. <br />
<br />
'''Ability Scores''': Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14 (Race: Half Elf)<br />
<br />
'''Leveling Guide'''<br />
* level 1-2: Druid - Circle of the Moon Subclass<br />
* Levels 3-5: Barbarian - Totem Warrior subclass<br />
* Levels 6-12: Paladin - Oath of Redemption subclass, 2 ASI: Str&Wis+1, Sentinel Feat<br />
* Level 13-20: Druid, ASI: Tough Feat<br />
<br />
'''Play Style''': So, all of this leads to the actual mechanics of this build, so I won't make you wait any longer. The name of the game with the Mama Bear is stacking. Wild Shape allows you to retain class features while in your Wild Shape, this is especially interesting when we consider that Rage is a class feature. This means that we can Wild Shape as a bonus action one turn, unleash some attacks and draw attention, and Rage on our next turn, gaining our resistances and Rage Damage Bonus. What stands out here is that Raging prevents you from casting spells, but from both Druid and Paladin, we've got features that let us use spell slots in non-spell ways. Druid allows Wild Shape healing and the Paladin's Divine Smite is not actually a spell. We can even use our Channel Divinity while raging and Wild Shaped, meaning that we can stack the benefits of our extra HP from Wild Shape, resistance from Bear Totem Rage, damage kickers from Divine Smite, and retaliatory damage through Channel divinity. This in conjunction with our Feat choices of Sentinel and Tough means that we can effectively lock down almost any heavy hitter, forcing them to focus on us while the party focuses fire on them.<br />
<br />
{| class="5e" style="float:right; margin-left:10px;"<br />
|+ "Mama Bear" Spellcasting<br />
|- style="vertical-align:bottom;"<br />
!rowspan="2"|Character<br>Level<br />
!rowspan="2"|Cantrips<br>Known<br />
!rowspan="2"|Spells<br>Prepared<br />
!colspan="4"|&mdash;Spell Slots per Spell Level&mdash;<br />
|-<br />
! '''1st''' !! '''2nd''' !! '''3rd''' !! '''4th''' !! '''5th''' !! '''6th''' !! '''7th'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st|| 3 || 1 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 10 || 4 || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 11 || 4 || 3 || 3 || 1 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 12 || 4 || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 13 || 4 || 3 || 3 || 2 || 1 || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 14 || 4 || 3 || 3 || 3 || 1 || &mdash; ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 15 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 16 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || 1 || 1 <br />
|}<br />
<br />
<br />
Note that the Spells Prepared column does not account for your Oath spells, meaning you should be able to prepare a total of 21 spells daily. Also note that you should not be able to prepare any Druid spells of a level greater than 5 and no Paladin spells of a level greater than 2.<br />
<br />
'''Class Choice'''<br />
<br />
Druid<br />
<br />
* When building a Mama Bear, I prefer to start from 1st level as a Druid. <s>This will circumvent the need for a higher WIS score to multiclass into Druid</s> ''You still need to meet the prerequisit to mc out of a class.'' and proficiency in INT saving throws will pad our negative modifier. As for starting skills, I find that the following six (Assuming that you are playing a Half Elf) work best for this build: Athletics, Insight, Intimidation, Medicine, Perception and Survival. (Athletics and Survival being standard for Outlander background) Ultimately, we will be taking 10 levels in Druid and taking the Circle of the Moon as our archetype. This Archetype will give us a few wonderful features including Combat Wild Shape, Primal Strike and Elemental Wild Shape. Once we've got our 10th and final level in Druid, our Earth Elemental form will be the main ingredient in this build's powerhouse combo. For spells from the Druid list, the Druidcraft and Guidance cantrips make for good roleplay material, and the following spells will serve you well: (This is my personal recommendation, not an expert strategic layout, adjust this list as you see fit or ignore it entirely.)<br />
<br />
* 1st Level: Cure Wounds, Goodberry<br />
<br />
* 2nd Level: Enhance Ability, Lesser Restoration<br />
<br />
* 3rd Level: Protection From Energy<br />
<br />
* 4th Level: Polymorph<br />
<br />
* 5th Level: Conjure Elemental, Greater Restoration, Mass Cure Wounds, Wall of Stone<br />
<br />
<br />
Barbarian<br />
<br />
* Despite the small dip that we're going for with Barbarian, the features that we get from this class will be incredibly useful. First and foremost, we will be gaining the ability to Rage from our 1st level in Barbarian, and if you rolled for stats and have a particularly high CON and DEX, your unarmored defense might be more than what Half-Plate could provide. (Assuming that their is a non-metal Half-Plate armor available to you) On our 2nd level of Barbarian we get Danger Sense which will be incredibly useful and Reckless attack which might be useful in single combat. Our 3rd level, we are taking the Path of the Totem Warrior, Bear Totem, of course. (As is the namesake) With this, we now gain resistance to all but psychic damage while raging and we can now cast Animal Friendship and Speak with Animals as ritual spells.<br />
<br />
Paladin<br />
<br />
* Paladin plays a unique role in this build, mostly being there for the bonus to saving throws and Lay on Hands. At our 1st level, we gain Divine Sense (Which is more useful than most give credit) and Lay on Hands which will allow us to add to the party's total healing pool. By 2nd level we gain Paladin spellcasting, Divine Smite (Which we will be using A LOT!) and a Fighting Style. (If you are wearing armor, I recommend the Defense fighting style, and Dueling if you are using Unarmored Defense) Our 3rd level is where things become a bit more interesting. Here, we will be taking the Oath of Redemption which is found in Xanathar's Guide to Everything. This will give us our Oath spells, Sanctuary and Sleep, and our Channel Divinity which we can use once per short rest. Our Channel Divinity options are Emissary of Peace and Rebuke the Violent, as shown here:<br />
<br />
* Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<br />
<br />
* Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. <br />
<br />
* We will likely be using Rebuke the Violent quite a bit with this build. 4th level gets us an Ability Score Improvement. 5th level gives us our Extra Attack and two more Oath spells, Calm Emotions and Hold Person. 6th level is the most important part of our Paladin levels, Aura of Protection. This is the reason for our high CHA score, adding our CHA modifier to all saving throws will offer us a great deal of protection from spells and other powerful effects. And 7th level will give us our next Oath feature: Aura of the Guardian. This will allow us to use our reaction when a friendly creature within 10 feet of us takes damage, taking that damage for them. As a final note on Paladin, there are only two spells in the Paladin spell list that I see as necessary to this build, and that is Compelled Duel and Shield of Faith. For the rest of your spells, quite literally anything will work, so choose what sounds fun, within the limits of multiclass casting, of course.<br />
<br />
===Barbarian 5+/Druid 2===<br />
This build will fall off pretty hard, but is a great early game build for campaigns that don't go over level 10. The bear shape just deals so much damage that getting a higher rage damage modifier onto it is just amazing. Great for players that want to fight in melee even outside of their wildshape.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bar-bear-ian:_Wildshape%2BRage_(5e_Optimized_Character_Build)&diff=1752736Bar-bear-ian: Wildshape+Rage (5e Optimized Character Build)2023-08-08T23:35:26Z<p>Babosa: /* Smite Bear: Barbarian 3/Paladin 2/Druid 15 */</p>
<hr />
<div>==Bears are cool.==<br />
Why not just be a bear?<br />
This build is a multiclass druid/barbarian that is really powerful mechanically while being really cool. This build takes advantage of the "onioning" mechanic of the druid, which is the way it gains another layer of hit points when using Wild Shape, and the damage resistance from the barbarian's rage, making it effectively unkillable.<br />
<br />
A note to those that make edits. If you want to leave a record of what you edit, please leave it on the discussion page under the "edits" section and not in the middle of the build. This makes it harder for the casual reader. Just include your alternatives or changes as part of the document.<br />
<br />
==Race==<br />
Any race works for this build, since your physical ability scores get replaced with your wildshapes. However, if you're looking to optimize your non-bear combat and spell casting, a few stand out.<br />
<br />
* '''Forest Gnome''': While their spell casting will be weaker, advantage on intelligence, wisdom, and charisma saves against magic is amazing.<br />
* '''Human, Variant''': Being able to start with a feat like Sentinel can really boost your effectiveness in combat.<br />
* '''Wood Elf''': You keep racial features while Wildshaped, and that includes the +5 feet of movement from this subrace.<br />
* '''Half-Orc''': Their Relentless endurance is an amazing feature that can preserve a wildshape through massive attacks!<br />
Other Races: While this build and its variants focus on only using the Core rules, here are some other options if you're using other sources as well.<br />
* '''Kalashtar''': Their ability to speak telepathically removes one of the main reasons people revert from wildshape early. Plus, their natural resistance to psychic is amazing if you choose the totem warrior barbarian subclass, giving you resistance to literally all damage.<br />
* '''Firbolg''': While not having dexterity isn't great for your AC, you can use powerful build in your wildshape. Have fun with that.<br />
* '''Yuan-Ti''': Racial features remain while in wildshape, including your Magic Resistance and Poison Immunity!<br />
<br />
==Leveling Guide==<br />
Although there are a number of ways to do this, you'll find the most success with this base build by doing the following:<br />
<br />
* Level 1-2 Druid: You're going for the Circle of the Moon. Immediately you can change into a bear, a powerful combat form. You're also a spellcaster.<br />
* Level 3 Barbarian: Rage is an incredible damage and tankiness steroid. Having 2 rages and 2 wildforms almost feels like they were meant to be used together! Your unarmored defense can also occasionally give you a higher AC than the wildshape would normally have, which is nice.<br />
* Level 4-19 Druid: One thing to always remember is that the strongest beast you can turn into is equal to 1/3 your ''Druid level''. That means you need to always increase it to obtain stronger and stronger forms. You'll remain a powerful caster as well for your team, and at level 19 you can even start casting spells in your beast form.<br />
* Level 20 Barbarian: This extra level in barbarian is optional. However, getting easy advantage on your attacks while transformed is an amazing option to have. Danger Sense can also be nice since most versions of this have a pretty high dexterity.<br />
Note: Barbarian 3/Druid 17 - This small adjustment unlocks the barbarian subclass - Totem warrior. It doubles the health of your wildshapes while you're raging, something that is arguably stronger than anything you can get from that extra level in druid. To do this, you'll start with 2 levels in druid, then 3 levels in Barbarian, then max Druid afterwards.<br />
<br />
==Action Economy and Combos==<br />
<br />
When using this combo, it is important to keep the action economy in mind. Rage requires a bonus action and Wildshape requires either your action or bonus action. This creates three ways to use this combo, each of which have benefits and drawbacks:<br />
<br />
* '''Combo 1 - Instant Primal''': this completely consumes your first turn to use an Action to wildshape and your bonus action to rage. The main benefit is that you immediately gain the benefit of both effects, ready to take and deal damage for the rest of the fight. There are two downsides though. First, if the battle is short you will be standing around for a turn instead of fighting, kinda disappointing. Second, you're gambling you’ll take damage in the first round since your rage might end early as you have no action to attack and the enemy might avoid you rather than fight you.<br />
<br />
* '''Combo 2 - Two Turn Windup''': This focuses on letting you attack each turn and using your bonus actions early on to Wildshape and rage the next turn. The benefit is you have no idle turns and deal a good portion of damage. The first risk is that you don’t have rage protecting you turn 1, meaning your wildshape will take a lot more damage than normal and be closer to breaking. The second issue is that since Rage only lasts a minute, you need to be sure the fight is either your last before resting or going to extend longer than 4 turns to get enough value out of Rage.<br />
<br />
* '''Combo 3 - Prepared Bear''': Your wildshape Can last a long time, half your Druid level in hours! That means it’s not a bad idea to wildshape the moment you find a dungeon or think combat is going to happen soon. Even better is if you got an easy use of wildshape earlier and still have plenty of hit points left over. That means you can rage your first turn and attack, the ideal situation. The only risks involved are about wildshaping too early then not having combat until after your form fades away. This can also be an issue if your party needs you to cast a spell, communicate, or perform a skill check your wildshape can’t do, forcing you to revert before you get value out of it.<br />
<br />
* '''Extra Combo - Rage Healing''': One important thing to consider is that Rage can halve the damage of certain attacks. This means that against some opponents you health is effectively doubled, expanded to nearly all enemies if you dip an extra level of barbarian for totem warrior. This also means healing is twice as useful. An often neglected feature of Moon Druid's "Combat Wild Shape" feature is that you can spend a spell slot to heal 1d8 hit points per spell slot level. When combined with Rage, that means you can spend a 2nd level spell slot to heal 2d8 damage as a bonus action, but the enemy must DEAL 4d8 damage to undo this healing. This creates another valuable way to use your spell slots in some situations.<br />
<br />
==Best Wildshapes==<br />
This list is designed to be updated as WotC releases new beasts that can be used. You're very unique in what you're looking for in a wildshape. Obviously lots of damage and health are good, ramped up by our Rage ability. But we want more than that. We are looking for creatures that use strength, otherwise we can't apply our Rage damage. We want ones that have really high constitution since that means the Barbarian's unarmored defense will grant us a higher AC than is normal. With those considerations, Here are the best wildshapes of each Tier:<br />
<br />
'''Challenge Rating 1'''<br />
* Brown Bear: We can increase its AC by 2, has high Strength, and multiple attacks<br />
* Giant Eagle: Increase the AC by 1, Uses Strength, multiple attacks and can fly.<br />
* Giant Hyena: Niche use against a large number of weak enemies.<br />
'''Challenge Rating 2'''<br />
* Cave/Polar Bear: Upgraded version of Brown Bear<br />
* Hunter Shark: if you're underwater<br />
'''Challenge Rating 3'''<br />
* Killer Whale: An improvement to Hunter Shark.<br />
* Giant Scorpion: With three attacks a turn, it's a damage machine. Comes with a decent natural armor<br />
'''Challenge Rating 4'''<br />
* Elephant: you don't have many options<br />
'''Challenge Rating 5'''<br />
* Giant Crocodile: This attacks similarly to your early bear forms. Just release your grapple to focus fire a target.<br />
* Brontosaurus: Because turning into a gargantuan monster is fun.<br />
* Earth Elemental: Probably the 2nd strongest wildshape, tied with fire elemental. It takes two uses so be careful your not going to time out of your form.<br />
* Fire Elemental: Probably the 2nd strongest wildshape, tied with earth elemental. It takes two uses so be careful your not going to time out of your form.<br />
'''Challenge Rating 6'''<br />
* Mammoth: This is the king of wildshapes, the only CR 6 even available. This thing destroys people with high damage and a large health pool. You become more fearsome still as you can raise this beasts AC by 1 and cast spells in this shape thanks to your newest druid ability at level 18. Unfortunately, you cannot get the bear totem feature unless you can go beyond level 20, and even then you’re better off getting to level 20 Druid for Archdruid and unlimited Wildshapes.<br />
<br />
==Variants==<br />
Like all good builds, there are many variants that people have invented. The following are such variants:<br />
<br />
===Trail of Tears===<br />
<br />
Step one. Be a Druid of the Moon Circle. (Like all other busted things.)<br />
<br />
Step two. Reach a level where you can become an Air Elemental. This is 10. Till then, you are a druid, and pretty great anyway. Full caster, and you turn into horrific beasts with greats and piles of extra health. It’s disgustingly useful.<br />
<br />
Step three. Use a round or two, to cast Longstrider, and Spike Growth. Spike Growth is Concentration, so remember to be careful. You could lose your main damage source, as you cannot cast spells while an elemental.<br />
<br />
Step four. Become the air elemental. Go in and grab some poor dumb creature or attacker who is large or less size. Whilst flying, drag them through the spike growth. They take 2d4 per 5 ft of movement. Air Elementals cannot be grappled in return, do not take damage for moving through, and their speed is 90 ft. With Longstrider that’s 100. Half their speed which is what you move when dragging something, with longstrider is 50 ft. That’s 20d4 on anything that failed an opposed athletics check.<br />
<br />
Want to make this far more effective? Take 2 levels of Rogue. One free skill from the list, and now your Athletics check has Expertise, which is a great way of making up for the 14 Str. It also gives you cunning action, so you can DASH as a bonus action. Now they can take 20d4 AGAIN.<br />
<br />
Don’t want Rogue? The brawny feat also gives expertise in Athletics and doubles your carrying capacity as if you were a size larger. Which effectively makes you huge, now Medium creatures (With some DM ruling) Don’t halve your movement when you grapple them.<br />
<br />
Still want more, but not rogue? Barbarian level 3 gives you rage, which you can do while wild shaped, and you can still hold concentration. It adds to your AC because unarmored defense as an Elemental, all while giving advantage on your strength check to grapple. And Totem Warrior lets you Dash as a bonus action if you take eagle. Take it barbarian level 5 and you get bonus movement as well.<br />
[Edit: If you are able to cast spells, you can't cast them or concentrate on them while raging.]<br />
<br />
Still not enough? Do you have you a friend? Enlarge makes it possible to grab even bigger things and force them into your spikes. HASTE just doubles your speed for no reason, and gives you an extra action, which can explicitly be used to Dash. AGAIN.<br />
<br />
It’s still janky, and it doesn’t work on lots of things. But, then you are still a druid, basically full of HP, and a full caster. Nothing wrong with that, even if you multiclassed.<br />
<br />
===Smite Bear: Barbarian 3/Paladin 2/Druid 15===<br />
One thing that can be somewhat frustrating for players using this build is that so much of their power is tied to spells rather than their Raging animal form. This build solves that by using Divine Smite to convert that stored power into damage that can be added onto melee attacks. With a combination of that and healing from Combat Wildshape, you can fully unlock a new level of power for your character, something that only gets better as the campaign goes on rather than falling off like other versions.<br />
<br />
'''Leveling guide'''<br />
* Level 1-2 Druid: get the Circle of the Moon so you can Wildshape into a bear<br />
* Level 3 Barbarian: Unlock Rage<br />
* Level 4-5 Paladin: Get your Divine Smite. You'll want to choose the Protection fighting style as you can't use any others but can keep a shield equipped.<br />
* Level 6-7 Barbarian: You need to unlock the Totem Warrior subclass. It doubles your wildshapes effective health, preventing the shape from being one-shot.<br />
* Level 8-20 Druid: Your going to need some more advanced wild shapes, even with Totem Warrior. You'll also gain access to higher level spell slots for Divine Smite damage and Combat Wild Shape healing. Recommended you take the Sentinel feat at level 9.<br />
<br />
'''Mechanics''': <br />
* Divine Smite, Rage and Wildshape can be used together thanks to their wording. All three are considered "Class Features", meaning that restrictions that prepent the use of spells don't limit them (Rage and Wild Shape specifically). Wildshape also allows you to retain your class and racial features, meaning that all of these opitons remain available to you for the duration.<br />
* Divine Smite says that "when you hit a creature with a ''melee weapon attack'', you can expend one spell slot to deal radiant damage to the target, in addition to the ''weapon’s'' damage". Beasts attacks are all called "melee weapon attacks". In addition, they are a special catagory called "Natural Weapons", discussed by DnD's designer Jeremy Crawford in a [https://www.youtube.com/watch?v=pKLx-BVnsmo&feature=youtu.be&list=WL&t=380 Sage Advice Video]<br />
* Armor Class can be increased through Barbarian's Unarmored Defense and Shield Proficiency. Unarmored defense often has a higher AC with your wildshapes stats then their natural armor. Also, since you maintain proficiencies when you wildshape, you can wield a shield if your form has the appropriate limbs. By loosening the straps of the shield before hand, your wildshape bear can get an easy +2 AC.<br />
<br />
This build also focuses on progression, making sure if you play a character with this you can enjoy EVERY level, not just level 20.<br />
* Level 5: All core mechanic are unlocked - Rage, Wildshape, and Divine Smite. You can experience this build's core concept at this level.<br />
* Level 10: Totem Warrior is quickly rushed to avoid being outpaced by Monsters progressively higher damage. Unlock higher spell slots as well.<br />
* Level 15: Earth Elemental wildform is unlocked for what is often the final encounter. Divine Smite is maxed out and still have extra spell slots.<br />
* Level 20: You can use two 5 CR beasts rather than one 5 CR elemental now. Your a potent spell caster if you choose, but no 9th level spells.<br />
<br />
'''Unearthed Arcana:'''<br />
If you have access unearthed arcana then level 3 Warlocks with Pact of the Blade have access to a better version of Divine Smite. Instead of (spell level + 1)d8 maximum 5d8 damage, it’s (spell level x2)d8 with no maximum damage. <br />
<br />
You need the Great Old One, Hexblade, Fiend or Archfey Patron and the Claw of Acamar, Curse Bringer, Mace of Dispater or Moonbow Eldritch Invocation respectively.<br />
<br />
===Dwarven Endurance Bear: Druid 10/ Monk 5/ Barbarian 3/ Warlock 2===<br />
<br />
* The Extra Short Version<br />
<br />
Be a Moon Druid Hill Dwarf, get the Dwarven Fortitude feat and Periapt of Wound Closure item, dodge.<br />
<br />
* The Short Version<br />
<br />
Get Moon Druid’s Wild Shape feature for free Hit points and Hit Dice. Get the Dwarven Fortitude feat to heal with Hit Dice when you dodge. Get Monk’s Patient Defence feature to dodge as a bonus action. Get Barbarian‘s Bear totem for resistance to almost all damage. Get Warlock’s Green Lord’s Gift to maximise regaining Hit Points. Get the Periapt of Wound Closure to double Hit Points regained from Hit Dice.<br />
<br />
Be a bear, laugh as people struggle to hit you and then deal half damage to you while you heal yourself and when they finally put you down, become another bear, laugh as a bear, repeat.<br />
<br />
The basic version of this build is Druid 2/ Barbarian 1/ Monk 2. Everything else is extra.<br />
<br />
* The Full Version<br />
<br />
Be a Hill Dwarf. This gets you +2 Con and advantage against poison and +1HP per level. You still have advantage against poison in beast form which is nice and reading the wording of Wildshape and Dwarven toughness, it looks like you get the extra max hit points while in Wildshape but you don’t start with extra hit points to fill it, so it just lets you regain hit points immediately but doesn’t give more hit points which is still nice.<br />
<br />
What stats you start with aren’t too important because you’re mostly in beast form, get high Con so you are tanky in your normal form too and for Con saves, then Wiz for your Druid spells, Sanctuary, Stunning Blow and for Wiz saves then Dex for Dex saves and your own AC.<br />
<br />
If you’re starting at a high level then it may be worth taking Warlock as your first class for Wiz and Cha saves. Otherwise, start with Druid and get 4 levels to take the Dwarven Fortitude feat Which lets you expand one hit dice to heal when you take the dodge action, so you can use your beast forms hit dice to heal between battles and just be a bit tankier during battles too.<br />
<br />
The order of the next lot of levels is more up to choice but I will order them how I would take them.<br />
<br />
1 level in Barbarian for Rage and Unarmored Defence.<br />
<br />
2 levels in Monk to get Ki and use it for patient defence to take the dodge action as a bonus action. You will also be 10ft faster when unarmored, like in Wildshape form.<br />
<br />
2 more levels Druid to Wildshape into CR 2 beasts and to bypass non-magical physical resistance.<br />
<br />
2 more levels in Barbarian to take the Path of the Totem Warrior; Bear to get resistance to almost all damage. You also get Danger Sense that gives advantage on Dex saves.<br />
<br />
2 levels in Warlock to take the Archfey Patron and get the Eldritch Invocation; Green Lord’s Gift so whenever you’re healed, you regain the maximum possible hit points, which is really good because then your healing is reliable and you can’t get unlucky at the worst time. Also get the Invocation; Devil’s Sight so you can see through magical darkness and get the spell Darkness (you can get that spell because you have 2nd level spell slots from Druid). So when you’re not raging you can cast Darkness on something you’re carrying and effectively make yourself invisible and everyone nearby blind.<br />
<br />
3 more levels in Monk so you can use Patient Defence 5 times per short rest instead of only 2 times. You also get Deflect Missle to decrease damage from ranged attacks, Slow Fall to reduce falling damage by 25, enough to fall 40ft with guaranteed no damage, Stunning Strike so when you hit someone you can try stunning them for a turn and Extra attack so your beast form’s with only one attack can deal more damage. Also, pick the Way of Tranquility, this lets you cast Sanctuary on yourself if you ever need a break in your true form, you also get Healing Hands (Lay on Hands but x2) which gives a you 50 more hit points which you can also use to cure poisons and disease and to wake up unconscious teammates.<br />
<br />
Then the rest is Druid. You get more spells and better Wildshapes including Elemental Forms. You also get another ASI or feat.<br />
<br />
This is the build I prefer but feel free to modify it, taking 2 more levels in Druid would open up CR4 beasts and 5 has CR5. Brontosaurus is a great form for this build as it has d20 hit dice so you’ll heal for 23 when you dodge. For that I’d do Druid 15/ Barbarian 3/ Warlock 2.<br />
<br />
So the strategy is to Wildshape and dodge first turn, dodging reduces the chance you get hit when you haven’t raged yet and you can heal due to the increased racial max HP. Then you rage for resistances and use a beast form without multiattack as you have Extra attack so you hit twice. Then when you start taking damage you can dodge as a bonus action to make it harder to hit you and heal. Before you Wildshape you can also try casting Darkness on a mundane neckless so you’re in the center of a circle of darkness you can see through.<br />
<br />
Ankylosaurus is my preferred beast form as it has 68 HP, 8d12 HD, AC15 and it’s attack deals 4d6+4 and can knock prone which can be done twice per turn. Against a boss or if I’m worried about being one shoted then earth elemental form.<br />
<br />
Look at the Unkillable optimised build for more details.<br />
<br />
===Mighty Mama Bear: Barbarian 3/Paladin 7/Druid 10===<br />
By [https://www.dandwiki.com/wiki/User:RedTeddy RedTeddy]<br />
<br />
This build scales really well by relying on the Earth Elemental wildshape that Moon Druids get at level 10, the 2nd most powerful form possible. Before then using the Bear or Cave Bear wildshapes is still really useful. In addition, the extra levels in paladin give you a ton of extra power and only remove 1 spell slot worth of power over the Smite Bear build. <br />
<br />
'''Ability Scores''': Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14 (Race: Half Elf)<br />
<br />
'''Leveling Guide'''<br />
* level 1-2: Druid - Circle of the Moon Subclass<br />
* Levels 3-5: Barbarian - Totem Warrior subclass<br />
* Levels 6-12: Paladin - Oath of Redemption subclass, 2 ASI: Str&Wis+1, Sentinel Feat<br />
* Level 13-20: Druid, ASI: Tough Feat<br />
<br />
'''Play Style''': So, all of this leads to the actual mechanics of this build, so I won't make you wait any longer. The name of the game with the Mama Bear is stacking. Wild Shape allows you to retain class features while in your Wild Shape, this is especially interesting when we consider that Rage is a class feature. This means that we can Wild Shape as a bonus action one turn, unleash some attacks and draw attention, and Rage on our next turn, gaining our resistances and Rage Damage Bonus. What stands out here is that Raging prevents you from casting spells, but from both Druid and Paladin, we've got features that let us use spell slots in non-spell ways. Druid allows Wild Shape healing and the Paladin's Divine Smite is not actually a spell. We can even use our Channel Divinity while raging and Wild Shaped, meaning that we can stack the benefits of our extra HP from Wild Shape, resistance from Bear Totem Rage, damage kickers from Divine Smite, and retaliatory damage through Channel divinity. This in conjunction with our Feat choices of Sentinel and Tough means that we can effectively lock down almost any heavy hitter, forcing them to focus on us while the party focuses fire on them.<br />
<br />
{| class="5e" style="float:right; margin-left:10px;"<br />
|+ "Mama Bear" Spellcasting<br />
|- style="vertical-align:bottom;"<br />
!rowspan="2"|Character<br>Level<br />
!rowspan="2"|Cantrips<br>Known<br />
!rowspan="2"|Spells<br>Prepared<br />
!colspan="4"|&mdash;Spell Slots per Spell Level&mdash;<br />
|-<br />
! '''1st''' !! '''2nd''' !! '''3rd''' !! '''4th''' !! '''5th''' !! '''6th''' !! '''7th'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st|| 3 || 1 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 10 || 4 || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 11 || 4 || 3 || 3 || 1 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 12 || 4 || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 13 || 4 || 3 || 3 || 2 || 1 || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 14 || 4 || 3 || 3 || 3 || 1 || &mdash; ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 15 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 16 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || 1 || 1 <br />
|}<br />
<br />
<br />
Note that the Spells Prepared column does not account for your Oath spells, meaning you should be able to prepare a total of 21 spells daily. Also note that you should not be able to prepare any Druid spells of a level greater than 5 and no Paladin spells of a level greater than 2.<br />
<br />
'''Class Choice'''<br />
<br />
Druid<br />
<br />
* When building a Mama Bear, I prefer to start from 1st level as a Druid. <s>This will circumvent the need for a higher WIS score to multiclass into Druid</s> ''You still need to meet the prerequisit to mc out of a class.'' and proficiency in INT saving throws will pad our negative modifier. As for starting skills, I find that the following six (Assuming that you are playing a Half Elf) work best for this build: Athletics, Insight, Intimidation, Medicine, Perception and Survival. (Athletics and Survival being standard for Outlander background) Ultimately, we will be taking 10 levels in Druid and taking the Circle of the Moon as our archetype. This Archetype will give us a few wonderful features including Combat Wild Shape, Primal Strike and Elemental Wild Shape. Once we've got our 10th and final level in Druid, our Earth Elemental form will be the main ingredient in this build's powerhouse combo. For spells from the Druid list, the Druidcraft and Guidance cantrips make for good roleplay material, and the following spells will serve you well: (This is my personal recommendation, not an expert strategic layout, adjust this list as you see fit or ignore it entirely.)<br />
<br />
* 1st Level: Cure Wounds, Goodberry<br />
<br />
* 2nd Level: Enhance Ability, Lesser Restoration<br />
<br />
* 3rd Level: Protection From Energy<br />
<br />
* 4th Level: Polymorph<br />
<br />
* 5th Level: Conjure Elemental, Greater Restoration, Mass Cure Wounds, Wall of Stone<br />
<br />
<br />
Barbarian<br />
<br />
* Despite the small dip that we're going for with Barbarian, the features that we get from this class will be incredibly useful. First and foremost, we will be gaining the ability to Rage from our 1st level in Barbarian, and if you rolled for stats and have a particularly high CON and DEX, your unarmored defense might be more than what Half-Plate could provide. (Assuming that their is a non-metal Half-Plate armor available to you) On our 2nd level of Barbarian we get Danger Sense which will be incredibly useful and Reckless attack which might be useful in single combat. Our 3rd level, we are taking the Path of the Totem Warrior, Bear Totem, of course. (As is the namesake) With this, we now gain resistance to all but psychic damage while raging and we can now cast Animal Friendship and Speak with Animals as ritual spells.<br />
<br />
Paladin<br />
<br />
* Paladin plays a unique role in this build, mostly being there for the bonus to saving throws and Lay on Hands. At our 1st level, we gain Divine Sense (Which is more useful than most give credit) and Lay on Hands which will allow us to add to the party's total healing pool. By 2nd level we gain Paladin spellcasting, Divine Smite (Which we will be using A LOT!) and a Fighting Style. (If you are wearing armor, I recommend the Defense fighting style, and Dueling if you are using Unarmored Defense) Our 3rd level is where things become a bit more interesting. Here, we will be taking the Oath of Redemption which is found in Xanathar's Guide to Everything. This will give us our Oath spells, Sanctuary and Sleep, and our Channel Divinity which we can use once per short rest. Our Channel Divinity options are Emissary of Peace and Rebuke the Violent, as shown here:<br />
<br />
* Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<br />
<br />
* Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. <br />
<br />
* We will likely be using Rebuke the Violent quite a bit with this build. 4th level gets us an Ability Score Improvement. 5th level gives us our Extra Attack and two more Oath spells, Calm Emotions and Hold Person. 6th level is the most important part of our Paladin levels, Aura of Protection. This is the reason for our high CHA score, adding our CHA modifier to all saving throws will offer us a great deal of protection from spells and other powerful effects. And 7th level will give us our next Oath feature: Aura of the Guardian. This will allow us to use our reaction when a friendly creature within 10 feet of us takes damage, taking that damage for them. As a final note on Paladin, there are only two spells in the Paladin spell list that I see as necessary to this build, and that is Compelled Duel and Shield of Faith. For the rest of your spells, quite literally anything will work, so choose what sounds fun, within the limits of multiclass casting, of course.<br />
<br />
===Barbarian 5+/Druid 2===<br />
This build will fall off pretty hard, but is a great early game build for campaigns that don't go over level 10. The bear shape just deals so much damage that getting a higher rage damage modifier onto it is just amazing. Great for players that want to fight in melee even outside of their wildshape.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bar-bear-ian:_Wildshape%2BRage_(5e_Optimized_Character_Build)&diff=1752735Bar-bear-ian: Wildshape+Rage (5e Optimized Character Build)2023-08-08T23:34:21Z<p>Babosa: /* Smite Bear: Barbarian 3/Paladin 2/Druid 15 */ Better Warlock version of Divine Smite.</p>
<hr />
<div>==Bears are cool.==<br />
Why not just be a bear?<br />
This build is a multiclass druid/barbarian that is really powerful mechanically while being really cool. This build takes advantage of the "onioning" mechanic of the druid, which is the way it gains another layer of hit points when using Wild Shape, and the damage resistance from the barbarian's rage, making it effectively unkillable.<br />
<br />
A note to those that make edits. If you want to leave a record of what you edit, please leave it on the discussion page under the "edits" section and not in the middle of the build. This makes it harder for the casual reader. Just include your alternatives or changes as part of the document.<br />
<br />
==Race==<br />
Any race works for this build, since your physical ability scores get replaced with your wildshapes. However, if you're looking to optimize your non-bear combat and spell casting, a few stand out.<br />
<br />
* '''Forest Gnome''': While their spell casting will be weaker, advantage on intelligence, wisdom, and charisma saves against magic is amazing.<br />
* '''Human, Variant''': Being able to start with a feat like Sentinel can really boost your effectiveness in combat.<br />
* '''Wood Elf''': You keep racial features while Wildshaped, and that includes the +5 feet of movement from this subrace.<br />
* '''Half-Orc''': Their Relentless endurance is an amazing feature that can preserve a wildshape through massive attacks!<br />
Other Races: While this build and its variants focus on only using the Core rules, here are some other options if you're using other sources as well.<br />
* '''Kalashtar''': Their ability to speak telepathically removes one of the main reasons people revert from wildshape early. Plus, their natural resistance to psychic is amazing if you choose the totem warrior barbarian subclass, giving you resistance to literally all damage.<br />
* '''Firbolg''': While not having dexterity isn't great for your AC, you can use powerful build in your wildshape. Have fun with that.<br />
* '''Yuan-Ti''': Racial features remain while in wildshape, including your Magic Resistance and Poison Immunity!<br />
<br />
==Leveling Guide==<br />
Although there are a number of ways to do this, you'll find the most success with this base build by doing the following:<br />
<br />
* Level 1-2 Druid: You're going for the Circle of the Moon. Immediately you can change into a bear, a powerful combat form. You're also a spellcaster.<br />
* Level 3 Barbarian: Rage is an incredible damage and tankiness steroid. Having 2 rages and 2 wildforms almost feels like they were meant to be used together! Your unarmored defense can also occasionally give you a higher AC than the wildshape would normally have, which is nice.<br />
* Level 4-19 Druid: One thing to always remember is that the strongest beast you can turn into is equal to 1/3 your ''Druid level''. That means you need to always increase it to obtain stronger and stronger forms. You'll remain a powerful caster as well for your team, and at level 19 you can even start casting spells in your beast form.<br />
* Level 20 Barbarian: This extra level in barbarian is optional. However, getting easy advantage on your attacks while transformed is an amazing option to have. Danger Sense can also be nice since most versions of this have a pretty high dexterity.<br />
Note: Barbarian 3/Druid 17 - This small adjustment unlocks the barbarian subclass - Totem warrior. It doubles the health of your wildshapes while you're raging, something that is arguably stronger than anything you can get from that extra level in druid. To do this, you'll start with 2 levels in druid, then 3 levels in Barbarian, then max Druid afterwards.<br />
<br />
==Action Economy and Combos==<br />
<br />
When using this combo, it is important to keep the action economy in mind. Rage requires a bonus action and Wildshape requires either your action or bonus action. This creates three ways to use this combo, each of which have benefits and drawbacks:<br />
<br />
* '''Combo 1 - Instant Primal''': this completely consumes your first turn to use an Action to wildshape and your bonus action to rage. The main benefit is that you immediately gain the benefit of both effects, ready to take and deal damage for the rest of the fight. There are two downsides though. First, if the battle is short you will be standing around for a turn instead of fighting, kinda disappointing. Second, you're gambling you’ll take damage in the first round since your rage might end early as you have no action to attack and the enemy might avoid you rather than fight you.<br />
<br />
* '''Combo 2 - Two Turn Windup''': This focuses on letting you attack each turn and using your bonus actions early on to Wildshape and rage the next turn. The benefit is you have no idle turns and deal a good portion of damage. The first risk is that you don’t have rage protecting you turn 1, meaning your wildshape will take a lot more damage than normal and be closer to breaking. The second issue is that since Rage only lasts a minute, you need to be sure the fight is either your last before resting or going to extend longer than 4 turns to get enough value out of Rage.<br />
<br />
* '''Combo 3 - Prepared Bear''': Your wildshape Can last a long time, half your Druid level in hours! That means it’s not a bad idea to wildshape the moment you find a dungeon or think combat is going to happen soon. Even better is if you got an easy use of wildshape earlier and still have plenty of hit points left over. That means you can rage your first turn and attack, the ideal situation. The only risks involved are about wildshaping too early then not having combat until after your form fades away. This can also be an issue if your party needs you to cast a spell, communicate, or perform a skill check your wildshape can’t do, forcing you to revert before you get value out of it.<br />
<br />
* '''Extra Combo - Rage Healing''': One important thing to consider is that Rage can halve the damage of certain attacks. This means that against some opponents you health is effectively doubled, expanded to nearly all enemies if you dip an extra level of barbarian for totem warrior. This also means healing is twice as useful. An often neglected feature of Moon Druid's "Combat Wild Shape" feature is that you can spend a spell slot to heal 1d8 hit points per spell slot level. When combined with Rage, that means you can spend a 2nd level spell slot to heal 2d8 damage as a bonus action, but the enemy must DEAL 4d8 damage to undo this healing. This creates another valuable way to use your spell slots in some situations.<br />
<br />
==Best Wildshapes==<br />
This list is designed to be updated as WotC releases new beasts that can be used. You're very unique in what you're looking for in a wildshape. Obviously lots of damage and health are good, ramped up by our Rage ability. But we want more than that. We are looking for creatures that use strength, otherwise we can't apply our Rage damage. We want ones that have really high constitution since that means the Barbarian's unarmored defense will grant us a higher AC than is normal. With those considerations, Here are the best wildshapes of each Tier:<br />
<br />
'''Challenge Rating 1'''<br />
* Brown Bear: We can increase its AC by 2, has high Strength, and multiple attacks<br />
* Giant Eagle: Increase the AC by 1, Uses Strength, multiple attacks and can fly.<br />
* Giant Hyena: Niche use against a large number of weak enemies.<br />
'''Challenge Rating 2'''<br />
* Cave/Polar Bear: Upgraded version of Brown Bear<br />
* Hunter Shark: if you're underwater<br />
'''Challenge Rating 3'''<br />
* Killer Whale: An improvement to Hunter Shark.<br />
* Giant Scorpion: With three attacks a turn, it's a damage machine. Comes with a decent natural armor<br />
'''Challenge Rating 4'''<br />
* Elephant: you don't have many options<br />
'''Challenge Rating 5'''<br />
* Giant Crocodile: This attacks similarly to your early bear forms. Just release your grapple to focus fire a target.<br />
* Brontosaurus: Because turning into a gargantuan monster is fun.<br />
* Earth Elemental: Probably the 2nd strongest wildshape, tied with fire elemental. It takes two uses so be careful your not going to time out of your form.<br />
* Fire Elemental: Probably the 2nd strongest wildshape, tied with earth elemental. It takes two uses so be careful your not going to time out of your form.<br />
'''Challenge Rating 6'''<br />
* Mammoth: This is the king of wildshapes, the only CR 6 even available. This thing destroys people with high damage and a large health pool. You become more fearsome still as you can raise this beasts AC by 1 and cast spells in this shape thanks to your newest druid ability at level 18. Unfortunately, you cannot get the bear totem feature unless you can go beyond level 20, and even then you’re better off getting to level 20 Druid for Archdruid and unlimited Wildshapes.<br />
<br />
==Variants==<br />
Like all good builds, there are many variants that people have invented. The following are such variants:<br />
<br />
===Trail of Tears===<br />
<br />
Step one. Be a Druid of the Moon Circle. (Like all other busted things.)<br />
<br />
Step two. Reach a level where you can become an Air Elemental. This is 10. Till then, you are a druid, and pretty great anyway. Full caster, and you turn into horrific beasts with greats and piles of extra health. It’s disgustingly useful.<br />
<br />
Step three. Use a round or two, to cast Longstrider, and Spike Growth. Spike Growth is Concentration, so remember to be careful. You could lose your main damage source, as you cannot cast spells while an elemental.<br />
<br />
Step four. Become the air elemental. Go in and grab some poor dumb creature or attacker who is large or less size. Whilst flying, drag them through the spike growth. They take 2d4 per 5 ft of movement. Air Elementals cannot be grappled in return, do not take damage for moving through, and their speed is 90 ft. With Longstrider that’s 100. Half their speed which is what you move when dragging something, with longstrider is 50 ft. That’s 20d4 on anything that failed an opposed athletics check.<br />
<br />
Want to make this far more effective? Take 2 levels of Rogue. One free skill from the list, and now your Athletics check has Expertise, which is a great way of making up for the 14 Str. It also gives you cunning action, so you can DASH as a bonus action. Now they can take 20d4 AGAIN.<br />
<br />
Don’t want Rogue? The brawny feat also gives expertise in Athletics and doubles your carrying capacity as if you were a size larger. Which effectively makes you huge, now Medium creatures (With some DM ruling) Don’t halve your movement when you grapple them.<br />
<br />
Still want more, but not rogue? Barbarian level 3 gives you rage, which you can do while wild shaped, and you can still hold concentration. It adds to your AC because unarmored defense as an Elemental, all while giving advantage on your strength check to grapple. And Totem Warrior lets you Dash as a bonus action if you take eagle. Take it barbarian level 5 and you get bonus movement as well.<br />
[Edit: If you are able to cast spells, you can't cast them or concentrate on them while raging.]<br />
<br />
Still not enough? Do you have you a friend? Enlarge makes it possible to grab even bigger things and force them into your spikes. HASTE just doubles your speed for no reason, and gives you an extra action, which can explicitly be used to Dash. AGAIN.<br />
<br />
It’s still janky, and it doesn’t work on lots of things. But, then you are still a druid, basically full of HP, and a full caster. Nothing wrong with that, even if you multiclassed.<br />
<br />
===Smite Bear: Barbarian 3/Paladin 2/Druid 15===<br />
One thing that can be somewhat frustrating for players using this build is that so much of their power is tied to spells rather than their Raging animal form. This build solves that by using Divine Smite to convert that stored power into damage that can be added onto melee attacks. With a combination of that and healing from Combat Wildshape, you can fully unlock a new level of power for your character, something that only gets better as the campaign goes on rather than falling off like other versions.<br />
<br />
'''Leveling guide'''<br />
* Level 1-2 Druid: get the Circle of the Moon so you can Wildshape into a bear<br />
* Level 3 Barbarian: Unlock Rage<br />
* Level 4-5 Paladin: Get your Divine Smite. You'll want to choose the Protection fighting style as you can't use any others but can keep a shield equipped.<br />
* Level 6-7 Barbarian: You need to unlock the Totem Warrior subclass. It doubles your wildshapes effective health, preventing the shape from being one-shot.<br />
* Level 8-20 Druid: Your going to need some more advanced wild shapes, even with Totem Warrior. You'll also gain access to higher level spell slots for Divine Smite damage and Combat Wild Shape healing. Recommended you take the Sentinel feat at level 9.<br />
<br />
'''Mechanics''': <br />
* Divine Smite, Rage and Wildshape can be used together thanks to their wording. All three are considered "Class Features", meaning that restrictions that prepent the use of spells don't limit them (Rage and Wild Shape specifically). Wildshape also allows you to retain your class and racial features, meaning that all of these opitons remain available to you for the duration.<br />
* Divine Smite says that "when you hit a creature with a ''melee weapon attack'', you can expend one spell slot to deal radiant damage to the target, in addition to the ''weapon’s'' damage". Beasts attacks are all called "melee weapon attacks". In addition, they are a special catagory called "Natural Weapons", discussed by DnD's designer Jeremy Crawford in a [https://www.youtube.com/watch?v=pKLx-BVnsmo&feature=youtu.be&list=WL&t=380 Sage Advice Video]<br />
* Armor Class can be increased through Barbarian's Unarmored Defense and Shield Proficiency. Unarmored defense often has a higher AC with your wildshapes stats then their natural armor. Also, since you maintain proficiencies when you wildshape, you can wield a shield if your form has the appropriate limbs. By loosening the straps of the shield before hand, your wildshape bear can get an easy +2 AC.<br />
<br />
This build also focuses on progression, making sure if you play a character with this you can enjoy EVERY level, not just level 20.<br />
* Level 5: All core mechanic are unlocked - Rage, Wildshape, and Divine Smite. You can experience this build's core concept at this level.<br />
* Level 10: Totem Warrior is quickly rushed to avoid being outpaced by Monsters progressively higher damage. Unlock higher spell slots as well.<br />
* Level 15: Earth Elemental wildform is unlocked for what is often the final encounter. Divine Smite is maxed out and still have extra spell slots.<br />
* Level 20: You can use two 5 CR beasts rather than one 5 CR elemental now. Your a potent spell caster if you choose, but no 9th level spells.<br />
<br />
‘’’Unearthed Arcana’’’<br />
If you have access unearthed arcana then level 3 Warlocks with Pact of the Blade have access to a better version of Divine Smite. Instead of (spell level + 1)d8 maximum 5d8 damage, it’s (spell level x2)d8 with no maximum damage. <br />
<br />
You need the Great Old One, Hexblade, Fiend or Archfey Patron and the Claw of Acamar, Curse Bringer, Mace of Dispater or Moonbow Eldritch Invocation respectively.<br />
<br />
===Dwarven Endurance Bear: Druid 10/ Monk 5/ Barbarian 3/ Warlock 2===<br />
<br />
* The Extra Short Version<br />
<br />
Be a Moon Druid Hill Dwarf, get the Dwarven Fortitude feat and Periapt of Wound Closure item, dodge.<br />
<br />
* The Short Version<br />
<br />
Get Moon Druid’s Wild Shape feature for free Hit points and Hit Dice. Get the Dwarven Fortitude feat to heal with Hit Dice when you dodge. Get Monk’s Patient Defence feature to dodge as a bonus action. Get Barbarian‘s Bear totem for resistance to almost all damage. Get Warlock’s Green Lord’s Gift to maximise regaining Hit Points. Get the Periapt of Wound Closure to double Hit Points regained from Hit Dice.<br />
<br />
Be a bear, laugh as people struggle to hit you and then deal half damage to you while you heal yourself and when they finally put you down, become another bear, laugh as a bear, repeat.<br />
<br />
The basic version of this build is Druid 2/ Barbarian 1/ Monk 2. Everything else is extra.<br />
<br />
* The Full Version<br />
<br />
Be a Hill Dwarf. This gets you +2 Con and advantage against poison and +1HP per level. You still have advantage against poison in beast form which is nice and reading the wording of Wildshape and Dwarven toughness, it looks like you get the extra max hit points while in Wildshape but you don’t start with extra hit points to fill it, so it just lets you regain hit points immediately but doesn’t give more hit points which is still nice.<br />
<br />
What stats you start with aren’t too important because you’re mostly in beast form, get high Con so you are tanky in your normal form too and for Con saves, then Wiz for your Druid spells, Sanctuary, Stunning Blow and for Wiz saves then Dex for Dex saves and your own AC.<br />
<br />
If you’re starting at a high level then it may be worth taking Warlock as your first class for Wiz and Cha saves. Otherwise, start with Druid and get 4 levels to take the Dwarven Fortitude feat Which lets you expand one hit dice to heal when you take the dodge action, so you can use your beast forms hit dice to heal between battles and just be a bit tankier during battles too.<br />
<br />
The order of the next lot of levels is more up to choice but I will order them how I would take them.<br />
<br />
1 level in Barbarian for Rage and Unarmored Defence.<br />
<br />
2 levels in Monk to get Ki and use it for patient defence to take the dodge action as a bonus action. You will also be 10ft faster when unarmored, like in Wildshape form.<br />
<br />
2 more levels Druid to Wildshape into CR 2 beasts and to bypass non-magical physical resistance.<br />
<br />
2 more levels in Barbarian to take the Path of the Totem Warrior; Bear to get resistance to almost all damage. You also get Danger Sense that gives advantage on Dex saves.<br />
<br />
2 levels in Warlock to take the Archfey Patron and get the Eldritch Invocation; Green Lord’s Gift so whenever you’re healed, you regain the maximum possible hit points, which is really good because then your healing is reliable and you can’t get unlucky at the worst time. Also get the Invocation; Devil’s Sight so you can see through magical darkness and get the spell Darkness (you can get that spell because you have 2nd level spell slots from Druid). So when you’re not raging you can cast Darkness on something you’re carrying and effectively make yourself invisible and everyone nearby blind.<br />
<br />
3 more levels in Monk so you can use Patient Defence 5 times per short rest instead of only 2 times. You also get Deflect Missle to decrease damage from ranged attacks, Slow Fall to reduce falling damage by 25, enough to fall 40ft with guaranteed no damage, Stunning Strike so when you hit someone you can try stunning them for a turn and Extra attack so your beast form’s with only one attack can deal more damage. Also, pick the Way of Tranquility, this lets you cast Sanctuary on yourself if you ever need a break in your true form, you also get Healing Hands (Lay on Hands but x2) which gives a you 50 more hit points which you can also use to cure poisons and disease and to wake up unconscious teammates.<br />
<br />
Then the rest is Druid. You get more spells and better Wildshapes including Elemental Forms. You also get another ASI or feat.<br />
<br />
This is the build I prefer but feel free to modify it, taking 2 more levels in Druid would open up CR4 beasts and 5 has CR5. Brontosaurus is a great form for this build as it has d20 hit dice so you’ll heal for 23 when you dodge. For that I’d do Druid 15/ Barbarian 3/ Warlock 2.<br />
<br />
So the strategy is to Wildshape and dodge first turn, dodging reduces the chance you get hit when you haven’t raged yet and you can heal due to the increased racial max HP. Then you rage for resistances and use a beast form without multiattack as you have Extra attack so you hit twice. Then when you start taking damage you can dodge as a bonus action to make it harder to hit you and heal. Before you Wildshape you can also try casting Darkness on a mundane neckless so you’re in the center of a circle of darkness you can see through.<br />
<br />
Ankylosaurus is my preferred beast form as it has 68 HP, 8d12 HD, AC15 and it’s attack deals 4d6+4 and can knock prone which can be done twice per turn. Against a boss or if I’m worried about being one shoted then earth elemental form.<br />
<br />
Look at the Unkillable optimised build for more details.<br />
<br />
===Mighty Mama Bear: Barbarian 3/Paladin 7/Druid 10===<br />
By [https://www.dandwiki.com/wiki/User:RedTeddy RedTeddy]<br />
<br />
This build scales really well by relying on the Earth Elemental wildshape that Moon Druids get at level 10, the 2nd most powerful form possible. Before then using the Bear or Cave Bear wildshapes is still really useful. In addition, the extra levels in paladin give you a ton of extra power and only remove 1 spell slot worth of power over the Smite Bear build. <br />
<br />
'''Ability Scores''': Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14 (Race: Half Elf)<br />
<br />
'''Leveling Guide'''<br />
* level 1-2: Druid - Circle of the Moon Subclass<br />
* Levels 3-5: Barbarian - Totem Warrior subclass<br />
* Levels 6-12: Paladin - Oath of Redemption subclass, 2 ASI: Str&Wis+1, Sentinel Feat<br />
* Level 13-20: Druid, ASI: Tough Feat<br />
<br />
'''Play Style''': So, all of this leads to the actual mechanics of this build, so I won't make you wait any longer. The name of the game with the Mama Bear is stacking. Wild Shape allows you to retain class features while in your Wild Shape, this is especially interesting when we consider that Rage is a class feature. This means that we can Wild Shape as a bonus action one turn, unleash some attacks and draw attention, and Rage on our next turn, gaining our resistances and Rage Damage Bonus. What stands out here is that Raging prevents you from casting spells, but from both Druid and Paladin, we've got features that let us use spell slots in non-spell ways. Druid allows Wild Shape healing and the Paladin's Divine Smite is not actually a spell. We can even use our Channel Divinity while raging and Wild Shaped, meaning that we can stack the benefits of our extra HP from Wild Shape, resistance from Bear Totem Rage, damage kickers from Divine Smite, and retaliatory damage through Channel divinity. This in conjunction with our Feat choices of Sentinel and Tough means that we can effectively lock down almost any heavy hitter, forcing them to focus on us while the party focuses fire on them.<br />
<br />
{| class="5e" style="float:right; margin-left:10px;"<br />
|+ "Mama Bear" Spellcasting<br />
|- style="vertical-align:bottom;"<br />
!rowspan="2"|Character<br>Level<br />
!rowspan="2"|Cantrips<br>Known<br />
!rowspan="2"|Spells<br>Prepared<br />
!colspan="4"|&mdash;Spell Slots per Spell Level&mdash;<br />
|-<br />
! '''1st''' !! '''2nd''' !! '''3rd''' !! '''4th''' !! '''5th''' !! '''6th''' !! '''7th'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st|| 3 || 1 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 10 || 4 || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 11 || 4 || 3 || 3 || 1 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 12 || 4 || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 13 || 4 || 3 || 3 || 2 || 1 || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 14 || 4 || 3 || 3 || 3 || 1 || &mdash; ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 15 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 16 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || 1 || 1 <br />
|}<br />
<br />
<br />
Note that the Spells Prepared column does not account for your Oath spells, meaning you should be able to prepare a total of 21 spells daily. Also note that you should not be able to prepare any Druid spells of a level greater than 5 and no Paladin spells of a level greater than 2.<br />
<br />
'''Class Choice'''<br />
<br />
Druid<br />
<br />
* When building a Mama Bear, I prefer to start from 1st level as a Druid. <s>This will circumvent the need for a higher WIS score to multiclass into Druid</s> ''You still need to meet the prerequisit to mc out of a class.'' and proficiency in INT saving throws will pad our negative modifier. As for starting skills, I find that the following six (Assuming that you are playing a Half Elf) work best for this build: Athletics, Insight, Intimidation, Medicine, Perception and Survival. (Athletics and Survival being standard for Outlander background) Ultimately, we will be taking 10 levels in Druid and taking the Circle of the Moon as our archetype. This Archetype will give us a few wonderful features including Combat Wild Shape, Primal Strike and Elemental Wild Shape. Once we've got our 10th and final level in Druid, our Earth Elemental form will be the main ingredient in this build's powerhouse combo. For spells from the Druid list, the Druidcraft and Guidance cantrips make for good roleplay material, and the following spells will serve you well: (This is my personal recommendation, not an expert strategic layout, adjust this list as you see fit or ignore it entirely.)<br />
<br />
* 1st Level: Cure Wounds, Goodberry<br />
<br />
* 2nd Level: Enhance Ability, Lesser Restoration<br />
<br />
* 3rd Level: Protection From Energy<br />
<br />
* 4th Level: Polymorph<br />
<br />
* 5th Level: Conjure Elemental, Greater Restoration, Mass Cure Wounds, Wall of Stone<br />
<br />
<br />
Barbarian<br />
<br />
* Despite the small dip that we're going for with Barbarian, the features that we get from this class will be incredibly useful. First and foremost, we will be gaining the ability to Rage from our 1st level in Barbarian, and if you rolled for stats and have a particularly high CON and DEX, your unarmored defense might be more than what Half-Plate could provide. (Assuming that their is a non-metal Half-Plate armor available to you) On our 2nd level of Barbarian we get Danger Sense which will be incredibly useful and Reckless attack which might be useful in single combat. Our 3rd level, we are taking the Path of the Totem Warrior, Bear Totem, of course. (As is the namesake) With this, we now gain resistance to all but psychic damage while raging and we can now cast Animal Friendship and Speak with Animals as ritual spells.<br />
<br />
Paladin<br />
<br />
* Paladin plays a unique role in this build, mostly being there for the bonus to saving throws and Lay on Hands. At our 1st level, we gain Divine Sense (Which is more useful than most give credit) and Lay on Hands which will allow us to add to the party's total healing pool. By 2nd level we gain Paladin spellcasting, Divine Smite (Which we will be using A LOT!) and a Fighting Style. (If you are wearing armor, I recommend the Defense fighting style, and Dueling if you are using Unarmored Defense) Our 3rd level is where things become a bit more interesting. Here, we will be taking the Oath of Redemption which is found in Xanathar's Guide to Everything. This will give us our Oath spells, Sanctuary and Sleep, and our Channel Divinity which we can use once per short rest. Our Channel Divinity options are Emissary of Peace and Rebuke the Violent, as shown here:<br />
<br />
* Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<br />
<br />
* Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. <br />
<br />
* We will likely be using Rebuke the Violent quite a bit with this build. 4th level gets us an Ability Score Improvement. 5th level gives us our Extra Attack and two more Oath spells, Calm Emotions and Hold Person. 6th level is the most important part of our Paladin levels, Aura of Protection. This is the reason for our high CHA score, adding our CHA modifier to all saving throws will offer us a great deal of protection from spells and other powerful effects. And 7th level will give us our next Oath feature: Aura of the Guardian. This will allow us to use our reaction when a friendly creature within 10 feet of us takes damage, taking that damage for them. As a final note on Paladin, there are only two spells in the Paladin spell list that I see as necessary to this build, and that is Compelled Duel and Shield of Faith. For the rest of your spells, quite literally anything will work, so choose what sounds fun, within the limits of multiclass casting, of course.<br />
<br />
===Barbarian 5+/Druid 2===<br />
This build will fall off pretty hard, but is a great early game build for campaigns that don't go over level 10. The bear shape just deals so much damage that getting a higher rage damage modifier onto it is just amazing. Great for players that want to fight in melee even outside of their wildshape.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752457Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-08T07:36:51Z<p>Babosa: /* Master Assassin */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
The current reasonable highest average damage is 1110, with good set up the highest average damage is 1538.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Tensor's Transformation spell among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*{{5E|Wizard}} 1 (Tensor’s Transformation spell)<br />
*{{5E|Bard}} 5 (Collage of Whispers)<br />
*{{5E|Druid}} 2 (Circle of Spores)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion or magic item to cast haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Tensor’s transformation gives you extra attack and +2d12 (x2 crit) to each attack but as it requires concentration so no Hex spell and it costs a 6th level spell slot. <br />
<br />
Bard College of Whispers psychic blades gives +3d6 damage (x2 crit) once per turn<br />
<br />
Spore Druid gives you Symbiotic Entity using a wildshape charge which adds +1d6 (x2 crit) damage to each attack and deals 2d4 damage using your reaction at the start of their turn. <br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 4d12 from Tensor’s Transformation <br />
<br />
+ 2d6 from Symbiotic Entity <br />
<br />
+ 6d6 from Psychic Blades<br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 40d8 + 8d12 + 24d6 + 28) (avg 377.333)<br />
<br />
Plus 5 more attacks from extra attack, action surge, haste and great weapon mastery bonus action attack<br />
<br />
+ 20d6 (rerolling 1 & 2's)<br />
<br />
+ 80d8 from one level 5, three level 4 and one level 3 spell slots<br />
<br />
+ 20d12 from Tensor's Transformation<br />
<br />
+ 30d6 from symbiotic and bugbear (psychic blades is once per turn)<br />
<br />
+ 70<br />
<br />
Plus upto +10d8 from manoeuvres if precision is not needed and a manoeuvre was used on the vulnerability attack<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Plus Halo of Spores +2d4 at the start of their turn. <br />
<br />
All these attacks have advantage, if you feel you roll low upto four times you can add +1d8 to it with percision attack and if you do fail a roll you can add +2d4 to it.<br />
<br />
Total damage 28d6 (reroll) + 120d8 + 28d12 + 54d6 + 2d4 + 98 plus upto +10d8 +70 for an average of 1110.667 upto 1,245.667. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints and the first attack is half that.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Instead of using Tensor's Transformation to get extra attack, get six levels in Bard (Collage of Swords). You lose the 28d12 and Psychic Blades but regain hex, 6th level spell slot and get 4d8 from Blade Flourish. The net result is -28d12 + 2d6 + 12d8 avg -121 damage but you always have extra attack instead of for just one minute each day.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
If you use the spell points variant rule then the build is even more powerful because while you still only get one level 6 spell slot, you can then only use level 5 spell slots. This adds +20d8 (avg 90) to the main build. <br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752454Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-08T07:30:04Z<p>Babosa: </p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
For reference, a young red/gold dragon has 178 hitpoints.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
For reference, an ancient brown dragon has 499 hitpoints and an ancient gold/red dragon has 546 hitpoints.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite, Grave domain channel divinity causing vulnerability on the first attack, bugbear's +2d6 damage on surprise attacks and Tensor's Transformation spell among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*{{5E|Wizard}} 1 (Tensor’s Transformation spell)<br />
*{{5E|Bard}} 5 (Collage of Whispers)<br />
*{{5E|Druid}} 2 (Circle of Spores)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion or magic item to cast haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Tensor’s transformation gives you extra attack and +2d12 (x2 crit) to each attack but as it requires concentration so no Hex spell and it costs a 6th level spell slot. <br />
<br />
Bard College of Whispers psychic blades gives +3d6 damage (x2 crit) once per turn<br />
<br />
Spore Druid gives you Symbiotic Entity using a wildshape charge which adds +1d6 (x2 crit) damage to each attack and deals 2d4 damage using your reaction at the start of their turn. <br />
<br />
Divine Soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 4d12 from Tensor’s Transformation <br />
<br />
+ 2d6 from Symbiotic Entity <br />
<br />
+ 6d6 from Psychic Blades<br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 40d8 + 8d12 + 24d6 + 28) (avg 377.333)<br />
<br />
Plus 5 more attacks from extra attack, action surge, haste and great weapon mastery bonus action attack<br />
<br />
+ 20d6 (rerolling 1 & 2's)<br />
<br />
+ 80d8 from one level 5, three level 4 and one level 3 spell slots<br />
<br />
+ 20d12 from Tensor's Transformation<br />
<br />
+ 30d6 from symbiotic and bugbear (psychic blades is once per turn)<br />
<br />
+ 70<br />
<br />
Plus upto +10d8 from manoeuvres if precision is not needed and a manoeuvre was used on the vulnerability attack<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Plus Halo of Spores +2d4 at the start of their turn. <br />
<br />
All these attacks have advantage, if you feel you roll low upto four times you can add +1d8 to it with percision attack and if you do fail a roll you can add +2d4 to it.<br />
<br />
Total damage 28d6 (reroll) + 120d8 + 28d12 + 54d6 + 2d4 + 98 plus upto +10d8 +70 for an average of 1110.667 upto 1,245.667. <br />
<br />
For reference, the Tarrasque has merely 676 hitpoints and the first attack is half that.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if used on the vulnerable attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Instead of using Tensor's Transformation to get extra attack, get six levels in Bard (Collage of Swords). You lose the 28d12 and Psychic Blades but regain hex, 6th level spell slot and get 4d8 from Blade Flourish. The net result is -28d12 + 2d6 + 12d8 avg -121 damage but you always have extra attack instead of for just one minute each day.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
You can get a teammate to use the Grave domain channel divinity so you can take the War domain and not Great Weapon Mastery feat or just take some other class.<br />
<br />
If you use the spell points variant rule then the build is even more powerful because while you still only get one level 6 spell slot, you can then only use level 5 spell slots. This adds +20d8 (avg 90) to the main build. <br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752425Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-08T05:01:00Z<p>Babosa: /* All WotC source books build */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
This is enough to kill or at least seriously injure young dragons in one turn.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*{{5E|Wizard}} 1 (Tensor’s Transformation spell)<br />
*{{5E|Bard}} 5 (Collage of Whispers)<br />
*{{5E|Druid}} 2 (Circle of Spores)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion or magic item to cast haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Tensor’s transformation gives you extra attack and +2d12 (x2 crit) to each attack but as it requires concentration so no Hex spell and it costs a 6th level spell slot. <br />
<br />
Bard Collage of Whispers psychic blades gives +3d6 damage (x2 crit) once per turn<br />
<br />
Spore Druid gives you Symbiotic Entity using a wildshape charge which adds +1d6 (x2 crit) damage to each attack and deals 2d4 damage using your reaction at the start of their turn. <br />
<br />
Divine soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 4d12 from Tensor’s Transformation <br />
<br />
+ 2d6 from Symbiotic Entity <br />
<br />
+ 6d6 from Psychic Blades<br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 40d8 + 8d12 + 24d6 + 28)<br />
<br />
Plus 5 more attacks from extra attack, action surge, haste and great weapon mastery bonus action attack<br />
<br />
+ 20d6 (rerolling 1 & 2's)<br />
<br />
+ 80d8 from one level 5, three level 4 and one level 3 spell slots<br />
<br />
+ 20d12 from Tensor's Transformation<br />
<br />
+ 30d6 from symbiotic and bugbear (psychic blades is once per turn)<br />
<br />
+ 70<br />
<br />
Plus upto +10d8 from manoeuvres if precision is not needed and a manoeuvre was used on the vulnerability attack<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Plus Halo of Spores +2d4 at the start of their turn. <br />
<br />
All these attacks have advantage, if you feel you roll low upto four times you can add +1d8 to it with percision attack and if you do fail a roll you can add +2d4 to it.<br />
<br />
Total damage 28d6 (reroll) + 120d8 + 28d12 + 54d6 + 2d4 + 98 plus upto +10d8 +70 for an average of 1110.667 upto 1,245.667. <br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if use on the vunerble attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Instead of using Tensor's Transformation to get extra attack, get six levels in Bard (Collage of Swords). You lose the 28d12 and Psychic Blades but regain hex, 6th level spell slot and get 4d8 from Blade Flourish. The net result is -28d12 + 2d6 + 12d8 avg -121 damage but you always have extra attack instead of for just one minute each day.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
If you use the spell points variant rule then the build is even more powerful because while you still only get one level 6 spell slot, you can then only use level 5 spell slots. This adds +20d8 (avg 90) to the main build. <br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Talk:Master_Assassin_(5e_Optimized_Character_Build)&diff=1752424Talk:Master Assassin (5e Optimized Character Build)2023-08-08T04:59:25Z<p>Babosa: Babosa moved page Talk:Master Assassin (5e Optimized Character Build) to Talk:Maximum one round damage (Master Assassin) (5e Optimized Character Build)</p>
<hr />
<div>#REDIRECT [[Talk:Maximum one round damage (Master Assassin) (5e Optimized Character Build)]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Talk:Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752423Talk:Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-08T04:59:25Z<p>Babosa: Babosa moved page Talk:Master Assassin (5e Optimized Character Build) to Talk:Maximum one round damage (Master Assassin) (5e Optimized Character Build)</p>
<hr />
<div>==Feedback==<br />
#Sneak Attack only works once per turn, regardless of how many attacks you make. That "once per turn" clause of Sneak Attack is tricky.<br />
#Warlock doesn't get Extra Attack. It's a full casting class and could get ''hex'' at 1st level. Because of this the build would be possible at 10th level. You could take the Magic Initiate feat instead to get ''hex'', but only if variant human is allowed for a bonus feat. If it was, you could get this build at 9th level.<br />
#Regardless of how many different features give you a bonus action, you can still only take one {{5e|Bonus Action}} per turn (even after using Action Surge). War Cleric wouldn't give you another bonus action, and could be omitted to bring this build down to 8th level.<br />
#The spells ''hex'' and ''hunter's mark'' both require {{5e|Concentration}}, and as far as I know there's nothing in core rules that lets you concentrate on more than one spell at a time. (The ''invisibility and ''fly'' spells also normally require concentration, so you'd need to get those benefits from magic items or other party members.) You can cast ''hex'' as a bonus action, but as previously stated you can still only make one bonus action per turn. This setup would require a pre-combat turn of setup to get the most out of it.<br />
<br />
In other words, at 8th level, with all five attacks (two Extra Attack actions and one bonus action) with surprise and advantage (thanks to Assassinate), plus an extra pre-combat turn to set up ''hex'', you'd get...<br />
: 47.5 from five normal rapier attacks ([4.5 + 5] x 5)<br />
: 22.5 from each rapier attack being a free critical hit in the surprise round (4.5 x 5)<br />
: 17.5 from five hexes (3.5 x 5)<br />
: 7 (2d6) from one Sneak Attack<br />
= ~94.5 damage on the first turn assuming all attacks hit, and there was a pre-combat turn to set up ''hex''.<br/><br />
= ~77 damage on the first turn assuming there was no pre-combat turn, and the bonus action was used to make a fifth attack instead of casting ''hex''<br/><br />
I think either is not bad first-turn damage at 8th level, though it is maybe a bit lacking for a minmax 11th level build. <br />
<br />
For example, any 11th level fighter with 20 Str wielding a greatsword can use its own Action Surge to deal ~72 damage [(2d6 + 5) x 6)] without needing a turn or two to setup, without needing a feat, without needing to win an initiative roll, and with a bonus action to spare. If it used Magic Initiate too, and cast ''hex'' as a bonus action, it would get ~93 damage. It could take a Fighting Style to boost its average damage even higher. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 16:55, 12 December 2017 (MST)<br />
<br />
==Response==<br />
#It is unfortunate that sneak attack is once per turn<br />
#One of the warlocks eldritch invocations (Thirsting Blade) gives extra attack. Thank you for reminding me that warlocks get hex at first level, I managed to get myself confused.<br />
#Thank you again, I was not aware that this rule "You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available." existed. The wording of the rule and the existence of a extra bonus action from action surge implies that you can take two bonus actions but they must be the same action which would allow the War Cleric ability to be used twice. So it depends upon how the DM interprets the rule whether one or two bonus action attacks can be made. Again thank you for pointing out this issue.<br />
#The invisibility and fly spells are meant to be from items or teammates. And there is supposed to be a pre-combat turn where Hex can be cast as you are supposed to be sneaking and see your target before they see you.<br />
#In your damage calculation it seems that you have forgotten that the hex and sneak damage is doubled by Crits ({{5e|Damage Rolls}}) and you missed the dueling damage so the damage is 129 without the seconded bonus action attack and with the seconded bonus action attack the damage is still the original 152.<br />
<br />
Thank you for your feedback it is awesome to reduce the level requirement of this build and to know of issues, and it is also nice to know that someone is reading this. - Author of Master Assassin 8:38 12 December 2017 (NZST)<br />
<br />
==Problems, Suggestions==<br />
#Problem: Vorpal weapons do not activate on critical hit, they activate on a natural 20 attack roll. This means they won't work with the Assassination<br />
rogue's auto crit.<br />
#Problem: Smite, Improved Divine Smite, Savage Attack, and Orcish Fury don't apply to Hand crossbow attacks.<br />
#Problem: The Orcish Fury feat's extra damage can only be used once, regenerating on short rest.<br />
#Problem: The build doesn't have enough spell slots do to 4 4th level smites, using the multiclassing rules you would only have 1 4th level spell and 3 3rd level spells. I think at some point this was considered, which is why some of the smites say 4d8 instead of the proper 5d8 for a 4th level spell slot, however, it still says it's using a 4th level spell slot, and even if it didn't there is still one too many 5d8 smites.<br />
#Problem: The damage calculation is a mess of edits, obviously. There are more small errors than I can recount here, and I believe the final damage calculation doesn't add up even ignoring that.<br />
#Problem: This build has long since ceased to be core rules only, it should be moved to WoTC rules only. <br />
#Suggestion: Use 9 levels of bladesinger wizard and 2 levels of paladin instead of 11 levels of paladin. Bladesinger means you still get the extra attack you need, but you need to give up half orc. As a 9th level wizard you have better spell slots for smites. Additionally, you can give up the hex spell and cast the Haste spell on yourself before combat instead for an another attack. -Non-accounted user, 7:36 PM PST 11/9/2020<br />
<br />
==Response== <br />
I’m very sorry that you had to go through all that, because someone definitely screwed with my work. If I could I would take a picture of the paper I did this on and post that instead, but for now I’m just gonna leave it this way, because it took forever to write that, and I’m not doing it again. You are right on those things though, and I always took into account most of them, but at the end of the day no DM in their right mind is going to allow this in their campaign anyway, but if they do I don’t think they are going to argue with the small things, cause when you say “I’m gonna roll about 100 dice” the DM has already banned you from the campaign.-non accounted user 10:37 Pm 20/12/2020<br />
==Response to my Response==<br />
I decided to completely rework the master assassin, and have come up with a better one, which deals alot more damage in all categories, and I think I will rewrite it. The people deserve to know what can be done.<br />
<br />
==Changes==<br />
I’ve added a core rule book only build. <br />
I don’t know where the previous build got 2 extra attacks from and vorpal blade does not trigger on critical hits but rather natural 20’s but otherwise I’ve added a new build that is better.</div>Babosahttps://www.dandwiki.com/w/index.php?title=Master_Assassin_(5e_Optimized_Character_Build)&diff=1752422Master Assassin (5e Optimized Character Build)2023-08-08T04:59:25Z<p>Babosa: Babosa moved page Master Assassin (5e Optimized Character Build) to Maximum one round damage (Master Assassin) (5e Optimized Character Build)</p>
<hr />
<div>#REDIRECT [[Maximum one round damage (Master Assassin) (5e Optimized Character Build)]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752421Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-08T04:59:25Z<p>Babosa: Babosa moved page Master Assassin (5e Optimized Character Build) to Maximum one round damage (Master Assassin) (5e Optimized Character Build)</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement, is only effective once per long rest and if you surprise the enemy.<br />
<br />
===Core rules only builds===<br />
====Base level 10 build====<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
<br />
War cleric gives you one attack with your bonus action.<br />
<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
This is enough to kill or at least seriously injure young dragons in one turn.<br />
<br />
====Level 19 build====<br />
<br />
*{{5E|Ranger}} 2<br />
or<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*1 level from Bard, Cleric, Druid, Sorcerer and or Wizard <br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*{{5E|Bard}} 6 (Collage of Valor)<br />
*2 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*A +3 greataxe (because half-orcs savage attack only adds 1d6 to greatsword crits)<br />
*A teammate, potion or magic item to cast haste for an extra attack<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need eleven spellcaster levels to get the maximum damage for six attacks which is +60d8.<br />
<br />
You get extra attack from level six Bard (Collage of Valor) which also gives you full spellcaster levels which Fighter and Ranger do not.<br />
<br />
You can get Hunter's Mark from Ranger or Hex from Warlock.<br />
<br />
With this set up you deal<br />
<br />
18d12 (rerolling 1 & 2's) from weapon damage and savage attack<br />
<br />
+ 60d8 from Divine Smite<br />
<br />
+ 12d6 from hex<br />
<br />
+ 48 from Strength and +3 magic weapon<br />
<br />
and up to + 8d8 damage depending if precision attack was needed or not<br />
<br />
which is on average 492 up to 528.<br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; enlarge (+12d4 avg 30), crusaders mantle (+12d4 avg 30), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 to a low attack roll if needed and x2 damage if not needed) {Add more here if you find other buffs please}<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard yourself and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
If you use the spell points variant rules then you don’t need to be so wasteful with spell slots and the build only needs 7 spellcaster levels. This means the build only needs 17 levels and you can choose to get extra attack from Fighter, Paladin, Ranger or Bard (Collage of Swords). <br />
<br />
Get a better magic weapon.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*{{5E|Wizard}} 1 (Tensor’s Transformation spell)<br />
*{{5E|Bard}} 5 (Collage of Whispers)<br />
*{{5E|Druid}} 2 (Circle of Spores)<br />
*{{5E|Sorcerer}} 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
*A +3 greatsword<br />
*A teammate, potion or magic item to cast haste <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 (x2 crit) per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Tensor’s transformation gives you extra attack and +2d12 (x2 crit) to each attack but as it requires concentration so no Hex spell and it costs a 6th level spell slot. <br />
<br />
Bard Collage of Whispers psychic blades gives +3d6 damage (x2 crit) once per turn<br />
<br />
Spore Druid gives you Symbiotic Entity using a wildshape charge which adds +1d6 (x2 crit) damage to each attack and deals 2d4 damage using your reaction at the start of their turn. <br />
<br />
Divine soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
Assuming 20 Charisma and a +3 greatsword, you deal<br />
<br />
4d6 (rerolling 1 & 2's) from weapon damage<br />
<br />
+ 20d8 from level 5 spell slot Curse Bringer<br />
<br />
+ 4d12 from Tensor’s Transformation <br />
<br />
+ 2d6 from Symbiotic Entity <br />
<br />
+ 6d6 from Psychic Blades<br />
<br />
+ 4d6 from Bugbear's Surprise Attack<br />
<br />
+ 6 from Hexblade curse<br />
<br />
+ 5 from Charisma<br />
<br />
+ 3 from magic weapon<br />
<br />
x2 from Grave Channel Divinity vulnerability (8d6 (reroll) + 40d8 + 8d12 + 24d6 + 28)<br />
<br />
Plus 5 more attacks from extra attack, action surge, haste and great weapon mastery bonus action attack<br />
<br />
+ 20d6 (rerolling 1 & 2's)<br />
<br />
+ 80d8 from one level 5, three level 4 and one level 3 spell slots<br />
<br />
+ 20d12 from Tensor's Transformation<br />
<br />
+ 30d6 from symbiotic and bugbear (psychic blades is once per turn)<br />
<br />
+ 70<br />
<br />
Plus upto +10d8 from manoeuvres if precision is not needed and a manoeuvre was used on the vulnerability attack<br />
<br />
Plus upto +70 from great weapon master by taking the -5 attack roll penalty and using it on the vulnerability attack<br />
<br />
Plus Halo of Spores +2d4 at the start of their turn. <br />
<br />
All these attacks have advantage, if you feel you roll low upto four times you can add +1d8 to it with percision attack and if you do fail a roll you can add +2d4 to it.<br />
<br />
Total damage 28d6 (reroll) + 120d8 + 28d12 + 54d6 + 2d4 + 98 plus upto +10d8 +70 for an average of 1110.667 upto 1,245.667. <br />
<br />
====Extras====<br />
<br />
Teammates, potions or magic items for buffs; holy weapon (+28d8 avg 126), enlarge (+14d4 avg 35), crusaders mantle (+14d4 avg 35), bless (+1d4 to attack rolls), bardic inspiration (+1d6~12 x4 to damage if use on the vunerble attack or x1 to a low attack roll if needed and x2 damage if not needed)<br />
<br />
A large possie of level 2 divination wizards to use Portent and guarantee hits.<br />
<br />
Instead of using Tensor's Transformation to get extra attack, get six levels in Bard (Collage of Swords). You lose the 28d12 and Psychic Blades but regain hex, 6th level spell slot and get 4d8 from Blade Flourish. The net result is -28d12 + 2d6 + 12d8 avg -121 damage but you always have extra attack instead of for just one minute each day.<br />
<br />
You can pick another Warlock Patron and still get the +2d8 (x2 crit) per spell slot damage boost from a different eldritch invocation. You will lose the +6 damage from Hexblade curse but you can get a more reliable damage type than slashing and have more roleplay options.<br />
<br />
If you use the spell points variant rule then the build is even more powerful because while you still only get one level 6 spell slot, you can then only use level 5 spell slots. This adds +20d8 (avg 90) to the main build. <br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]<br />
[[Category:WotC Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752105Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-07T05:08:17Z<p>Babosa: /* All WotC source books build */</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
===Core rules only build===<br />
===Base level 10 build===<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
War cleric gives you one attack with your bonus action.<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
This is enough to kill or at least seriously injure young dragons in one turn.<br />
<br />
===Level 20 build===<br />
<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
or <br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Ranger}} 5 or 6 (Hunter Conclave)<br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*8 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need ten spellcaster levels to get the maximum damage for five attacks which is +50d8.<br />
<br />
You can pick Ranger levels instead of Warlock and some Fighter levels, replacing Hex with Hunter's Mark and getting extra attack from Ranger instead of Fighter. If you do so, take the Colossus Slayer hunter's prey feature for +1d8 (x2 crit) damage.<br />
<br />
With the Ranger set up. You deal 15d12 (rerolling 1 & 2's) + 52d8 + 10d6 + 25 and up to + 8d8 damage which is on average 404 up to 440 depending if precision attack was needed or not.<br />
<br />
====Extras====<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
Have someone cast enlarge on you for +10d4 damage average 25 and haste for one extra attack which will only get +8d8 from divine smite so it'll deal 3d12 (rerolling 1 & 2's) + 8d8 + 2d6 + 5 damage average 70 and +2d4 (avg 5) damage from enlarge. (If anyone else remembers other damage buff spells that I've missed, please add them here)<br />
<br />
Get the best magic weapon you can get.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*Bard 6 (Collage of Swords) or Wizard (Bladesinger)<br />
*Druid 2 (Circle of Spores)<br />
*Sorcerer 1 (Divine Soul)<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
The Bard Collage of Swords or Wizard Bladesinger gives you extra attack and more spell slots.<br />
<br />
Spore Druid lets you awaken spores using a wildshape charge which adds +1d6 (x2 crit) damage to each attack<br />
<br />
Divine soul Sorcerer lets you add +2d4 to a failed attack roll.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
With the Collage of Swords set up and assuming 20 Charisma, you deal (4d6 (rerolling 1 & 2's) + 12d8 + 6d6 + 11) x2 + 16d6 (rerolling 1 & 2's) + 36d8 + 24d6 + 44 averaging 562 and up to 648 if not needing precision strike and using the great weapon mastery feat for +10 damage. Adding enlarge and haste increases average damage to 676.6 and up to 772.6. (Haven't added the spore druid damage)<br />
<br />
===Setup===<br />
Get A Vorpal Greatsword<br />
====Classes====<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Hexblade Patron)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Paladin}} 2 (any Oath)<br />
*{{5E|Wizard}} 9 (Bladesinger) <br />
<br />
Total level: 20<br />
<br />
====Race====<br />
Play the monstrous race Bugbear.<br />
<br />
====Boon====<br />
Assuming you have one boon by level 20, take Boon of The Crusader.<br />
<br />
====Rules====<br />
Ask your DM if you can play a Monstrous race.<br />
<br />
====Feats====<br />
Take the feat Great Weapon Master<br />
<br />
===Build===<br />
Now you're set to go!<br />
<br />
Get 3 Levels in Rogue and pick the Assassin Subclass for the automatic critical strikes in the surprise round.<br />
<br />
Get 3 levels in Fighter for action surge, then take battle master for the superiority dice.(Maneuvers don't really matter .) <br />
<br />
Get 2 levels in Cleric, pick the Grave domain for the Channel Divinity.<br />
<br />
Get 1 level in Warlock and take the Hexblade pact for the [[5e SRD:hex|''hex'']] spell for an extra 1d6 damage per attack, and for the hexblade's curse feature.<br />
<br />
Get 2 Paladin levels for the massive amounts of smite.<br />
<br />
Use a Vorpal GreatSword for the application of and an extra 6d8 on {{5e|critical hit}}s.<br />
<br />
Have 20 {{5a|str}} for +5 damage per attack.<br />
<br />
if you get a relatively high {{5a|dex}} it'll be easy enough to sneak up on people, especially if you take expertise in {{5s|stealth}}. Use your channel divinity and then cast hex on the enemy, then use your Hexblade's curse feature from the hexblade subclass. great, now you can attack your enemy.<br />
<br />
===The Combination===<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
====Round 1 (before combat)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1 || Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2 || Use your Hexblade feature<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 2 (before combat)====<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Cast hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Cast haste<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 3(round 1 in combat)(surprise round)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Attack with your Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Apply Divine Smite using a 6th Level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Apply savage attacks from Bugbear race<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Apply Extra 1d6 damage from Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Use Any Maneuver that allows you to add a Superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current total damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || Double the dice because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Apply Vorpal Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Apply surprise attack from Bugbear <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total damage- 12d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || Double damage because of cleric Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total damage from First Attack- (12d6+18d8+24)*2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || Make second attack with Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || Apply Divine Smite using a 5th level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Apply savage attacks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || Add 1d6 because of Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || Use ay maneuver that allows you to add a superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23 || Double Damage because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24 || Apply Vorpal Critical Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for Second Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || Make 3rd Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || Repeat Steps 14 through 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 3rd Attack- 8d6+18d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27 || Use Action Surge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28 || Make 4th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29 || Repeat Steps 14-24, using a 4th level spell slot for divine smite.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 4th Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || Make Fifth Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 31 || Repeat Steps 14-24, using a 4th level spell slot for divine smite, and without using a superiority die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for 5th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 32 || Make 6th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 33 || Repeat step 31<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 34 || Total Damage for 6th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 35 || Make 7th Attack with Vorpal Greatsword using the extra action given from Haste<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 36 || Repeat Step 31, using a 3rd level spell slot for divine smite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 7th Attack- 8d6+14d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 37 || Make 8th Attack with Vorpal Greatsword as a bonus action because of Great Weapon Master feat, as you suprised your enemy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 38 || Repeat step 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 8th Attack- 8d6+14d8+24<br />
<br />
Total Damage From All Attacks- (12d6+18d8+24)*2+56d6+114d8+168<br />
Minimum Damage- 446<br />
Average Damage- 1171<br />
Maximum Damage- 1896<br />
<br />
If you use the rule where when you get a critical hit, you simply double the damage total is ((7d6+12d8+24)*2+28d6+78d8+168)*2<br />
Minimum Damage- 720<br />
Average Damage- 1644<br />
Maximum Damage- 2568<br />
<br />
====Opponents turn====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1. || Dies<br />
|}<br />
<br />
Combat over<br />
<br />
===Variants===<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752096Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-07T04:29:06Z<p>Babosa: </p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
===Core rules only build===<br />
===Base level 10 build===<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
War cleric gives you one attack with your bonus action.<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
This is enough to kill or at least seriously injure young dragons in one turn.<br />
<br />
===Level 20 build===<br />
<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
or <br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Ranger}} 5 or 6 (Hunter Conclave)<br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*8 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need ten spellcaster levels to get the maximum damage for five attacks which is +50d8.<br />
<br />
You can pick Ranger levels instead of Warlock and some Fighter levels, replacing Hex with Hunter's Mark and getting extra attack from Ranger instead of Fighter. If you do so, take the Colossus Slayer hunter's prey feature for +1d8 (x2 crit) damage.<br />
<br />
With the Ranger set up. You deal 15d12 (rerolling 1 & 2's) + 52d8 + 10d6 + 25 and up to + 8d8 damage which is on average 404 up to 440 depending if precision attack was needed or not.<br />
<br />
====Extras====<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
You can also get the great weapon mastery feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit and make an attack with your bonus action after doing a critical hit. This can mean that you do not need a level in cleric for the bonus action attack, but it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength and you need spellcaster levels for divine smite anyway. Otherwise I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases.<br />
<br />
Have someone cast enlarge on you for +10d4 damage average 25 and haste for one extra attack which will only get +8d8 from divine smite so it'll deal 3d12 (rerolling 1 & 2's) + 8d8 + 2d6 + 5 damage average 70 and +2d4 (avg 5) damage from enlarge. (If anyone else remembers other damage buff spells that I've missed, please add them here)<br />
<br />
Get the best magic weapon you can get.<br />
<br />
Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise.<br />
<br />
Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
The level 10 build does not change much but the Curse Bringer eldritch invocation which is a better version of divine smite among other changes means the level 20 build is quite different.<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master or Monster Hunter Archetype)<br />
*{{5E|Warlock}} 3 (Hexblade Patron, Pact of the Blade and Curse Bringer eldritch invocation)<br />
*{{5E|Cleric}} 2 (Grave Domain).<br />
*Remaining levels from Bard, Cleric, Druid, Sorcerer and or Wizard<br />
*Either level 5 Fighter, level 5 Warlock with Thirsting Blade eldritch invocation or level 6 Wizard Bladesinger.<br />
*Bugbear race<br />
*Great weapon mastery feat<br />
*20 Strength or Charisma (Warlock with Hexblade Patron can use Charisma for attacks) <br />
<br />
The Warlock Hexblade Patron means that each attack gains your proficiency bonus to damage rolls and you can get the Curse Bringer eldritch invocation which uses spell slots to add +2d8 per spell slot level damage to each attack.<br />
<br />
The Cleric Grave Domain Channel Divinity gives your enemy vulnerability to the next attack against them.<br />
<br />
Bugbear gives +2d6 (x2 crit) damage on attacks against enemies that have not taken a turn yet. This means you can use a greatsword instead of a greataxe.<br />
<br />
Great weapon mastery feat gives you a bonus action attack without the Cleric War Domain and the Grave domain Channel Divinity means it is worth it even if it means you cannot max your combat stat.<br />
<br />
With the Bladesinger set up and assuming 20 Charisma, you deal (4d6 (rerolling 1 & 2's) + 12d8 + 6d6 + 11) x2 + 16d6 (rerolling 1 & 2's) + 36d8 + 24d6 + 44 averaging 562 and up to 648 if not needing precision strike and using the great weapon mastery feat for +10 damage. Adding enlarge and haste increases average damage to 676.6 and up to 772.6.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
===Setup===<br />
Get A Vorpal Greatsword<br />
====Classes====<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Hexblade Patron)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Paladin}} 2 (any Oath)<br />
*{{5E|Wizard}} 9 (Bladesinger) <br />
<br />
Total level: 20<br />
<br />
====Race====<br />
Play the monstrous race Bugbear.<br />
<br />
====Boon====<br />
Assuming you have one boon by level 20, take Boon of The Crusader.<br />
<br />
====Rules====<br />
Ask your DM if you can play a Monstrous race.<br />
<br />
====Feats====<br />
Take the feat Great Weapon Master<br />
<br />
===Build===<br />
Now you're set to go!<br />
<br />
Get 3 Levels in Rogue and pick the Assassin Subclass for the automatic critical strikes in the surprise round.<br />
<br />
Get 3 levels in Fighter for action surge, then take battle master for the superiority dice.(Maneuvers don't really matter .) <br />
<br />
Get 2 levels in Cleric, pick the Grave domain for the Channel Divinity.<br />
<br />
Get 1 level in Warlock and take the Hexblade pact for the [[5e SRD:hex|''hex'']] spell for an extra 1d6 damage per attack, and for the hexblade's curse feature.<br />
<br />
Get 2 Paladin levels for the massive amounts of smite.<br />
<br />
Use a Vorpal GreatSword for the application of and an extra 6d8 on {{5e|critical hit}}s.<br />
<br />
Have 20 {{5a|str}} for +5 damage per attack.<br />
<br />
if you get a relatively high {{5a|dex}} it'll be easy enough to sneak up on people, especially if you take expertise in {{5s|stealth}}. Use your channel divinity and then cast hex on the enemy, then use your Hexblade's curse feature from the hexblade subclass. great, now you can attack your enemy.<br />
<br />
===The Combination===<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
====Round 1 (before combat)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1 || Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2 || Use your Hexblade feature<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 2 (before combat)====<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Cast hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Cast haste<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 3(round 1 in combat)(surprise round)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Attack with your Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Apply Divine Smite using a 6th Level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Apply savage attacks from Bugbear race<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Apply Extra 1d6 damage from Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Use Any Maneuver that allows you to add a Superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current total damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || Double the dice because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Apply Vorpal Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Apply surprise attack from Bugbear <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total damage- 12d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || Double damage because of cleric Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total damage from First Attack- (12d6+18d8+24)*2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || Make second attack with Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || Apply Divine Smite using a 5th level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Apply savage attacks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || Add 1d6 because of Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || Use ay maneuver that allows you to add a superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23 || Double Damage because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24 || Apply Vorpal Critical Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for Second Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || Make 3rd Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || Repeat Steps 14 through 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 3rd Attack- 8d6+18d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27 || Use Action Surge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28 || Make 4th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29 || Repeat Steps 14-24, using a 4th level spell slot for divine smite.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 4th Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || Make Fifth Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 31 || Repeat Steps 14-24, using a 4th level spell slot for divine smite, and without using a superiority die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for 5th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 32 || Make 6th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 33 || Repeat step 31<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 34 || Total Damage for 6th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 35 || Make 7th Attack with Vorpal Greatsword using the extra action given from Haste<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 36 || Repeat Step 31, using a 3rd level spell slot for divine smite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 7th Attack- 8d6+14d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 37 || Make 8th Attack with Vorpal Greatsword as a bonus action because of Great Weapon Master feat, as you suprised your enemy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 38 || Repeat step 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 8th Attack- 8d6+14d8+24<br />
<br />
Total Damage From All Attacks- (12d6+18d8+24)*2+56d6+114d8+168<br />
Minimum Damage- 446<br />
Average Damage- 1171<br />
Maximum Damage- 1896<br />
<br />
If you use the rule where when you get a critical hit, you simply double the damage total is ((7d6+12d8+24)*2+28d6+78d8+168)*2<br />
Minimum Damage- 720<br />
Average Damage- 1644<br />
Maximum Damage- 2568<br />
<br />
====Opponents turn====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1. || Dies<br />
|}<br />
<br />
Combat over<br />
<br />
===Variants===<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1752059Maximum one round damage (Master Assassin) (5e Optimized Character Build)2023-08-07T02:38:12Z<p>Babosa: Added a core rules only build</p>
<hr />
<div>==Master Assassin==<br />
Have you ever felt that the Tarrasque has too much health? Do you; love dealing massive damage, hate long fights and want to be able to kill a young dragon in one round at level 10? Have you ever had the need to smite anyone in your path? Then this is the class for you! <br />
<br />
Warning; This build is heavily multiclassed, only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
===Core rules only build===<br />
===Base level 10 build===<br />
<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
Rouge assassin gives you autocrits against surprised enemies and advantage on attacks against enemies that have not taken a turn yet.<br />
Battle master fighter gives you two attacks per action, action surge for an extra action, great weapon fighting style to reroll 1 & 2's on weapon damage dice and on 4 attacks you can either get +1d8 to attack rolls after you've rolled from the precision attack maneuver or +1d8 (x2 crit) damage plus an effect from some other maneuver.<br />
Warlock gives you the [[5e SRD:hex|''hex'']] spell which gives you +1d6 (x2 crit) damage.<br />
War cleric gives you one attack with your bonus action.<br />
Half orc gives you Savage Attacks which gives you +1 weapon damage dice on a critical hit.<br />
<br />
This gives you five attacks with numerous buffs. Assuming all attacks hit (not unreasonable with advantage and precision attack) you deal 15d12 (rerolling 1 & 2's) + 10d6 + 25 and up to + 8d8 damage which is on average 170 up to 206 depending if precision attack was needed or not.<br />
<br />
This is enough to kill or at least seriously injure young dragons in one turn.<br />
<br />
===Level 20 build===<br />
<br />
*{{5E|Fighter}} 5 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Any Patron)<br />
or <br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Ranger}} 5 or 6 (Hunter Conclave)<br />
and<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Cleric}} 1 (War Domain) with at least 12 Wisdom.<br />
*{{5E|Paladin}} 2<br />
*8 levels from Bard, Cleric, Druid, Sorcerer and or Wizard.<br />
*{{5E|Half-orc}} race<br />
*20 Strength<br />
*Greataxe (because half-orcs save attack only adds 1d6 to greatsword crits)<br />
<br />
Spellcaster levels give you spell slots and Paladin gives you Divine Smite which can use those spell slots to add (the spell slot level + 1)d8 damage to an attack up to 5d8 and this damage is also doubled by crits. Since the damage maxes with a 4th level spell slot, you need ten spellcaster levels to get the maximum damage for five attacks which is +50d8.<br />
<br />
You can pick Ranger levels instead of Warlock and some Fighter levels, replacing Hex with Hunter's Mark and getting extra attack from Ranger instead of Fighter. If you do so, take the Colossus Slayer hunter's prey feature for +1d8 (x2 crit) damage.<br />
<br />
With the Ranger set up. You deal 15d12 (rerolling 1 & 2's) + 52d8 + 10d6 + 25 and up to + 8d8 damage which is on average 404 up to 440 depending if precision attack was needed or not.<br />
<br />
====Extras====<br />
<br />
Get another level in Cleric for +10 on one attack roll after you've rolled.<br />
<br />
Get two levels in Wizard and pick Divination School. This gives you Portent where you roll two d20's after a long rest and record them. Once per turn you can choose to use one of those recorded rolls instead of rolling a d20.<br />
<br />
The Sorcerers empower meta magic can apply to the damage from the hex spell. So if you have 14 Cha and have 3-5 levels in Sorcerer you can reroll 3-5 of hex's 2d6 damage. This on average adds 0.75 damage per hex damage dice so total of 7.5 damage added.<br />
<br />
You can also get the great weapon feat. This lets you take a -5 penalty to attack roll for +10 damage on a hit. I would not recommend this as anything tough enough to require the extra damage is very likely to have high AC and even with advantage and precision attack, the risk of missing attacks is not worth the +10 damage in most cases. Plus it means giving up an ability score improvement which you will only have one or maybe two of and you probably need them to get 20 Strength.<br />
<br />
Get the best magic weapon you can get. Get something or someone that can cast Fly, Lesser Invisibility and or other stealth spells on you once per day to guarantee surprise. Get useful boons.<br />
<br />
===All WotC source books build===<br />
<br />
<br />
===Setup===<br />
Get A Vorpal Greatsword<br />
====Classes====<br />
*{{5E|Rogue}} 3 (Assassin Archetype)<br />
*{{5E|Fighter}} 3 (Battle Master Archetype)<br />
*{{5E|Warlock}} 1 (Hexblade Patron)<br />
*{{5E|Cleric}} 2 (Grave Domain)<br />
*{{5E|Paladin}} 2 (any Oath)<br />
*{{5E|Wizard}} 9 (Bladesinger) <br />
<br />
Total level: 20<br />
<br />
====Race====<br />
Play the monstrous race Bugbear.<br />
<br />
====Boon====<br />
Assuming you have one boon by level 20, take Boon of The Crusader.<br />
<br />
====Rules====<br />
Ask your DM if you can play a Monstrous race.<br />
<br />
====Feats====<br />
Take the feat Great Weapon Master<br />
<br />
===Build===<br />
Now you're set to go!<br />
<br />
Get 3 Levels in Rogue and pick the Assassin Subclass for the automatic critical strikes in the surprise round.<br />
<br />
Get 3 levels in Fighter for action surge, then take battle master for the superiority dice.(Maneuvers don't really matter .) <br />
<br />
Get 2 levels in Cleric, pick the Grave domain for the Channel Divinity.<br />
<br />
Get 1 level in Warlock and take the Hexblade pact for the [[5e SRD:hex|''hex'']] spell for an extra 1d6 damage per attack, and for the hexblade's curse feature.<br />
<br />
Get 2 Paladin levels for the massive amounts of smite.<br />
<br />
Use a Vorpal GreatSword for the application of and an extra 6d8 on {{5e|critical hit}}s.<br />
<br />
Have 20 {{5a|str}} for +5 damage per attack.<br />
<br />
if you get a relatively high {{5a|dex}} it'll be easy enough to sneak up on people, especially if you take expertise in {{5s|stealth}}. Use your channel divinity and then cast hex on the enemy, then use your Hexblade's curse feature from the hexblade subclass. great, now you can attack your enemy.<br />
<br />
===The Combination===<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
====Round 1 (before combat)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1 || Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2 || Use your Hexblade feature<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 2 (before combat)====<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Cast hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Cast haste<br />
|}<br />
<br />
{|class="5e" style="text-align: left;{{#vardefine:odd|0}}"<br />
|+<br />
<br />
====Round 3(round 1 in combat)(surprise round)====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Attack with your Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Apply Divine Smite using a 6th Level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Apply savage attacks from Bugbear race<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Apply Extra 1d6 damage from Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Use Any Maneuver that allows you to add a Superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current total damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || Double the dice because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Apply Vorpal Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Apply surprise attack from Bugbear <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total damage- 12d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || Double damage because of cleric Channel Divinity<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total damage from First Attack- (12d6+18d8+24)*2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || Make second attack with Vorpal GreatSword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || Apply Divine Smite using a 5th level spell slot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Apply savage attacks<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || Add 1d6 because of Hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || Use ay maneuver that allows you to add a superiority die to damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || Add 6 damage because of Hexblade feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || Add 10 damage because you used Great Weapon Master Feature<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || Add 5 damage because of your +5 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22 || Add 3 damage because of Vorpal Weapons being +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 4d6+6d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23 || Double Damage because of Rouge Instant Critical<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Current Total Damage- 8d6+12d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24 || Apply Vorpal Critical Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for Second Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || Make 3rd Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || Repeat Steps 14 through 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 3rd Attack- 8d6+18d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27 || Use Action Surge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28 || Make 4th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29 || Repeat Steps 14-24, using a 4th level spell slot for divine smite.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage For 4th Attack- 8d6+18d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || Make Fifth Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 31 || Repeat Steps 14-24, using a 4th level spell slot for divine smite, and without using a superiority die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage for 5th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 32 || Make 6th Attack with Vorpal Greatsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 33 || Repeat step 31<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 34 || Total Damage for 6th Attack- 8d6+16d8+24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 35 || Make 7th Attack with Vorpal Greatsword using the extra action given from Haste<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 36 || Repeat Step 31, using a 3rd level spell slot for divine smite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 7th Attack- 8d6+14d8+24 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 37 || Make 8th Attack with Vorpal Greatsword as a bonus action because of Great Weapon Master feat, as you suprised your enemy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 38 || Repeat step 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| || Total Damage From 8th Attack- 8d6+14d8+24<br />
<br />
Total Damage From All Attacks- (12d6+18d8+24)*2+56d6+114d8+168<br />
Minimum Damage- 446<br />
Average Damage- 1171<br />
Maximum Damage- 1896<br />
<br />
If you use the rule where when you get a critical hit, you simply double the damage total is ((7d6+12d8+24)*2+28d6+78d8+168)*2<br />
Minimum Damage- 720<br />
Average Damage- 1644<br />
Maximum Damage- 2568<br />
<br />
====Opponents turn====<br />
! Action<br>Number !! Action<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1. || Dies<br />
|}<br />
<br />
Combat over<br />
<br />
===Variants===<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bar-bear-ian:_Wildshape%2BRage_(5e_Optimized_Character_Build)&diff=1325797Bar-bear-ian: Wildshape+Rage (5e Optimized Character Build)2020-04-27T04:09:03Z<p>Babosa: </p>
<hr />
<div>==Bears are cool.==<br />
Why not just be a bear?<br />
This build is a multiclass druid/barbarian that is really powerful mechanically while being really cool. This build takes advantage of the "onioning" mechanic of the druid, which is the way it gains another layer of hit points when using Wild Shape, and the damage resistance from the barbarian's rage, making it effectively unkillable.<br />
<br />
A note to those that make edits. If you want to leave a record of what you edit, please leave it on the discussion page under the "edits" section and not in the middle of the build. This makes it harder for the casual reader. Just include your alternatives or changes as part of the document.<br />
<br />
==Race==<br />
Any race works for this build, since your physical ability scores get replace with your wildshapes. However, if your looking to optimize your non-bear combat and spell casting, a few stand out.<br />
<br />
* '''Forest Gnome''': While their spell casting will be weaker, advantage on intelligence, wisdom, and charisma saves against magic is amazing.<br />
* '''Human, Variant''': Being able to start with a feat like Sentinel can really boost your effectiveness in combat.<br />
* '''Wood Elf''': You keep racial features while Wildshaped, and that includes the +5 feet of movement from this subrace.<br />
* '''Half-Orc''': Their Relentless endurance is an amazing feature that can preserve a wildshape through massive attacks!<br />
Other Races: While this build and it's variants focus on only using the Core rules, here are some other options if your using other sources as well.<br />
* '''Kalashtar''': Their ability to speak telepathically removes one of the main reasons people revert from wildshape early. Plus their natural resistance to psychic is amazing if you choose the totem warrior barbarian subclass, giving you resistance to litterally all damage.<br />
* '''Firbolg''': While not having dexterity isn't great for your AC, you can use powerful build in your wildshape. Have fun with that.<br />
* '''Yuan-Ti''': Racial features remain while in wildshape, including your Magic Resistance and Poison Immunity!<br />
<br />
==Leveling Guide==<br />
Although there are a number of ways to do this, you'll find the most success with this base build by doing the following:<br />
<br />
* Level 1-2 Druid: Your going for the Circle of the Moon. Immediately you can change into a bear, a powerful combat form. You're also a spellcaster.<br />
* Level 3 Barbarian: Rage is an increadible damage and tankiness steroid. Having 2 rages and 2 wildforms almost feels like they were meant to be used together! Your unarmored defense can also occassionally give you a higher AC than the wildshape would normally have, which is nice.<br />
* Level 4-19 Druid: One thing to always remember is that the strongest beast you can turn into is equal to 1/3 your ''Druid level''. That means you need to always increase it to obtain stronger and stronger forms. You'll remain a powerful caster as well for your team, and at level 19 you can even start casting spells in your beast form.<br />
* Level 20 Barbarian: This extra level in barbarian is optional. However, getting easy advantage on your attacks while transformed is an amazing option to have. Danger Sense can also be nice since most versions of this have a pretty high dexterity.<br />
Note: Barbarian 3/Druid 17 - This small adjustement unlocks the barbarian subclass - Totem warrior. It doubles the health of your wildshapes while you're raging, something that is arguably stronger than anything you can get from that extra level in druid. To do this, you'll start with 2 levels in druid, then 3 levels in Barbarian, then max Druid afterwards.<br />
<br />
==Action Economy and Combos==<br />
<br />
When using this combo, it is important to keep the action economy in mind. Rage requires a bonus action and Wildshape requires either your action or bonus action. This creates three three ways to use this combo, each of which have benefits and drawbacks:<br />
<br />
* '''Combo 1 - Instant Primal''': this completely consumes your first turn to use an Action to wildshape and your bonus action to rage. The main benefit is that you immediately gain the benefit of both effects, ready to take and deal damage for the rest of the fight. There are two downsides though. First, if the battle is short you will be standing around for a turn instead of fighting, kinda disappointing. Second, your gambling you’ll take damage in the first round since your rage might end early as you have no action to attack and the enemy might avoid you rather than fight you.<br />
<br />
* '''Combo 2 - Two Turn Windup''': This focuses on letting you attack each turn and using your bonus actions early on to Wildshape the rage the next turn. The benefit is you have no idle turns and deal a good portion of damage. The first risk is that you don’t have rage protecting you turn 1, meaning your wildshape will take a lot more damage than normal and be closer to breaking. The second issue is that since Rage only lasts a minute, you need to be sure the fight is either your last before resting or going to extend longer than 4 turns to get enough value out of Rage.<br />
<br />
* '''Combo 3 - Prepared Bear''': Your wildshape Can last a long time, half your Druid level in hours! That means it’s not a bad idea to wildshape the moment you find a dungeon or think combat is going to happen soon. Even better is if you got an easy use of wildshape earlier and still have plenty of hit points left over. That means you can rage your first turn and attack, the idea situation. The only risks involved are about wildshaping too early then not having combat until after your form fades away. This can also be an issue if your party needs you to cast a spell, communicate, or perform a skill check your wildshape can’t do, forcing you to revert before you got value out of it.<br />
<br />
* '''Extra Combo - Rage Healing''': One important thing to consider is that Rage can halve the damage of certain attacks. This means that against some opponents you health is effectively doubled, expanded to nearly all enemies if you dip an extra level of barbarian for totem warrior. This also means healing is twice as useful. An often neglected feature of Moon Druid's "Combat Wild Shape" feature is that you can spend a spell slot to heal 1d8 hit points per spell slot level. When combined with Rage, that means you can spend a 2nd level spell slot to heal 2d8 damage as a bonus action, but the enemy must DEAL 4d8 damage to undo this healing. This creates another valuable way to use your spell slots in some situations.<br />
<br />
==Best Wildshapes==<br />
This list is designed to be updated as WotC releases new beasts that can be used. Your very unique in what your looking for in a wildshape. Obviously lots of damage and health are good, ramped up by our Rage ability. But we want more than that. We are looking for creatures that use strength, otherwise we can't apply our Rage damage. We want ones that have really high constitution since that means the Barbarian's unarmored defense will grant us a higher AC than is normal. With those considerations, Here are the best wildshapes of each Tier:<br />
<br />
'''Challenge Rating 1'''<br />
* Brown Bear: We can increase its AC by 2, has high Strength, and multiple attacks<br />
* Giant Eagle: Increase the AC by 1, Uses Strength, multiple attacks and can fly.<br />
* Giant Hyena: Niche use against a large number of weak enemies.<br />
* Crag Cat: Increase AC to 16, can pounce and knock prone to allow for multiple attacks, and can turn any spell below 7th level that directly targets you back on the caster<br />
'''Challenge Rating 2'''<br />
* Cave/Polar Bear: Upgraded version of Brown Bear<br />
* Hunter Shark: if your underwater<br />
'''Challenge Rating 3'''<br />
* Giant Scorpion: With three attacks a turn, its a damage machine. Comes with a decent natural armor<br />
'''Challenge Rating 4'''<br />
* Elephant: you don't have many options<br />
'''Challenge Rating 5'''<br />
* Giant Crocodile: This attacks similarly to your early bear forms. Just release your grapple to focus fire a target.<br />
* Brontosaurus: Because turning into a gargantuan monster is fun.<br />
* Earth Elemental: Probably the 2nd strongest wildshape, tied with fire elemental. It takes two uses so be careful your not going to time out of your form.<br />
* Fire Elemental: Probably the 2nd strongest wildshape, tied with earth elemental. It takes two uses so be careful your not going to time out of your form.<br />
'''Challenge Rating 6'''<br />
* Mammoth: This is the king of wildshapes, the only CR 6 even available. While not great if you chose the berserker barbarian, this thing destroys people with high damage and a large health pool. You become more fearsome still as you can raise this beasts AC by 1, double its hit points if you're a Totem Warrior, and cast spells in this shape thanks to your newest druid ability at level 18.<br />
<br />
==Variants==<br />
Like all good builds, there are many variants that people have invented. The following are such variants:<br />
<br />
===Smite Bear: Barbarian 3/Paladin 2/Druid 15===<br />
One thing that can be somewhat frustrating for players using this build is that so much of their power is tied to spells rather than their Raging animal form. This build solves that by using Divine Smite to convert that stored power into damage that can be added onto melee attacks. With a combination of that and healing from Combat Wildshape, you can fully unlock a new level of power for your character, something that only gets better as the campaign goes on rather than falling off like other versions.<br />
<br />
'''Leveling guide'''<br />
* Level 1-2 Druid: get the Circle of the Moon so you can Wildshape into a bear<br />
* Level 3 Barbarian: Unlock Rage<br />
* Level 4-5 Paladin: Get your Divine Smite. You'll want to choose the Protection fighting style as you can't use any others but can keep a shield equipped.<br />
* Level 6-7 Barbarian: You need to unlock the Totem Warrior subclass. It doubles your wildshapes effective health, preventing the shape from being one-shot.<br />
* Level 8-20 Druid: Your going to need some more advanced wild shapes, even with Totem Warrior. You'll also gain access to higher level spell slots for Divine Smite damage and Combat Wild Shape healing. Recommended you take the Sentinel feat at level 9.<br />
<br />
'''Mechanics''': <br />
* Divine Smite, Rage and Wildshape can be used together thanks to their wording. All three are considered "Class Features", meaning that restrictions that prepent the use of spells don't limit them (Rage and Wild Shape specifically). Wildshape also allows you to retain your class and racial features, meaning that all of these opitons remain available to you for the duration.<br />
* Divine Smite says that "when you hit a creature with a ''melee weapon attack'', you can expend one spell slot to deal radiant damage to the target, in addition to the ''weapon’s'' damage". Beasts attacks are all called "melee weapon attacks". In addition, they are a special catagory called "Natural Weapons", discussed by DnD's designer Jeremy Crawford in a [https://www.youtube.com/watch?v=pKLx-BVnsmo&feature=youtu.be&list=WL&t=380 Sage Advice Video]<br />
* Armor Class can be increased through Barbarian's Unarmored Defense and Shield Proficiency. Unarmored defense often has a higher AC with your wildshapes stats then their natural armor. Also, since you maintain proficiencies when you wildshape, you can wield a shield if your form has the appropriate limbs. By loosening the straps of the shield before hand, your wildshape bear can get an easy +2 AC.<br />
<br />
This build also focuses on progression, making sure if you play a character with this you can enjoy EVERY level, not just level 20.<br />
* Level 5: All core mechanic are unlocked - Rage, Wildshape, and Divine Smite. You can experience this build's core concept at this level.<br />
* Level 10: Totem Warrior is quickly rushed to avoid being outpaced by Monsters progressively higher damage. Unlock higher spell slots as well.<br />
* Level 15: Earth Elemental wildform is unlocked for what is often the final encounter. Divine Smite is maxed out and still have extra spell slots.<br />
* Level 20: You can use two 5 CR beasts rather than one 5 CR elemental now. Your a potent spell caster if you choose, but no 9th level spells.<br />
<br />
===Dwarven Endurance Bear: Druid 10/ Monk 5/ Barbarian 3/ Warlock 2===<br />
<br />
I’m in a hurry so I’m not going to write everything, if someone can expand this it’d be much appreciated.<br />
<br />
* The Short Version<br />
<br />
Plan to end up with 20 Con. Get Moon Druid’s Wild Shape feature for free Hit points and Hit Dice. Get the Dwarven Fortitude feat to heal with Hit Dice when you dodge. Get Monk’s Patient Defence feature to dodge as a bonus action. Get Barbarian‘s Bear totem for resistance to almost all damage. Get Warlock’s Green Lord’s Gift to maximise regaining Hit Points. Get the Periapt of Wound Closure to double Hit Points regained from Hit Dice.<br />
<br />
Be a bear, laugh as people struggle to hit you and then deal half damage to you while you heal yourself and when they finally put you down, become another bear, laugh as a bear, repeat.<br />
<br />
* The Full Version<br />
<br />
Be a Hill Dwarf. This gets you +2 Con, poision resilience and +1HP per level. Get 2 levels in Moon Druid, 4 levels in Barbarian with Bear totem and Dwarven Fortitude feat and then get 3 levels in Monk with the Sanctuary Way. Try get the Periapt of Wound Closure for even more bullshit. Get more levels in Druid for better forms and or more levels in Monk for more quick dodge and evasion<br />
<br />
Also, try getting 2 levels in Warlock. get the Devil’s sight Invocation and darkness spell (you can get darkness because you have 2nd level spell slots from Druid) to effectively be invisible if you don’t or can’t use rage. Also, in UA there’s a Invoction called green lord’s gift which maximise healing like from Hit Dice :) ps it needs Archfey patron.<br />
<br />
Some other feats to take are Sentinel and Grappler feats so your new friends stay. Resilient for saves.<br />
<br />
Tough for an extra 40HP that is also added to Wild Shape form. So if you take Tough twice, your earth elemental form will have 226HP and heal itself for 180 with Hit Dice, double that with the Periapt for 360HP per use of wild shape for a total of 586HP which will take half damage from Rage resistance. You’re also regularly dodging. Add 8HP per spell slot level, 50HP from healing hands, your own 310HP, 275HP/(550HP) from Hit Die healing and free casting sanctuary when you need a breather. You are tanky tankface.<br />
<br />
The build I like is Moon Druid 10, Bear Barbarian 3, Sanctuary Monk 5 and Archfey Warlock 2.<br />
<br />
So Wild Shape into a Earth Elemental with 126 HP and if racial bonuses apply then +20 HP, Rage for resistance and whenever you take 15/30 damage (depends if you have the Periapt) dodge as a bonus action and heal for 15/30, five times. Then dodge as an action or spend spell slots to heal. May cast Darkness on something worn before Shaping if not Raging immediately.<br />
<br />
Alternatively 2 CR3 forms are a good option as +1HP per level is added and HP from the tough feat so you get even more use out of them; Giant Scorpion is good for grappling and going fast, Ankylosaurus is tougher, deals more damage as you have extra attack from Monk and it can knock enemies prone, Killer Whale is even tougher and stronger.<br />
<br />
Look at the Unkillable optimised build for more details.<br />
<br />
===Mighty Mama Bear: Barbarian 3/Paladin 7/Druid 10===<br />
By [https://www.dandwiki.com/wiki/User:RedTeddy RedTeddy]<br />
<br />
This build scales really well by relying on the Earth Elemental wildshape that Moon Druids get at level 10, the 2nd most powerful form possible. Before then using the Bear or Cave Bear wildshapes is still really useful. In addition, the extra levels in paladin give you a ton of extra power and only remove 1 spell slot worth of power over the Smite Bear build. <br />
<br />
'''Ability Scores''': Str 13, Dex 14, Con 14, Int 9, Wis 13, Cha 14 (Race: Half Elf)<br />
<br />
'''Leveling Guide'''<br />
* level 1-2: Druid - Circle of the Moon Subclass<br />
* Levels 3-5: Barbarian - Totem Warrior subclass<br />
* Levels 6-12: Paladin - Oath of Redemption subclass, 2 ASI: Str&Wis+1, Sentinel Feat<br />
* Level 13-20: Druid, ASI: Tough Feat<br />
<br />
'''Play Style''': So, all of this leads to the actual mechanics of this build, so I won't make you wait any longer. The name of the game with the Mama Bear is stacking. Wild Shape allows you to retain class features while in your Wild Shape, this is especially interesting when we consider that Rage is a class feature. This means that we can Wild Shape as a bonus action one turn, unleash some attacks and draw attention, and Rage on our next turn, gaining our resistances and Rage Damage Bonus. What stands out here is that Raging prevents you from casting spells, but from both Druid and Paladin, we've got features that let us use spell slots in non-spell ways. Druid allows Wild Shape healing and the Paladin's Divine Smite is not actually a spell. We can even use our Channel Divinity while raging and Wild Shaped, meaning that we can stack the benefits of our extra HP from Wild Shape, resistance from Bear Totem Rage, damage kickers from Divine Smite, and retaliatory damage through Channel divinity. This in conjunction with our Feat choices of Sentinel and Tough means that we can effectively lock down almost any heavy hitter, forcing them to focus on us while the party focuses fire on them.<br />
<br />
{| class="5e" style="float:right; margin-left:10px;"<br />
|+ "Mama Bear" Spellcasting<br />
|- style="vertical-align:bottom;"<br />
!rowspan="2"|Character<br>Level<br />
!rowspan="2"|Cantrips<br>Known<br />
!rowspan="2"|Spells<br>Prepared<br />
!colspan="4"|&mdash;Spell Slots per Spell Level&mdash;<br />
|-<br />
! '''1st''' !! '''2nd''' !! '''3rd''' !! '''4th''' !! '''5th''' !! '''6th''' !! '''7th'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st|| 3 || 1 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 3 || 2 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 7 || 4 || 2 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 8 || 4 || 3 || &mdash; || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 9 || 4 || 3 || 2 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 10 || 4 || 3 || 3 || &mdash; || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 11 || 4 || 3 || 3 || 1 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 12 || 4 || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 13 || 4 || 3 || 3 || 2 || 1 || &mdash; || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 14 || 4 || 3 || 3 || 3 || 1 || &mdash; ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 15 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 16 || 4 || 3 || 3 || 3 || 2 || 1 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || 1 || 1 <br />
|}<br />
<br />
<br />
Note that the Spells Prepared column does not account for your Oath spells, meaning you should be able to prepare a total of 21 spells daily. Also note that you should not be able to prepare any Druid spells of a level greater than 5 and no Paladin spells of a level greater than 2.<br />
<br />
'''Class Choice'''<br />
<br />
Druid<br />
<br />
* When building a Mama Bear, I prefer to start from 1st level as a Druid. <s>This will circumvent the need for a higher WIS score to multiclass into Druid</s> ''You still need to meet the prerequisit to mc out of a class.'' and proficiency in INT saving throws will pad our negative modifier. As for starting skills, I find that the following six (Assuming that you are playing a Half Elf) work best for this build: Athletics, Insight, Intimidation, Medicine, Perception and Survival. (Athletics and Survival being standard for Outlander background) Ultimately, we will be taking 10 levels in Druid and taking the Circle of the Moon as our archetype. This Archetype will give us a few wonderful features including Combat Wild Shape, Primal Strike and Elemental Wild Shape. Once we've got our 10th and final level in Druid, our Earth Elemental form will be the main ingredient in this build's powerhouse combo. For spells from the Druid list, the Druidcraft and Guidance cantrips make for good roleplay material, and the following spells will serve you well: (This is my personal recommendation, not an expert strategic layout, adjust this list as you see fit or ignore it entirely.)<br />
<br />
* 1st Level: Cure Wounds, Goodberry<br />
<br />
* 2nd Level: Enhance Ability, Lesser Restoration<br />
<br />
* 3rd Level: Protection From Energy<br />
<br />
* 4th Level: Polymorph<br />
<br />
* 5th Level: Conjure Elemental, Greater Restoration, Mass Cure Wounds, Wall of Stone<br />
<br />
<br />
Barbarian<br />
<br />
* Despite the small dip that we're going for with Barbarian, the features that we get from this class will be incredibly useful. First and foremost, we will be gaining the ability to Rage from our 1st level in Barbarian, and if you rolled for stats and have a particularly high CON and DEX, your unarmored defense might be more than what Half-Plate could provide. (Assuming that their is a non-metal Half-Plate armor available to you) On our 2nd level of Barbarian we get Danger Sense which will be incredibly useful and Reckless attack which might be useful in single combat. Our 3rd level, we are taking the Path of the Totem Warrior, Bear Totem, of course. (As is the namesake) With this, we now gain resistance to all but psychic damage while raging and we can now cast Animal Friendship and Speak with Animals as ritual spells.<br />
<br />
Paladin<br />
<br />
* Paladin plays a unique role in this build, mostly being there for the bonus to saving throws and Lay on Hands. At our 1st level, we gain Divine Sense (Which is more useful than most give credit) and Lay on Hands which will allow us to add to the party's total healing pool. By 2nd level we gain Paladin spellcasting, Divine Smite (Which we will be using A LOT!) and a Fighting Style. (If you are wearing armor, I recommend the Defense fighting style, and Dueling if you are using Unarmored Defense) Our 3rd level is where things become a bit more interesting. Here, we will be taking the Oath of Redemption which is found in Xanathar's Guide to Everything. This will give us our Oath spells, Sanctuary and Sleep, and our Channel Divinity which we can use once per short rest. Our Channel Divinity options are Emissary of Peace and Rebuke the Violent, as shown here:<br />
<br />
* Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.<br />
<br />
* Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. <br />
<br />
* We will likely be using Rebuke the Violent quite a bit with this build. 4th level gets us an Ability Score Improvement. 5th level gives us our Extra Attack and two more Oath spells, Calm Emotions and Hold Person. 6th level is the most important part of our Paladin levels, Aura of Protection. This is the reason for our high CHA score, adding our CHA modifier to all saving throws will offer us a great deal of protection from spells and other powerful effects. And 7th level will give us our next Oath feature: Aura of the Guardian. This will allow us to use our reaction when a friendly creature within 10 feet of us takes damage, taking that damage for them. As a final note on Paladin, there are only two spells in the Paladin spell list that I see as necessary to this build, and that is Compelled Duel and Shield of Faith. For the rest of your spells, quite literally anything will work, so choose what sounds fun, within the limits of multiclass casting, of course.<br />
<br />
===Barbarian 5+/Druid 2===<br />
This build will fall off pretty hard, but is a great early game build for campaigns that don't go over level 10. The bear shape just deals so much damage that getting a higher rage damage modifier onto it is just amazing. Great for players that want to fight in melee even outside of their wildshape.<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Talk:Gate_Keeper_melee_movement_controler_(5e_Optimized_Character_Build)&diff=1189458Talk:Gate Keeper melee movement controler (5e Optimized Character Build)2019-06-30T06:22:20Z<p>Babosa: Created page with "What about getting the mage slayer feat so you can make OA against spellcasters trying to teleport away."</p>
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<div>What about getting the mage slayer feat so you can make OA against spellcasters trying to teleport away.</div>Babosahttps://www.dandwiki.com/w/index.php?title=Talk:The_One_Shotter_(5e_Optimized_Character_Build)&diff=1189412Talk:The One Shotter (5e Optimized Character Build)2019-06-30T03:15:03Z<p>Babosa: Created page with "'''I suggest looking at Master_Assassin_(5e_Optimized_Character_Build), it is trying to achieve the same goal but it deals 638 damage on average, assuming all attacks hit,..."</p>
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<div>'''I suggest looking at [[Master_Assassin_(5e_Optimized_Character_Build)]], it is trying to achieve the same goal but it deals 638 damage on average, assuming all attacks hit, and hasn't been fully optimized yet. Feel free to edit it or take ideas from it'''</div>Babosahttps://www.dandwiki.com/w/index.php?title=Do_you_want_to_build_some_NOVA%3F_(5e_Optimized_Character_Build)&diff=1189411Do you want to build some NOVA? (5e Optimized Character Build)2019-06-30T03:13:37Z<p>Babosa: </p>
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<div>'''To Author. I suggest looking at [[Master_Assassin_(5e_Optimized_Character_Build)]], it is trying to achieve the same goal.'''<br />
<br />
<br />
<br />
'''Limitations<br />
'''<br />
<br />
As noted in the title, the point of this build is to build NOVA. The combo this build does works once per short rest. After that initial burst, you aren't bad at combat, but you aren't optimized for DPS so you won't continue to output damage at the same absurd rate.<br />
<br />
'''Starting Out<br />
'''<br />
<br />
Let’s start with your race. You’re playing a half-elf. Did you really think there was a chance you’d be playing anything else?<br />
<br />
You need to get 15 CHA, (17 with your half-elf bonus). After that, things are sort of up to you. I’d recommend something like 14, 10, 15, 8, 8, 15 which will be 15, 10, 16, 8, 8, 17 after racial modifiers. The only thing you need for your damage is that Charisma though.<br />
<br />
'''Fighter'''<br />
<br />
Next you’re going to take your first 4 levels in Fighter. Fighter first lets you wear full plate armor for maximum defense.<br />
<br />
At level 1, grab that great weapon fighting for just a hint more damage. If you want you can drop that damage for some more defense, but I’d take it, you’ll be rolling quite a few D6, and this brings the expected damage on a D6 up from 3.5 to 4.1666, which is a 20% boost.<br />
<br />
At level 3, you become a battle master. Grab Feinting Attack, Precision Attack, and Menacing Attack (you can swap this for disarming attack or tripping attack, all you need here is the damage).<br />
<br />
At level 4 you get a feat. Snag that great weapon master feat. Now you’ve got that nice heightened damage, but it’s still pretty tough to hit with a -5 to attack roles. Let’s see if we can fix that.<br />
<br />
<br />
'''Warlock'''<br />
<br />
At level 5, we’re swapping over to Warlock.<br />
<br />
At level 1, you’re going to become a hexblade. '''(Anonymous Edit: You cannot use your CHA for attack/damage with a Greatsword)''' '''(Author's correction: If you continue reading the skill, you'll see that in XGE Hexblade you are able to use any pact weapon regardless of type with CHA for attack/damage)''' '''You can't use it on Greatsword because you can not use it on any weapon that has the two handed property. It specifically states: The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with [and that lacks the two-handed property]. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.'''<br />
<br />
At level 3, you’re going to grab pact of the blade. This is necessary, because you can't get the charisma bonus on a non-conjured two-handed weapon.<br />
<br />
At level 4, you’re going to grab elven accuracy and pop your charisma up to 18 (from Xanathar’s guide).<br />
<br />
At level 5, you’re going to make sure you’ve got these invocations: Eldritch Smite, Thirsting Blade, and Improved Pact Weapon. (Xanathar’s guide for eldritch smite and improved pact weapon)<br />
<br />
Now you’re ready to start fucking up anyone who gets in your way!<br />
<br />
<br />
'''Combo'''<br />
<br />
Start by tossing your Hexblade’s Curse onto your target. If you can’t close distance this round, that’s fine, just wait it out and start with feinting attack next round, then continue with your combo.<br />
Now that they’re cursed, go for your first attack. Once you roll, try to determine whether you just hit. If you think you’re close, toss a precision attack on there, adding a d8 to your roll. If you still miss, you’ll just try again next attack.<br />
Once you hit, pop that eldritch smite for an extra 4d8 damage that also knocks your opponent prone.<br />
<br />
Now it gets fun. Pop your action surge, then procede to use your 3 more attacks to beat the shit out of your opponent who’s now lying on the ground. Make sure to use your great weapon master for the +10 damage. The -5 to hit doesn’t really mean much, because you get 3 rolls off of your advantage with elven accuracy. Even more, you’ve got +4 to damage from hexblade, AND you crit on a 19 or a 20, which gives you a 27% chance of critting across all 3 attacks. Oh BABY. Make sure to use your menacing attack here, just to throw in those extra superiority dice on damage. They’ll never know what hit them.<br />
<br />
With no crits, and all hits (which is pretty likely, you’ve got a lot going for you on hitting) this does<br />
First Attack: 2d6 + 4 (CHA) + 4 (hex curse) + 4d8 (eldritch smite)<br />
3x Remaining Attacks: 2d6 + 4 (CHA) + 4(hex curse) + 10 (great weapon master)<br />
2 Menacing attacks: 2d8<br />
For a total of 8d6 + 6d8 + 62 damage, not counting critical hits, which are likely. If you [https://docs.google.com/spreadsheets/d/1cYwqKWj5k_fFiQbFWu8FJMP3DWRV4whlZHwezC0bLO4/edit?usp=sharing][do the math out] on hit and crit probabilities, you have an EXPECTED damage of over 100 in a single round until the opponent is over 19 AC. That’s a shitton of damage at level 9. Also, you’re doing this with 16 CON, and full plate armor. You one thicc, ouchy motherfucker. Also all of the abilities you need to use here recover on short rests.<br />
<br />
<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<br />
[[Category:Third Party Rules]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Do_you_want_to_build_some_NOVA%3F_(5e_Optimized_Character_Build)&diff=1189410Do you want to build some NOVA? (5e Optimized Character Build)2019-06-30T03:11:47Z<p>Babosa: link to a build acheving the same goal</p>
<hr />
<div>'''I suggest looking at [[Master_Assassin_(5e_Optimized_Character_Build)]], it is trying to achieve the same goal but it deals 638 damage on average, assuming all attacks hit, and hasn't been fully optimized yet.'''<br />
<br />
<br />
<br />
'''Limitations<br />
'''<br />
<br />
As noted in the title, the point of this build is to build NOVA. The combo this build does works once per short rest. After that initial burst, you aren't bad at combat, but you aren't optimized for DPS so you won't continue to output damage at the same absurd rate.<br />
<br />
'''Starting Out<br />
'''<br />
<br />
Let’s start with your race. You’re playing a half-elf. Did you really think there was a chance you’d be playing anything else?<br />
<br />
You need to get 15 CHA, (17 with your half-elf bonus). After that, things are sort of up to you. I’d recommend something like 14, 10, 15, 8, 8, 15 which will be 15, 10, 16, 8, 8, 17 after racial modifiers. The only thing you need for your damage is that Charisma though.<br />
<br />
'''Fighter'''<br />
<br />
Next you’re going to take your first 4 levels in Fighter. Fighter first lets you wear full plate armor for maximum defense.<br />
<br />
At level 1, grab that great weapon fighting for just a hint more damage. If you want you can drop that damage for some more defense, but I’d take it, you’ll be rolling quite a few D6, and this brings the expected damage on a D6 up from 3.5 to 4.1666, which is a 20% boost.<br />
<br />
At level 3, you become a battle master. Grab Feinting Attack, Precision Attack, and Menacing Attack (you can swap this for disarming attack or tripping attack, all you need here is the damage).<br />
<br />
At level 4 you get a feat. Snag that great weapon master feat. Now you’ve got that nice heightened damage, but it’s still pretty tough to hit with a -5 to attack roles. Let’s see if we can fix that.<br />
<br />
<br />
'''Warlock'''<br />
<br />
At level 5, we’re swapping over to Warlock.<br />
<br />
At level 1, you’re going to become a hexblade. '''(Anonymous Edit: You cannot use your CHA for attack/damage with a Greatsword)''' '''(Author's correction: If you continue reading the skill, you'll see that in XGE Hexblade you are able to use any pact weapon regardless of type with CHA for attack/damage)''' '''You can't use it on Greatsword because you can not use it on any weapon that has the two handed property. It specifically states: The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with [and that lacks the two-handed property]. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.'''<br />
<br />
At level 3, you’re going to grab pact of the blade. This is necessary, because you can't get the charisma bonus on a non-conjured two-handed weapon.<br />
<br />
At level 4, you’re going to grab elven accuracy and pop your charisma up to 18 (from Xanathar’s guide).<br />
<br />
At level 5, you’re going to make sure you’ve got these invocations: Eldritch Smite, Thirsting Blade, and Improved Pact Weapon. (Xanathar’s guide for eldritch smite and improved pact weapon)<br />
<br />
Now you’re ready to start fucking up anyone who gets in your way!<br />
<br />
<br />
'''Combo'''<br />
<br />
Start by tossing your Hexblade’s Curse onto your target. If you can’t close distance this round, that’s fine, just wait it out and start with feinting attack next round, then continue with your combo.<br />
Now that they’re cursed, go for your first attack. Once you roll, try to determine whether you just hit. If you think you’re close, toss a precision attack on there, adding a d8 to your roll. If you still miss, you’ll just try again next attack.<br />
Once you hit, pop that eldritch smite for an extra 4d8 damage that also knocks your opponent prone.<br />
<br />
Now it gets fun. Pop your action surge, then procede to use your 3 more attacks to beat the shit out of your opponent who’s now lying on the ground. Make sure to use your great weapon master for the +10 damage. The -5 to hit doesn’t really mean much, because you get 3 rolls off of your advantage with elven accuracy. Even more, you’ve got +4 to damage from hexblade, AND you crit on a 19 or a 20, which gives you a 27% chance of critting across all 3 attacks. Oh BABY. Make sure to use your menacing attack here, just to throw in those extra superiority dice on damage. They’ll never know what hit them.<br />
<br />
With no crits, and all hits (which is pretty likely, you’ve got a lot going for you on hitting) this does<br />
First Attack: 2d6 + 4 (CHA) + 4 (hex curse) + 4d8 (eldritch smite)<br />
3x Remaining Attacks: 2d6 + 4 (CHA) + 4(hex curse) + 10 (great weapon master)<br />
2 Menacing attacks: 2d8<br />
For a total of 8d6 + 6d8 + 62 damage, not counting critical hits, which are likely. If you [https://docs.google.com/spreadsheets/d/1cYwqKWj5k_fFiQbFWu8FJMP3DWRV4whlZHwezC0bLO4/edit?usp=sharing][do the math out] on hit and crit probabilities, you have an EXPECTED damage of over 100 in a single round until the opponent is over 19 AC. That’s a shitton of damage at level 9. Also, you’re doing this with 16 CON, and full plate armor. You one thicc, ouchy motherfucker. Also all of the abilities you need to use here recover on short rests.<br />
<br />
<br />
<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<br />
[[Category:Third Party Rules]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1189407Maximum one round damage (Master Assassin) (5e Optimized Character Build)2019-06-30T02:58:59Z<p>Babosa: More culculations</p>
<hr />
<div>Do you love dealing massive damage, do you hate long fights, do you want to be able to kill a young dragon in one round at level 10? Then this is the build for you.<br />
<br />
Warning; This build is heavily multiclassed, it only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
The core classes are;<br />
<br />
Rogue 3, <br />
<br />
Fighter 5, <br />
<br />
Warlock 1, <br />
<br />
Cleric 1,<br />
<br />
Total level 10<br />
<br />
When you get level 3 Rogue pick the Assassin Subclass for the autocrits in the surprise round<br />
<br />
Get 5 levels in Fighter for action surge for the extra action and bonus action and for two attacks per Attack action<br />
<br />
Get 1 level in Cleric, pick the War domain and have 14 {{5a|wis}} for using bonus actions to make a single attack<br />
<br />
Get 1 level in Warlock for the ''hex'' spell for an extra 2d6 damage per attack<br />
<br />
Use a rapier and get the dueling fighting style to deal 2d8 + 2 per attack and be able to use sneak attack once (4d6)<br />
<br />
Have 20 {{5a|dex}} for +5 damage per attack<br />
<br />
So now you cast ''hex'' on your target while sneaking up to them (use [[5e SRD:Fly|''fly'']] and [[5e SRD:Invisibility|''invisibility'']] for guaranteed success) and assuming every attack hits you deal 12d8 + 16d6 + 42 which on average is 152 damage !!!<br />
<br />
You also have {{5e|Advantage}} on every attack, all of this at level 10<br />
<br />
<br />
Variants;<br />
<br />
<br />
Half-Orc<br />
<br />
Be a Half-Orc for savage attacks to add 6d8 (+27) to the normal build or use the Barbarian variant with a greataxe instead of a greatsword for +6d12 (+39) and great weapon fighting style will add another 5 on average.<br />
<br />
<br />
Barbarian Variant<br />
<br />
Get 3 levels in Barbarian (pick path of the berserker) instead of 1 level in Cleric and Warlock<br />
<br />
Use a greatsword and get the great weapon fighting style<br />
<br />
Have 20 str, don't care about dex or wis<br />
<br />
You lose sneak attack, duelling and Hex but you gain rage damage that replaces duelling, more damage from the greatsword and you can reroll all of the 1's and 2's on your damage.<br />
<br />
Your damage becomes 24d6 + 42 averaging 126 before you do your rerolling. Averaging 142 with rerolling.<br />
<br />
Get to 9 levels in Barbarian and only have 2 levels in Fighter for brutal critical and more rage damage and swap the greatsword for a greataxe to deal 18d12 + 48 averaging 165 before you reroll. Averaging 180 with rerolling.<br />
<br />
<br />
Divine Smite Variant<br />
<br />
Get 2 levels in Paladin and lots of spell slots for Divine Smite<br />
<br />
For those that don't know Divine Smite, it is a level 2 paladin ability where you can expand a spell slot to add (the spell slot level + 1)d8 damage to an attack, the damage is also doubled by crits, the damage maxes with a 4th level spell slot so you need 11 spellcaster levels to get the maximum damage for 6 attacks which is +60d8.<br />
<br />
So if you get;<br />
<br />
3 Rogue, 1 Cleric, 2 Paladin and<br />
<br />
1 warlock, 5 or 6 Fighter (Eldritch Knight) or<br />
<br />
5 or 6 Ranger, 2 or 3 Fighter (Eldritch Knight) and<br />
<br />
then get to level 20 with Bard, Cleric, Druid, Sorcerer or Wizard then you can deal 72d8 + 16d6 + 42 averaging 422<br />
<br />
<br />
Battle master Variant<br />
<br />
If you get level 3 Fighter pick Battle Master for your archetype and the precision attack maneuver for +1d8 on 4 attack rolls and if the attack will hit without the +1d8 to hit you can use it to add 2d8 to the damage using some other attack maneuver like trip and menacing which will half their speed next turn and prevent them from moving closer to you (if they fail their saving throws) so if after attacking you move back 5ft they can't hit you with melee attacks and unless they have 60ft speed they can't get away from you. Do keep in mind if you then go for Divine Smite variant then you will have 1 less spellcasting level as that comes from the Eldritch Knight archetype so you will deal 2d8 less damage on your 6th successful attack. which is totally worth it now I think about it.<br />
<br />
So assuming you don't need to use precision attack you add on 6d8 damage for a total average of 449 damage. To put that into perspective, an ancient bronze dragon has 444 hit points which means that you are a tiny bit more than 50% likely to instant kill it.<br />
<br />
<br />
Minor Variants<br />
<br />
<br />
Get another level in cleric for +10 on one attack roll.<br />
<br />
<br />
Get 2 levels in Wizard and pick divination school to get the portant feature which can guarantee 2 attacks.<br />
<br />
<br />
Instead of 1 level in Warlock you can get 2 levels in Ranger and have Hunter's Mark instead of Hex for the same effect.<br />
<br />
If you get to level 3 Ranger pick the Hunter archetype’s colossus slayer ability for +2d8.<br />
<br />
Also if you get the revised ranger and you are attacking your favoured enemy then you get +12 damage and attacking your greater favoured enemy adds 24 damage.<br />
<br />
<br />
The sorcerers empower meta magic can apply to the damage from the hex spell, so if you have 14 Cha and have 3-6 levels in sorcerer you can reroll 3-6 of hex's 2d6 damage<br />
<br />
<br />
You can also get Extra Attack from Paladin, Ranger and Warlock instead of Fighter but that adds levels to the build.<br />
<br />
<br />
Ask your DM if you can make an Eldritch invocation that lets you cast Hex and Hunter's Mark as one spell using a spell slot as an action once per long rest for an extra 12d6 damage.<br />
<br />
<br />
If your DM is agreeable ask if you can fall onto your target to deal damage.<br />
The idea would be to get above your target, fall and make an attack roll to land on them which if you succeed they also take your fall damage and the attack and damage rolls are affected by the assassinate feature. But regardless of the outcome you still take your fall damage. <br />
<br />
<br />
Variants from Unearthed Arcana<br />
<br />
<br />
There is a big change if you can use Unearthed Arcana and that is the Curse Bringer Eldritch Invocation, which is like Divine Smite but better because it is 2d8 per spell level without a damage limit. This requires you to have 3 levels in Warlock and pick the Hexblade Parton and the Pact of the Blade, which gives you the added benefits of cursing someone as a bonus action so you can add you proficiency modifier to damage rolls and you can use Cha instead of Str/Dex for weapon attacks. Also at warlock level five you can get Thirsting Blade which is Extra Attack so you don't need to get to fighter level 5.<br />
<br />
<br />
This means the level 20 build is 5 Warlock, 3 Rogue (Assassin), 1 Cleric (War), 3 Fighter (Battle Master) and 8 in full spellcaster classes<br />
<br />
And with all hits, using superiority dice to deal damage, you deal 112d8 + 16d6 + 78 averaging 638 damage.<br />
<br />
To put that into perspective, a Tarraque has 676 hit points, so almost 50% of the time you can kill the Tarraque in A SINGLE ROUND if you ignore damage resistances, miss chance and such.<br />
<br />
<br />
You can take the Monster Hunter fighter subclass instead of Battle Master for almost the same effect.<br />
<br />
<br />
If you get 2 levels in Druid and pick the Circle of Spores you add 2d6 damage per attack and you can use your reaction to deal 6 damage, this requires you to take an action at most a minute before you make you attack, then if you get to level 6 your reaction deals 12 damage and if you kill a creature with that 12 damage then the creature becomes a zombie for you.<br />
<br />
<br />
If you get 3 levels in Bard and pick the college of whispers you can add 4d6 damage, then if you get to level 5 you can add an additional 2d6 damage<br />
<br />
<br />
If you get 1 level in Sorcerer and pick the Divine Soul subclass you can add 2d4 to an attack roll after it fails<br />
<br />
<br />
Progression<br />
<br />
<br />
Your first level should be Warlock and you should fight by casting hex and dual wielding daggers this lets you deal 2d4 + 2d6, and you can do this at 20ft as daggers are really cheap so you can buy lots and throw them around with impunity.<br />
<br />
Then get 2 levels in fighter, 3 levels in rogue and dual wield short swords to deal 6d6 without action surge or autocrits, 20d6 with them<br />
<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
<br />
(The great weapon fighting style adds (D-2)/D damage on average per dice where D is the dice size. e.g. D is 12 for d12’s which with great weapon fighting style adds ⅚ of a point of damage on average)<br />
<br />
<br />
Note;<br />
If you are somewhere you are not allowed to be armed such as a royal castle and you want to assassinate someone, this build with the Warlock Pact of the Blade is perfect.<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1189405Maximum one round damage (Master Assassin) (5e Optimized Character Build)2019-06-30T02:53:25Z<p>Babosa: Culculated the unearthed arcarna build damage. It's 638 on average in a single round.</p>
<hr />
<div>Do you love dealing massive damage, do you hate long fights, do you want to be able to kill a young dragon in one round at level 10? Then this is the build for you.<br />
<br />
Warning; This build is heavily multiclassed, it only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
The core classes are;<br />
<br />
Rogue 3, <br />
<br />
Fighter 5, <br />
<br />
Warlock 1, <br />
<br />
Cleric 1,<br />
<br />
Total level 10<br />
<br />
When you get level 3 Rogue pick the Assassin Subclass for the autocrits in the surprise round<br />
<br />
Get 5 levels in Fighter for action surge for the extra action and bonus action and for two attacks per Attack action<br />
<br />
Get 1 level in Cleric, pick the War domain and have 14 {{5a|wis}} for using bonus actions to make a single attack<br />
<br />
Get 1 level in Warlock for the ''hex'' spell for an extra 2d6 damage per attack<br />
<br />
Use a rapier and get the dueling fighting style to deal 2d8 + 2 per attack and be able to use sneak attack once (4d6)<br />
<br />
Have 20 {{5a|dex}} for +5 damage per attack<br />
<br />
So now you cast ''hex'' on your target while sneaking up to them (use [[5e SRD:Fly|''fly'']] and [[5e SRD:Invisibility|''invisibility'']] for guaranteed success) and assuming every attack hits you deal 12d8 + 16d6 + 42 which on average is 152 damage !!!<br />
<br />
You also have {{5e|Advantage}} on every attack, all of this at level 10<br />
<br />
<br />
Variants;<br />
<br />
<br />
Half-Orc<br />
<br />
Be a Half-Orc for savage attacks to add 6d8 (+27) to the normal build or use the Barbarian variant with a greataxe instead of a greatsword for +6d12 (+39) and great weapon fighting style will add another 5 on average.<br />
<br />
<br />
Barbarian Variant<br />
<br />
Get 3 levels in Barbarian (pick path of the berserker) instead of 1 level in Cleric and Warlock<br />
<br />
Use a greatsword and get the great weapon fighting style<br />
<br />
Have 20 str, don't care about dex or wis<br />
<br />
You lose sneak attack, duelling and Hex but you gain rage damage that replaces duelling, more damage from the greatsword and you can reroll all of the 1's and 2's on your damage.<br />
<br />
Your damage becomes 24d6 + 42 averaging 126 before you do your rerolling. Averaging 142 with rerolling.<br />
<br />
Get to 9 levels in Barbarian and only have 2 levels in Fighter for brutal critical and more rage damage and swap the greatsword for a greataxe to deal 18d12 + 48 averaging 165 before you reroll. Averaging 180 with rerolling.<br />
<br />
<br />
Divine Smite Variant<br />
<br />
Get 2 levels in Paladin and lots of spell slots for Divine Smite<br />
<br />
For those that don't know Divine Smite, it is a level 2 paladin ability where you can expand a spell slot to add (the spell slot level + 1)d8 damage to an attack, the damage is also doubled by crits, the damage maxes with a 4th level spell slot so you need 11 spellcaster levels to get the maximum damage for 6 attacks which is +60d8.<br />
<br />
So if you get;<br />
<br />
3 Rogue, 1 Cleric, 2 Paladin and<br />
<br />
1 warlock, 5 or 6 Fighter (Eldritch Knight) or<br />
<br />
5 or 6 Ranger, 2 or 3 Fighter (Eldritch Knight) and<br />
<br />
then get to level 20 with Bard, Cleric, Druid, Sorcerer or Wizard then you can deal 72d8 + 16d6 + 42 averaging 422<br />
<br />
<br />
If you get level 3 Fighter pick Battle Master for your archetype and the precision attack maneuver for +1d8 on 4 attack rolls and if the attack will hit without the +1d8 to hit you can use it to add 2d8 to the damage using some other attack maneuver like trip and menacing which will half their speed next turn and prevent them from moving closer to you (if they fail their saving throws) so if after attacking you move back 5ft they can't hit you with melee attacks and unless they have 60ft speed they can't get away from you. Do keep in mind if you then go for Divine Smite variant then you will have 1 less spellcasting level as that comes from the Eldritch Knight archetype so you will deal 2d8 less damage on your 6th successful attack.<br />
<br />
<br />
Minor Variants<br />
<br />
<br />
Get another level in cleric for +10 on one attack roll.<br />
<br />
<br />
Get 2 levels in Wizard and pick divination school to get the portant feature which can guarantee 2 attacks.<br />
<br />
<br />
Instead of 1 level in Warlock you can get 2 levels in Ranger and have Hunter's Mark instead of Hex for the same effect.<br />
<br />
If you get to level 3 Ranger pick the Hunter archetype’s colossus slayer ability for +2d8.<br />
<br />
Also if you get the revised ranger and you are attacking your favoured enemy then you get +12 damage and attacking your greater favoured enemy adds 24 damage.<br />
<br />
<br />
The sorcerers empower meta magic can apply to the damage from the hex spell, so if you have 14 Cha and have 3-6 levels in sorcerer you can reroll 3-6 of hex's 2d6 damage<br />
<br />
<br />
You can also get Extra Attack from Paladin, Ranger and Warlock instead of Fighter but that adds levels to the build.<br />
<br />
<br />
Ask your DM if you can make an Eldritch invocation that lets you cast Hex and Hunter's Mark as one spell using a spell slot as an action once per long rest for an extra 12d6 damage.<br />
<br />
<br />
If your DM is agreeable ask if you can fall onto your target to deal damage.<br />
The idea would be to get above your target, fall and make an attack roll to land on them which if you succeed they also take your fall damage and the attack and damage rolls are affected by the assassinate feature. But regardless of the outcome you still take your fall damage. <br />
<br />
<br />
Variants from Unearthed Arcana<br />
<br />
<br />
There is a big change if you can use Unearthed Arcana and that is the Curse Bringer Eldritch Invocation, which is like Divine Smite but better because it is 2d8 per spell level without a damage limit. This requires you to have 3 levels in Warlock and pick the Hexblade Parton and the Pact of the Blade, which gives you the added benefits of cursing someone as a bonus action so you can add you proficiency modifier to damage rolls and you can use Cha instead of Str/Dex for weapon attacks. Also at warlock level five you can get Thirsting Blade which is Extra Attack so you don't need to get to fighter level 5.<br />
<br />
<br />
This means the level 20 build is 5 Warlock, 3 Rogue (Assassin), 1 Cleric (War), 3 Fighter (Battle Master) and 8 in full spellcaster classes<br />
<br />
And with all hits, using superiority dice to deal damage, you deal 112d8 + 16d6 + 78 averaging 638 damage.<br />
<br />
To put that into perspective, a Tarraque has 676 hit points, so almost 50% of the time you can kill the Tarraque in A SINGLE ROUND if you ignore damage resistances, miss chance and such.<br />
<br />
<br />
You can take the Monster Hunter fighter subclass instead of Battle Master for almost the same effect.<br />
<br />
<br />
If you get 2 levels in Druid and pick the Circle of Spores you add 2d6 damage per attack and you can use your reaction to deal 6 damage, this requires you to take an action at most a minute before you make you attack, then if you get to level 6 your reaction deals 12 damage and if you kill a creature with that 12 damage then the creature becomes a zombie for you.<br />
<br />
<br />
If you get 3 levels in Bard and pick the college of whispers you can add 4d6 damage, then if you get to level 5 you can add an additional 2d6 damage<br />
<br />
<br />
If you get 1 level in Sorcerer and pick the Divine Soul subclass you can add 2d4 to an attack roll after it fails<br />
<br />
<br />
Progression<br />
<br />
<br />
Your first level should be Warlock and you should fight by casting hex and dual wielding daggers this lets you deal 2d4 + 2d6, and you can do this at 20ft as daggers are really cheap so you can buy lots and throw them around with impunity.<br />
<br />
Then get 2 levels in fighter, 3 levels in rogue and dual wield short swords to deal 6d6 without action surge or autocrits, 20d6 with them<br />
<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
<br />
(The great weapon fighting style adds (D-2)/D damage on average per dice where D is the dice size. e.g. D is 12 for d12’s which with great weapon fighting style adds ⅚ of a point of damage on average)<br />
<br />
<br />
Note;<br />
If you are somewhere you are not allowed to be armed such as a royal castle and you want to assassinate someone, this build with the Warlock Pact of the Blade is perfect.<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=User:Babosa/Extra_Dragonborn_types&diff=1128821User:Babosa/Extra Dragonborn types2019-01-25T05:28:08Z<p>Babosa: Created page with "This variant is to give the Dragonborn a lot more variation and not to represent already made homebrew dragons. Main differences are that there are is a chromatic Draconic Anc..."</p>
<hr />
<div>This variant is to give the Dragonborn a lot more variation and not to represent already made homebrew dragons. Main differences are that there are is a chromatic Draconic Ancestry for nearly every damage type and the metallic Draconic Ancestries breath attack has an effect rather than dealing damage, instead of resistance to a damage type they have a feature related to their breath effect and there are a lot more metallic Draconic Ancestries.<br />
<br />
=== Draconic Ancestry ===<br />
The mechanics of this feature have not changed, But there are more options to take and if you take a metallic Draconic Ancestry it will change the breath weapon and damage resistance features. The list of options is at the end of the description.<br />
<br />
=== Breath weapon ===<br />
At character creation, you choose whether your breath attack affects creatures in a 5 x 30-foot line or a 15-foot cone. Then if you picked a chromatic Draconic Ancestry, breath weapon works the same as it does in the ''Players Handbook''. For metallic Draconic Ancestry instead of damage, they cause an effect which creatures must make a save to avoid, normally succeeding the save means nothing happens, but some will specify an effect on failure. The effects are detailed in the list.<br />
<br />
=== Damage Resistance ===<br />
For Chromatic Draconic Ancestries, damage resistance is exactly the same as in the ''Players Handbook''. For metallic Draconic Ancestries instead of resistance to a damage type they normally have advantage or immunity to their effect and sometimes they have features to complement the effect. The features are detailed in the list.<br />
<br />
=== List of Draconic Ancestries ===<br />
<br />
==== Chromatic Draconic Ancestries ====<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+ Chromatic Draconic Ancestries<br />
! Dragon !! Damage Type !! Breath Weapon <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Black || Acid || {{5e|Dexterity|Dex}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Blue || Lightning || {{5e|Dexterity|Dex}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Brown || Bludgening || {{5e|Strength|Str}}. save <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Green || Poison || {{5e|Constitution|Con}}. save <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grey || Necrotic || {{5e|Constitution|Con}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Indigo || Force || {{5e|Dexterity|Dex}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Opaque || Thunder || {{5e|Constitution|Con}}. save <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Purple || Physic || {{5e|Charisma|Cha}}. save <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Red || Fire || {{5e|Dexterity|Dex}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| White || Cold || {{5e|Constitution|Con}}. save<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Yellow || Radiant || {{5e|Dexterity|Dex}}. save<br />
|}<br />
<br />
==== Metallic Draconic Ancestries ====<br />
<br />
I use this effect often enough that I am going to give it a name; Nausea: you have disadvantage on attack rolls, skill checks and saves for one round.<br />
<br />
;Material<br />
(Save type) breath effect<br />
<br />
Feature. (Damage type, has no effect)<br />
<br />
===== Finished types; =====<br />
<br />
;Brass<br />
(Con) Sleep, creatures that fail the save fall unconscious for 1 minute or until another creature takes an action to wake them or they take damage.<br />
<br />
Immune to sleep, trance, normal perception during long rests. (poison)<br />
<br />
;Bronze<br />
(Con) Creatures that fail the save are stunned, at the end/beginning of their turn they can reroll the save to end the stun.<br />
<br />
Immune to stun. (lightning)<br />
<br />
;Silver<br />
(Con) Creatures that fail the save are Paralyzed until the end of your next turn.<br />
<br />
Immune to paralyzing. (cold)<br />
<br />
;Gold<br />
(Str) Creatures that fail the save gain disadvantage on all Strength-based rolls for one minute. <br />
<br />
After completing a short rest you are under the effect of lesser restoration and long rest gives lesser and greater restoration. (fire)<br />
<br />
;Iron<br />
(Str) Creatures that fail the save are knocked prone and optionally push up to 10ft +5ft per 5 levels, all creatures have disadvantage on this save. You can also use this to push objects with a con check<br />
<br />
Advantage against being knocked prone or forcibly moved. (bludgeoning)<br />
<br />
;Chrome<br />
(Dex) Creatures that fail the save gain the Faerie Fire spell effect.<br />
<br />
Permanently under the effects of nondetection ### (radiant)<br />
<br />
;Obsidian<br />
(Dex) Creatures that fail the save have a 5ft sphere of darkness centered on them for 1 minute.<br />
<br />
60ft darkvision that can see through magical darkness. (necrotic)<br />
<br />
;Lavender Jade<br />
(Cha) Creatures that fail the save are charmed for 1 minute, they get to reroll when you or your allies cause it harm.<br />
<br />
Immune to charm (psychic)<br />
<br />
;Red Jade<br />
(Cha) Creatures that fail the save are frightened for 1 minute, they get to reroll at the end of their turn if you are out of their sight.<br />
<br />
Immune to frighten (psychic)<br />
<br />
;White Jade<br />
(Cha) You dominate (as in the spells) 1 creature who fails the save until the end of your next turn<br />
<br />
Advantage against mental effects e.g. charm, frighten, domination, command (psychic)<br />
<br />
;Blue Jade<br />
(Cha) Creatures that fail the save are affected as if you just cast command (the spell) on them<br />
<br />
When affected by mental effects they are suppressed until after your next turn. (psychic)<br />
<br />
;Plutonium<br />
(Con) Creatures that fail the save gain 1 level of exhaustion.<br />
<br />
Advantage against exhaustion and critical hits cause 1 level of exhaustion (neurotic)<br />
<br />
;Uranium<br />
(Con) Creatures that fail the save gain a magical disease that causes the poison condition, the disease ends on its own after 1 minute<br />
<br />
Immune to the poison condition and disease (Poison)<br />
<br />
;Stone<br />
(Con) Creatures that fail the save must reroll the save at the end of their turns, if they fail twice they are petrified and if they succeed twice then they no longer need to make saves.<br />
<br />
When you are petrified you can take an action but only to remove petrification. You can petrify yourself as an action (poison)<br />
<br />
;Platinum<br />
(Cha) Turn and destroy undead like the cleric in the area, undead are nauseated if they succeed the save, other creatures are nauseated if they fail and take no effect if they succeed<br />
<br />
Undead favored enemy, as in the ranger feature, (radiant)<br />
<br />
;Lead<br />
(Cha) You make a check for each magic item and active spell, Your bonus is your con modifier + proficiency bonus and the DC is 10 + spell level for spells, If you succeed the check the spell is dispelled and for magic items the DC depends on its rarity; 12 for common, 14 for uncommon, 16 for rare, 19 for very rare, 22 for legendary and 26 for artifacts and when you succeed if the magic item is a consumable it is dispelled, if it has charges they are all lost and permanent enchantments are suppressed for 1 minute<br />
<br />
You have advantage on saves against magic. (force)<br />
<br />
;Sodium<br />
(Con) Creatures with CR 5 less then your level or ½ of your level, die instantly if they fail the save, other creatures are nauseated if they fail<br />
<br />
You are immune to effects that depend upon how many hit points you have e.g. power word kill, divine word, sleep spell (radiant)<br />
<br />
===== Unfinished types; =====<br />
<br />
These are the Ancestries that are not complete, so feel free to add your own ideas even if it is just an effect that would be cool to be able to do.<br />
<br />
Nickel. Deals chromatic damage to objects (and creatures made of glass, stone etc), can always do low power breath that deals 1 damage per round per round the object has been attacked, by using sonic waves you can borrow with a speed of 15 you can borrow through stone at 1/10 speed (Thunder). Note this can destroy weapons, armor and turn dirt/stone to dust<br />
<br />
Green Jade. Cha. Confusion, immune to maddnes+, make own confusion (psychic)<br />
<br />
Copper. Con. Slow for a minute. You cannot be slowed (ineffective if you cannot have bonuses to speed) (acid)<br />
<br />
Quartz. Cha. Save or banished to their home plane. (force)<br />
<br />
Resin<br />
(Dex) restrained for a minute</div>Babosahttps://www.dandwiki.com/w/index.php?title=Maximum_one_round_damage_(Master_Assassin)_(5e_Optimized_Character_Build)&diff=1122511Maximum one round damage (Master Assassin) (5e Optimized Character Build)2019-01-09T01:24:35Z<p>Babosa: Recalculated damage to include the autocrits</p>
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<div>Do you love dealing massive damage, do you hate long fights, do you want to be able to kill a young dragon in one round at level 10? Then this is the build for you.<br />
<br />
Warning; This build is heavily multiclassed, it only has one ability score improvement and is only effective once per day and if hidden.<br />
<br />
The core classes are;<br />
<br />
Rogue 3, <br />
<br />
Fighter 5, <br />
<br />
Warlock 1, <br />
<br />
Cleric 1,<br />
<br />
Total level 10<br />
<br />
When you get level 3 Rogue pick the Assassin Subclass for the autocrits in the surprise round<br />
<br />
Get 5 levels in Fighter for action surge for the extra action and bonus action and for two attacks per Attack action<br />
<br />
Get 1 level in Cleric, pick the War domain and have 14 {{5a|wis}} for using bonus actions to make a single attack<br />
<br />
Get 1 level in Warlock for the ''hex'' spell for an extra 2d6 damage per attack<br />
<br />
Use a rapier and get the dueling fighting style to deal 2d8 + 2 per attack and be able to use sneak attack once (4d6)<br />
<br />
Have 20 {{5a|dex}} for +5 damage per attack<br />
<br />
So now you cast ''hex'' on your target while sneaking up to them (use [[5e SRD:Fly|''fly'']] and [[5e SRD:Invisibility|''invisibility'']] for guaranteed success) and assuming every attack hits you deal 12d8 + 16d6 + 42 which on average is 152 damage !!!<br />
<br />
You also have {{5e|Advantage}} on every attack, all of this at level 10<br />
<br />
<br />
Variants;<br />
<br />
<br />
Half-Orc<br />
<br />
Be a Half-Orc for savage attacks to add 6d8 (+27) to the normal build or use the Barbarian variant with a greataxe instead of a greatsword for +6d12 (+39) and great weapon fighting style will add another 5 on average.<br />
<br />
<br />
Barbarian Variant<br />
<br />
Get 3 levels in Barbarian (pick path of the berserker) instead of 1 level in Cleric and Warlock<br />
<br />
Use a greatsword and get the great weapon fighting style<br />
<br />
Have 20 str, don't care about dex or wis<br />
<br />
You lose sneak attack, duelling and Hex but you gain rage damage that replaces duelling, more damage from the greatsword and you can reroll all of the 1's and 2's on your damage.<br />
<br />
Your damage becomes 24d6 + 42 averaging 126 before you do your rerolling. Averaging 142 with rerolling.<br />
<br />
Get to 9 levels in Barbarian and only have 2 levels in Fighter for brutal critical and more rage damage and swap the greatsword for a greataxe to deal 18d12 + 48 averaging 165 before you reroll. Averaging 180 with rerolling.<br />
<br />
<br />
Divine Smite Variant<br />
<br />
Get 2 levels in Paladin and lots of spell slots for Divine Smite<br />
<br />
For those that don't know Divine Smite, it is a level 2 paladin ability where you can expand a spell slot to add (the spell slot level + 1)d8 damage to an attack, the damage is also doubled by crits, the damage maxes with a 4th level spell slot so you need 11 spellcaster levels to get the maximum damage for 6 attacks which is +60d8.<br />
<br />
So if you get;<br />
<br />
3 Rogue, 1 Cleric, 2 Paladin and<br />
<br />
1 warlock, 5 or 6 Fighter (Eldritch Knight) or<br />
<br />
5 or 6 Ranger, 2 or 3 Fighter (Eldritch Knight) and<br />
<br />
then get to level 20 with Bard, Cleric, Druid, Sorcerer or Wizard then you can deal 72d8 + 16d6 + 42 averaging 422<br />
<br />
<br />
If you get level 3 Fighter pick Battle Master for your archetype and the precision attack maneuver for +1d8 on 4 attack rolls and if the attack will hit without the +1d8 to hit you can use it to add 2d8 to the damage using some other attack maneuver like trip and menacing which will half their speed next turn and prevent them from moving closer to you (if they fail their saving throws) so if after attacking you move back 5ft they can't hit you with melee attacks and unless they have 60ft speed they can't get away from you. Do keep in mind if you then go for Divine Smite variant then you will have 1 less spellcasting level as that comes from the Eldritch Knight archetype so you will deal 2d8 less damage on your 6th successful attack.<br />
<br />
<br />
Minor Variants<br />
<br />
<br />
Get another level in cleric for +10 on one attack roll.<br />
<br />
<br />
Get 2 levels in Wizard and pick divination school to get the portant feature which can guarantee 2 attacks.<br />
<br />
<br />
Instead of 1 level in Warlock you can get 2 levels in Ranger and have Hunter's Mark instead of Hex for the same effect.<br />
<br />
If you get to level 3 Ranger pick the Hunter archetype’s colossus slayer ability for +2d8.<br />
<br />
Also if you get the revised ranger and you are attacking your favoured enemy then you get +12 damage and attacking your greater favoured enemy adds 24 damage.<br />
<br />
<br />
The sorcerers empower meta magic can apply to the damage from the hex spell, so if you have 14 Cha and have 3-6 levels in sorcerer you can reroll 3-6 of hex's 2d6 damage<br />
<br />
<br />
You can also get Extra Attack from Paladin, Ranger and Warlock instead of Fighter but that adds levels to the build.<br />
<br />
<br />
Ask your DM if you can make an Eldritch invocation that lets you cast Hex and Hunter's Mark as one spell using a spell slot as an action once per long rest for an extra 12d6 damage.<br />
<br />
<br />
If your DM is agreeable ask if you can fall onto your target to deal damage.<br />
The idea would be to get above your target, fall and make an attack roll to land on them which if you succeed they also take your fall damage and the attack and damage rolls are affected by the assassinate feature. But regardless of the outcome you still take your fall damage. <br />
<br />
<br />
Variants from Unearthed Arcana<br />
<br />
<br />
There is a big change if you can use Unearthed Arcana and that is the Curse Bringer Eldritch Invocation, which is like Divine Smite but better because it is 2d8 per spell level without a damage limit. This requires you to have 3 levels in Warlock and pick the Hexblade Parton and the Pact of the Blade, which gives you the added benefits of cursing someone as a bonus action so you can add you proficiency modifier to damage rolls and you can use Cha instead of Str/Dex for weapon attacks. Also at warlock level five you can get Thirsting Blade which is Extra Attack so you don't need to get to fighter level 5.<br />
<br />
<br />
This means the level 20 build is 5 Warlock, 3 Rogue (Assassin), 1 Cleric (War), 3 Fighter (Battle Master) and 8 in full spellcaster classes<br />
<br />
<br />
You can take the Monster Hunter fighter subclass instead of Battle Master for almost the same effect.<br />
<br />
<br />
If you get 2 levels in Druid and pick the Circle of Spores you add 2d6 damage per attack and you can use your reaction to deal 6 damage, this requires you to take an action at most a minute before you make you attack, then if you get to level 6 your reaction deals 12 damage and if you kill a creature with that 12 damage then the creature becomes a zombie for you.<br />
<br />
<br />
If you get 3 levels in Bard and pick the college of whispers you can add 4d6 damage, then if you get to level 5 you can add an additional 2d6 damage<br />
<br />
<br />
If you get 1 level in Sorcerer and pick the Divine Soul subclass you can add 2d4 to an attack roll after it fails<br />
<br />
<br />
Progression<br />
<br />
<br />
Your first level should be Warlock and you should fight by casting hex and dual wielding daggers this lets you deal 2d4 + 2d6, and you can do this at 20ft as daggers are really cheap so you can buy lots and throw them around with impunity.<br />
<br />
Then get 2 levels in fighter, 3 levels in rogue and dual wield short swords to deal 6d6 without action surge or autocrits, 20d6 with them<br />
<br />
<br />
(Spellcaster levels is your Bard + Cleric + Druid + Sorcerer + wizard + 1/2 Paladin + 1/2 Ranger + 1/3 Arcane Trickster +1/3 Eldritch Knight levels)<br />
<br />
<br />
(The great weapon fighting style adds (D-2)/D damage on average per dice where D is the dice size. e.g. D is 12 for d12’s which with great weapon fighting style adds ⅚ of a point of damage on average)<br />
<br />
<br />
Note;<br />
If you are somewhere you are not allowed to be armed such as a royal castle and you want to assassinate someone, this build with the Warlock Pact of the Blade is perfect.<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Fishfolk_(5e_Race)&diff=1117792Fishfolk (5e Race)2018-12-23T03:12:15Z<p>Babosa: /* Deep Fishfolk */ water dependicy change to exhaust</p>
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<div><br />
{{stub|{{WIP}}}}<br />
{{needsbalance|Needs further review.}}<br />
<br />
===Fishfolk===<br />
{{quote|All in favor of paying the highest price for a little bit of adventure say 'I!' Those who wish to stay at home and read a book...you're coming along anyway, you could use the sunlight.|orig=Cade Ander}}<br />
Fishfolk are isolated peoples that rarely make contact with the outside world. This may, in part, be due to the fact that they have little in the way of natural strength or defense; however, what they lack in physicality they gain in guile and wit. The mind and tongue of Fishfolk have developed for a smooth, fast, and intricate native dialect that is woven into their tradition of communication and debate. As sheltered and long-lived people, elders are a common sight among Fishfolk towns, yet they are still honored for their wisdom and knowledge. Most townsfolk will spend their lifetime honing the mind and voice, but a select few form groups and journey to the outside world. This may be done in search of knowledge, to quell a repressed desire for adventure, or simply to escape the monotony of society. Their obscure visage provides an initial obstacle in social interactions with the outside world, but that is rarely something they can't talk their way out of.<br />
<br />
===Appearance===<br />
Fishfolk are a race of piscine humanoids with physical characteristics representative of the local aquatic life. Their skin is covered in smooth, slick scales, likely ranging from pale blue to brown. The color and patterns of these scales vary greatly from group to group, reflecting the surrounding flora and fauna. Appearances are definitive of a community; a Fishfolk from one town or tribe is easily differentiated from that of another. The height, bone structure, and musculature of Fishfolk may closely resemble that of a human, but the similarities end there. Bony fins may fold out from any of the head, back, forearms, and forelegs, and gills are located from the jawline to the neck. Most carry an impressive, vascular musculature, acquired through a lifetime of maneuvering through the resistance of the water. Their smooth and interesting appearance definitely grabs the attention of strangers and would allow them to assume the place of, say, a tavern bard quite well. Although not inherently slimy, their slick scales and tendency to stay damp may make them appear as such; anyone would think twice before touching one.<br />
<br />
===Society===<br />
Fishfolk have developed grand underwater empires with breathtaking architecture, yet a quarter of the population lives in the deepest underwater caves in tribal societies. The reef-dwelling Fishfolk, known as Coral Fishfolk, serve as architects of the race's most prolific structures; they are responsible for the glorious cities, spires, and fortresses that form the heart of Fishfolk civilization. All Fishfolk share a love for adventure, but most will keep it suppressed in the name of tradition... or from the realization that they may not return. Fishfolk are thrill seekers, but they know - and fear - their limits.<br />
<br />
<br />
===Fishfolk Names===<br />
To Fishfolk, first names are an expression of individuality and acquire meaning only through the acts and contributions of that individual. If ever a Fishfolk goes down in history, the name is practically retired. Fishfolk will rarely name a child after anything or anyone- unless a name's previous owner is all but forgotten. <br />
<br />
Last names are another issue. In tribal communities, last names simply represent the tribe to which one belongs or the current chief. In towns and more civilized communities, however, last names commonly represent the family heritage and trace back many generations to an ancestor of importance. This is an ancient name that may not be documented anywhere else, and retaining that name shows loyalty to the family and respect for ancestors.<br />
<br />
Family names change under few circumstances: in marriage, the male humbly takes the female's name as a display of respect; and an individual will likely have their family name removed in the event they are shunned or revoke their family. The ladder is never looked kindly upon.<br />
<br />
'''Male:''' Cade, Haleero, Calbat, Shore, Neln, Skrabbath, Alaeren, Iam, Yen, Los, Hanlos, Shiel, Kale, Vean, Aeon, Zakata, Yernahn, Velen<br />
<br />
'''Female:''' Shiok, Mios, Elk, Aln, Iasonara, Ellos, Harhanna, Mar, Talii, Galea, Tii, Meeohono, Fen, Mey, Fin, Cralli, Ceon, Mento, Fen, Tilen<br />
<br />
'''Tribe/Family Names:''' Ander, Bahari, Samaki, Kina, Matumbawe, Maji, Safi, Saad, Miti, Maarifa<br />
<br />
===Fishfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Fishfolk are a humanoid race of fishlike people with a disposition for speech.<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|age= Fishfolk will mature slightly slower than humans, and a normal life expectancy is 90-110 years.<br />
|alignment= Fishfolk are usually peaceful and tend toward neutral alignments. Evil alignments are rare, and usually well disguised by - seemingly - good intentions.<br />
|size= Fishfolk measure from 5 to 7 feet tall, weighing from 100 to 200 pounds. Deep Fishfolk favor the higher end of the scale, and Coral Fishfolk tend to be smaller. Regardless, your size is medium.<br />
|speed= Your base walking speed is 25 feet, and you have a swim speed of 40 feet.<br />
|trait1= Amphibious<br />
|description1= You can breathe normally in either air or water.<br />
|trait2= Deepsight<br />
|description2= Accustomed to the subdued underwater world, you have superior vision in dark and dim conditions. While underwater you can see in {{5e|Dim Light|dim light}} within 120 feet of you as if it were {{5e|Bright Light|bright light}}, and in {{5e|Vision and Light|darkness}} as if it were {{5e|Dim Light|dim light}}. You can't discern color in {{5e|Vision and Light|darkness}}, only shades of gray.<br />
|trait3= Slick Tongue<br />
|description3= You gain proficiency in {{5s|persuasion}} and {{5s|deception}} checks.<br />
|trait4= Aquatic Empathy<br />
|description4= Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.<br />
|trait5=<br />
|description5= <br />
|languages= You can speak Common and Aquan.<br />
|subrace= The waters of your birthplace define you as a member of one of three distinct subspecies of Fishfolk: Deep Fishfolk of ocean depths; Coral Fishfolk of tropical reefs; and River Fishfolk of fresh waters.<br />
}}<br />
<br />
====Deep Fishfolk====<br />
Deep Fishfolk are denizens of the darkest depths of the sea. Tribes tend to hold a primitive culture of violence and competition, and these tribesmen are feared by the few adventurers with the genuine displeasure to meet one. They actively avoid creatures from the shallows and hold a severe distaste for their surface-dwelling kin. Deep Fishfolk rarely, if ever, leave the lonesome depths; hence they earned their name. In the event that one ever paid a visit to their kin, they would be welcomed; the shallowers hold no similar distaste towards the Deep Fishfolk. Deep Fishfolk live primitive lifestyles, using only basic tools, shelter, and armaments crafted from slain beasts or sunken wreckage. They share languages with their kin, although their speech is broken and rough by comparison. The Deep Walkers have a visage resembling the monstrous fish that surround them, but retaining a vaguely-humanoid body structure: sometimes including tails, tentacles, and bioluminescent appendages. Between their sensitivity to light, an enhanced dependency on water, and their demonic appearance, an adventurous dweller of the depths would have a challenging - although no-doubt-interesting - life on the surface.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} increases by 1.<br />
|trait1= Light Blindness<br />
|description1= Unless the change is gradual, when you enter an area of {{5e|Bright Light|bright light}} you are {{5c|blind}} until the end of your next turn. You then can not suffer from this effect again until you enter an area of {{5e|Vision and Light|darkness}}. In addition, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait2= Bioluminescence<br />
|description2= You can cast or suppress a dim light in a 10ft radius around you as a bonus action.<br />
|trait3= Creature of the depths<br />
|description3=Your vision is unimpeded by water conditions and you ignore any of the drawbacks caused by a deep, underwater environment.<br />
|trait4= Water Dependency<br />
|description4= If more than one day passes without full immersion in water, you must take active measures to stay moist or suffer painful cracking of the skin, organ failure, and death. You gain one level of exhaustion that can only be removed by being immersed in water for an hour and you gain another level of exhaustion every hour. While you have this exhaustion you are vulnerable to fire damage.<br />
}}<br />
<br />
====Coral Fishfolk====<br />
The Coral Fishfolk inhabit the coasts and reefs of the saltwater oceans and pride themselves on artisanship and architecture. They became commonly referred to as "Coral Fishfolk" in reference to their preferred habitat, as well as their supreme craftsmanship using coral as a material. Using a revered and protected process, they create fabulous structures, flawless weapons, unbreaking tools, and beautiful jewelry from coral alone. The Coral Fishfolk construct glorious cities in their coastal homes with beautiful, shining towers that may stretch all the way from the sea floor beyond the water's surface. The farming of coral and other aquatic fauna is integral to the Coral Fishfolk lifestyle, and vast agricultural reefs surround their cities. They have a smooth, fluent accent with a carefully-crafted dialect. Coral Folk are much weaker than their deep-sea kin, but what they lack in strength, they gain in athleticism and coordination. Their scales and fins are colorful and elegant, imitating the coastal life that surrounds them, but their delicate skin is susceptible to dehydration.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} increases by 1.<br />
|trait1= Underwater Grace<br />
|description1= You gain proficiency in {{5s|athletics}} and {{5s|acrobatics}}.<br />
|trait2= Water Dependency<br />
|description2= Your skin may become dehydraded after an hour of exposure to high temperature or low humidity, or upon recieving fire damage; in such a case, you gain disadvantage on Constitution and Dexterity saving throws until you can submerge in water.<br />
|trait3= <br />
|description3=<br />
|trait4= <br />
|description4=<br />
|trait5=<br />
|description5= <br />
}}<br />
<br />
====River Fishfolk====<br />
River Fishfolk are peaceful peoples of freshwater lakes and streams, fascinated with the natural world. The "River Folk" dwell in humble waterside communities, created entirely from local materials and scraps, yet are smartly designed and exceptionally comfortable. Centered in these towns lies their greatest pride: deceptively expansive sunken libraries, containing documented knowledge and fabulous treasures accumulated over centuries. River Fishfolk communities take extensive measures to defend these structures, going as far as to demolish libraries in the case of an invasion; as many have sought out the treasure of the River Fishfolk, these libraries are now very few - and those that still exist are exceptionally well-hidden. River Fishfolk culture revolves around the observation and conservation of nature; clerics even claim to have the ability to communicate with the waters. They are quick-witted and constantly weigh the consequences of their actions, although this often leads to overthinking and convolution of plans. The River Fishfolk are tall, fit, and share many attributes with the freshwater fish around them. Although they appear relaxed, and at times lethargic, submerged meditation is a required nightly ritual to cleanse the spirit and recuperate an overworked mind.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} increases by 1.<br />
|trait1= River Guidance<br />
|description1= You gain proficiency in {{5s|Nature}} and {{5s|Animal Handling}}.<br />
|trait2= Overthinking<br />
|description2= You have {{5e|disadvantage}} on Wisdom saves while within 10 feet of an enemy.<br />
|trait3= <br />
|description3= <br />
|trait4= Water Dependency<br />
|description4= If you fail to immerse yourself in water for at least one hour during a {{5e|Long Rest}}, you do not gain any benefits of that long rest, as if going without sleep.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | <!-- base feet height -->6′ <!-- inches -->0″ || +/- 2d6<!-- height modifier --> || <!--base weight --> 100lb. || * 1d3 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Fishfolk_(5e_Race)&diff=1117784Fishfolk (5e Race)2018-12-23T02:30:06Z<p>Babosa: Added creature of the depths</p>
<hr />
<div><br />
{{stub|{{WIP}}}}<br />
{{needsbalance|Needs further review.}}<br />
<br />
===Fishfolk===<br />
{{quote|All in favor of paying the highest price for a little bit of adventure say 'I!' Those who wish to stay at home and read a book...you're coming along anyway, you could use the sunlight.|orig=Cade Ander}}<br />
Fishfolk are isolated peoples that rarely make contact with the outside world. This may, in part, be due to the fact that they have little in the way of natural strength or defense; however, what they lack in physicality they gain in guile and wit. The mind and tongue of Fishfolk have developed for a smooth, fast, and intricate native dialect that is woven into their tradition of communication and debate. As sheltered and long-lived people, elders are a common sight among Fishfolk towns, yet they are still honored for their wisdom and knowledge. Most townsfolk will spend their lifetime honing the mind and voice, but a select few form groups and journey to the outside world. This may be done in search of knowledge, to quell a repressed desire for adventure, or simply to escape the monotony of society. Their obscure visage provides an initial obstacle in social interactions with the outside world, but that is rarely something they can't talk their way out of.<br />
<br />
===Appearance===<br />
Fishfolk are a race of piscine humanoids with physical characteristics representative of the local aquatic life. Their skin is covered in smooth, slick scales, likely ranging from pale blue to brown. The color and patterns of these scales vary greatly from group to group, reflecting the surrounding flora and fauna. Appearances are definitive of a community; a Fishfolk from one town or tribe is easily differentiated from that of another. The height, bone structure, and musculature of Fishfolk may closely resemble that of a human, but the similarities end there. Bony fins may fold out from any of the head, back, forearms, and forelegs, and gills are located from the jawline to the neck. Most carry an impressive, vascular musculature, acquired through a lifetime of maneuvering through the resistance of the water. Their smooth and interesting appearance definitely grabs the attention of strangers and would allow them to assume the place of, say, a tavern bard quite well. Although not inherently slimy, their slick scales and tendency to stay damp may make them appear as such; anyone would think twice before touching one.<br />
<br />
===Society===<br />
Fishfolk have developed grand underwater empires with breathtaking architecture, yet a quarter of the population lives in the deepest underwater caves in tribal societies. The reef-dwelling Fishfolk, known as Coral Fishfolk, serve as architects of the race's most prolific structures; they are responsible for the glorious cities, spires, and fortresses that form the heart of Fishfolk civilization. All Fishfolk share a love for adventure, but most will keep it suppressed in the name of tradition... or from the realization that they may not return. Fishfolk are thrill seekers, but they know - and fear - their limits.<br />
<br />
<br />
===Fishfolk Names===<br />
To Fishfolk, first names are an expression of individuality and acquire meaning only through the acts and contributions of that individual. If ever a Fishfolk goes down in history, the name is practically retired. Fishfolk will rarely name a child after anything or anyone- unless a name's previous owner is all but forgotten. <br />
<br />
Last names are another issue. In tribal communities, last names simply represent the tribe to which one belongs or the current chief. In towns and more civilized communities, however, last names commonly represent the family heritage and trace back many generations to an ancestor of importance. This is an ancient name that may not be documented anywhere else, and retaining that name shows loyalty to the family and respect for ancestors.<br />
<br />
Family names change under few circumstances: in marriage, the male humbly takes the female's name as a display of respect; and an individual will likely have their family name removed in the event they are shunned or revoke their family. The ladder is never looked kindly upon.<br />
<br />
'''Male:''' Cade, Haleero, Calbat, Shore, Neln, Skrabbath, Alaeren, Iam, Yen, Los, Hanlos, Shiel, Kale, Vean, Aeon, Zakata, Yernahn, Velen<br />
<br />
'''Female:''' Shiok, Mios, Elk, Aln, Iasonara, Ellos, Harhanna, Mar, Talii, Galea, Tii, Meeohono, Fen, Mey, Fin, Cralli, Ceon, Mento, Fen, Tilen<br />
<br />
'''Tribe/Family Names:''' Ander, Bahari, Samaki, Kina, Matumbawe, Maji, Safi, Saad, Miti, Maarifa<br />
<br />
===Fishfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Fishfolk are a humanoid race of fishlike people with a disposition for speech.<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|age= Fishfolk will mature slightly slower than humans, and a normal life expectancy is 90-110 years.<br />
|alignment= Fishfolk are usually peaceful and tend toward neutral alignments. Evil alignments are rare, and usually well disguised by - seemingly - good intentions.<br />
|size= Fishfolk measure from 5 to 7 feet tall, weighing from 100 to 200 pounds. Deep Fishfolk favor the higher end of the scale, and Coral Fishfolk tend to be smaller. Regardless, your size is medium.<br />
|speed= Your base walking speed is 25 feet, and you have a swim speed of 40 feet.<br />
|trait1= Amphibious<br />
|description1= You can breathe normally in either air or water.<br />
|trait2= Deepsight<br />
|description2= Accustomed to the subdued underwater world, you have superior vision in dark and dim conditions. While underwater you can see in {{5e|Dim Light|dim light}} within 120 feet of you as if it were {{5e|Bright Light|bright light}}, and in {{5e|Vision and Light|darkness}} as if it were {{5e|Dim Light|dim light}}. You can't discern color in {{5e|Vision and Light|darkness}}, only shades of gray.<br />
|trait3= Slick Tongue<br />
|description3= You gain proficiency in {{5s|persuasion}} and {{5s|deception}} checks.<br />
|trait4= Aquatic Empathy<br />
|description4= Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.<br />
|trait5=<br />
|description5= <br />
|languages= You can speak Common and Aquan.<br />
|subrace= The waters of your birthplace define you as a member of one of three distinct subspecies of Fishfolk: Deep Fishfolk of ocean depths; Coral Fishfolk of tropical reefs; and River Fishfolk of fresh waters.<br />
}}<br />
<br />
====Deep Fishfolk====<br />
Deep Fishfolk are denizens of the darkest depths of the sea. Tribes tend to hold a primitive culture of violence and competition, and these tribesmen are feared by the few adventurers with the genuine displeasure to meet one. They actively avoid creatures from the shallows and hold a severe distaste for their surface-dwelling kin. Deep Fishfolk rarely, if ever, leave the lonesome depths; hence they earned their name. In the event that one ever paid a visit to their kin, they would be welcomed; the shallowers hold no similar distaste towards the Deep Fishfolk. Deep Fishfolk live primitive lifestyles, using only basic tools, shelter, and armaments crafted from slain beasts or sunken wreckage. They share languages with their kin, although their speech is broken and rough by comparison. The Deep Walkers have a visage resembling the monstrous fish that surround them, but retaining a vaguely-humanoid body structure: sometimes including tails, tentacles, and bioluminescent appendages. Between their sensitivity to light, an enhanced dependency on water, and their demonic appearance, an adventurous dweller of the depths would have a challenging - although no-doubt-interesting - life on the surface.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} increases by 1.<br />
|trait1= Light Blindness<br />
|description1= Unless the change is gradual, when you enter an area of {{5e|Bright Light|bright light}} you are {{5c|blind}} until the end of your next turn. You then can not suffer from this effect again until you enter an area of {{5e|Vision and Light|darkness}}. In addition, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait2= Bioluminescence<br />
|description2= You can cast or suppress a dim light in a 10ft radius around you as a bonus action.<br />
|trait3= Creature of the depths<br />
|description3=Your vision is unimpeded by water conditions and you ignore any of the drawbacks caused by a deep, underwater environment.<br />
|trait4= Water Dependency<br />
|description4= If more than one day passes without full immersion in water, you must take active measures to stay moist or suffer organ failure, painful cracking of the skin, and death within 4d6 hours. During this period, you also experience vulnerability to fire attacks.<br />
}}<br />
<br />
====Coral Fishfolk====<br />
The Coral Fishfolk inhabit the coasts and reefs of the saltwater oceans and pride themselves on artisanship and architecture. They became commonly referred to as "Coral Fishfolk" in reference to their preferred habitat, as well as their supreme craftsmanship using coral as a material. Using a revered and protected process, they create fabulous structures, flawless weapons, unbreaking tools, and beautiful jewelry from coral alone. The Coral Fishfolk construct glorious cities in their coastal homes with beautiful, shining towers that may stretch all the way from the sea floor beyond the water's surface. The farming of coral and other aquatic fauna is integral to the Coral Fishfolk lifestyle, and vast agricultural reefs surround their cities. They have a smooth, fluent accent with a carefully-crafted dialect. Coral Folk are much weaker than their deep-sea kin, but what they lack in strength, they gain in athleticism and coordination. Their scales and fins are colorful and elegant, imitating the coastal life that surrounds them, but their delicate skin is susceptible to dehydration.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} increases by 1.<br />
|trait1= Underwater Grace<br />
|description1= You gain proficiency in {{5s|athletics}} and {{5s|acrobatics}}.<br />
|trait2= Water Dependency<br />
|description2= Your skin may become dehydraded after an hour of exposure to high temperature or low humidity, or upon recieving fire damage; in such a case, you gain disadvantage on Constitution and Dexterity saving throws until you can submerge in water.<br />
|trait3= <br />
|description3=<br />
|trait4= <br />
|description4=<br />
|trait5=<br />
|description5= <br />
}}<br />
<br />
====River Fishfolk====<br />
River Fishfolk are peaceful peoples of freshwater lakes and streams, fascinated with the natural world. The "River Folk" dwell in humble waterside communities, created entirely from local materials and scraps, yet are smartly designed and exceptionally comfortable. Centered in these towns lies their greatest pride: deceptively expansive sunken libraries, containing documented knowledge and fabulous treasures accumulated over centuries. River Fishfolk communities take extensive measures to defend these structures, going as far as to demolish libraries in the case of an invasion; as many have sought out the treasure of the River Fishfolk, these libraries are now very few - and those that still exist are exceptionally well-hidden. River Fishfolk culture revolves around the observation and conservation of nature; clerics even claim to have the ability to communicate with the waters. They are quick-witted and constantly weigh the consequences of their actions, although this often leads to overthinking and convolution of plans. The River Fishfolk are tall, fit, and share many attributes with the freshwater fish around them. Although they appear relaxed, and at times lethargic, submerged meditation is a required nightly ritual to cleanse the spirit and recuperate an overworked mind.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} increases by 1.<br />
|trait1= River Guidance<br />
|description1= You gain proficiency in {{5s|Nature}} and {{5s|Animal Handling}}.<br />
|trait2= Overthinking<br />
|description2= You have {{5e|disadvantage}} on Wisdom saves while within 10 feet of an enemy.<br />
|trait3= <br />
|description3= <br />
|trait4= Water Dependency<br />
|description4= If you fail to immerse yourself in water for at least one hour during a {{5e|Long Rest}}, you do not gain any benefits of that long rest, as if going without sleep.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | <!-- base feet height -->6′ <!-- inches -->0″ || +/- 2d6<!-- height modifier --> || <!--base weight --> 100lb. || * 1d3 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Fishfolk_(5e_Race)&diff=1117749Fishfolk (5e Race)2018-12-23T00:32:07Z<p>Babosa: Tidyed up</p>
<hr />
<div><br />
{{stub|{{WIP}}}}<br />
{{needsbalance|Needs further review.}}<br />
<br />
===Fishfolk===<br />
{{quote|All in favor of paying the highest price for a little bit of adventure say 'I!' Those who wish to stay at home and read a book...you're coming along anyway, you could use the sunlight.|orig=Cade Ander}}<br />
Fishfolk are isolated peoples that rarely make contact with the outside world. This may, in part, be due to the fact that they have little in the way of natural strength or defense; however, what they lack in physicality they gain in guile and wit. The mind and tongue of Fishfolk have developed for a smooth, fast, and intricate native dialect that is woven into their tradition of communication and debate. As sheltered and long-lived people, elders are a common sight among Fishfolk towns, yet they are still honored for their wisdom and knowledge. Most townsfolk will spend their lifetime honing the mind and voice, but a select few form groups and journey to the outside world. This may be done in search of knowledge, to quell a repressed desire for adventure, or simply to escape the monotony of society. Their obscure visage provides an initial obstacle in social interactions with the outside world, but that is rarely something they can't talk their way out of.<br />
<br />
===Appearance===<br />
Fishfolk are a race of piscine humanoids with physical characteristics representative of the local aquatic life. Their skin is covered in smooth, slick scales, likely ranging from pale blue to brown. The color and patterns of these scales vary greatly from group to group, reflecting the surrounding flora and fauna. Appearances are definitive of a community; a Fishfolk from one town or tribe is easily differentiated from that of another. The height, bone structure, and musculature of Fishfolk may closely resemble that of a human, but the similarities end there. Bony fins may fold out from any of the head, back, forearms, and forelegs, and gills are located from the jawline to the neck. Most carry an impressive, vascular musculature, acquired through a lifetime of maneuvering through the resistance of the water. Their smooth and interesting appearance definitely grabs the attention of strangers and would allow them to assume the place of, say, a tavern bard quite well. Although not inherently slimy, their slick scales and tendency to stay damp may make them appear as such; anyone would think twice before touching one.<br />
<br />
===Society===<br />
Fishfolk have developed grand underwater empires with breathtaking architecture, yet a quarter of the population lives in the deepest underwater caves in tribal societies. The reef-dwelling Fishfolk, known as Coral Fishfolk, serve as architects of the race's most prolific structures; they are responsible for the glorious cities, spires, and fortresses that form the heart of Fishfolk civilization. All Fishfolk share a love for adventure, but most will keep it suppressed in the name of tradition... or from the realization that they may not return. Fishfolk are thrill seekers, but they know - and fear - their limits.<br />
<br />
<br />
===Fishfolk Names===<br />
To Fishfolk, first names are an expression of individuality and acquire meaning only through the acts and contributions of that individual. If ever a Fishfolk goes down in history, the name is practically retired. Fishfolk will rarely name a child after anything or anyone- unless a name's previous owner is all but forgotten. <br />
<br />
Last names are another issue. In tribal communities, last names simply represent the tribe to which one belongs or the current chief. In towns and more civilized communities, however, last names commonly represent the family heritage and trace back many generations to an ancestor of importance. This is an ancient name that may not be documented anywhere else, and retaining that name shows loyalty to the family and respect for ancestors.<br />
<br />
Family names change under few circumstances: in marriage, the male humbly takes the female's name as a display of respect; and an individual will likely have their family name removed in the event they are shunned or revoke their family. The ladder is never looked kindly upon.<br />
<br />
'''Male:''' Cade, Haleero, Calbat, Shore, Neln, Skrabbath, Alaeren, Iam, Yen, Los, Hanlos, Shiel, Kale, Vean, Aeon, Zakata, Yernahn, Velen<br />
<br />
'''Female:''' Shiok, Mios, Elk, Aln, Iasonara, Ellos, Harhanna, Mar, Talii, Galea, Tii, Meeohono, Fen, Mey, Fin, Cralli, Ceon, Mento, Fen, Tilen<br />
<br />
'''Tribe/Family Names:''' Ander, Bahari, Samaki, Kina, Matumbawe, Maji, Safi, Saad, Miti, Maarifa<br />
<br />
===Fishfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Fishfolk are a humanoid race of fishlike people with a disposition for speech.<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|age= Fishfolk will mature slightly slower than humans, and a normal life expectancy is 90-110 years.<br />
|alignment= Fishfolk are usually peaceful and tend toward neutral alignments. Evil alignments are rare, and usually well disguised by - seemingly - good intentions.<br />
|size= Fishfolk measure from 5 to 7 feet tall, weighing from 100 to 200 pounds. Deep Fishfolk favor the higher end of the scale, and Coral Fishfolk tend to be smaller. Regardless, your size is medium.<br />
|speed= Your base walking speed is 25 feet, and you have a swim speed of 40 feet.<br />
|trait1= Amphibious<br />
|description1= You can breathe normally in either air or water.<br />
|trait2= Deepsight<br />
|description2= Accustomed to the subdued underwater world, you have superior vision in dark and dim conditions. While underwater you can see in {{5e|Dim Light|dim light}} within 120 feet of you as if it were {{5e|Bright Light|bright light}}, and in {{5e|Vision and Light|darkness}} as if it were {{5e|Dim Light|dim light}}. You can't discern color in {{5e|Vision and Light|darkness}}, only shades of gray.<br />
|trait3= Slick Tongue<br />
|description3= You gain proficiency in {{5s|persuasion}} and {{5s|deception}} checks.<br />
|trait4= Aquatic Empathy<br />
|description4= Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.<br />
|trait5=<br />
|description5= <br />
|languages= You can speak Common and Aquan.<br />
|subrace= The waters of your birthplace define you as a member of one of three distinct subspecies of Fishfolk: Deep Fishfolk of ocean depths; Coral Fishfolk of tropical reefs; and River Fishfolk of fresh waters.<br />
}}<br />
<br />
====Deep Fishfolk====<br />
Deep Fishfolk are denizens of the darkest depths of the sea. Tribes tend to hold a primitive culture of violence and competition, and these tribesmen are feared by the few adventurers with the genuine displeasure to meet one. They actively avoid creatures from the shallows and hold a severe distaste for their surface-dwelling kin. Deep Fishfolk rarely, if ever, leave the lonesome depths; hence they earned their name. In the event that one ever paid a visit to their kin, they would be welcomed; the shallowers hold no similar distaste towards the Deep Fishfolk. Deep Fishfolk live primitive lifestyles, using only basic tools, shelter, and armaments crafted from slain beasts or sunken wreckage. They share languages with their kin, although their speech is broken and rough by comparison. The Deep Walkers have a visage resembling the monstrous fish that surround them, but retaining a vaguely-humanoid body structure: sometimes including tails, tentacles, and bioluminescent appendages. Between their sensitivity to light, an enhanced dependency on water, and their demonic appearance, an adventurous dweller of the depths would have a challenging - although no-doubt-interesting - life on the surface.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} increases by 1.<br />
|trait1= Light Blindness<br />
|description1= Unless the change is gradual, when you enter an area of {{5e|Bright Light|bright light}} you are {{5c|blind}} until the end of your next turn. You then can not suffer from this effect again until you enter an area of {{5e|Vision and Light|darkness}}. In addition, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<br />
|trait2= Bioluminescence<br />
|description2= You can cast or suppress a dim light in a 10ft radius around you as a bonus action.<br />
|trait3= <br />
|description3= <br />
|trait4= Water Dependency<br />
|description4= If more than one day passes without full immersion in water, you must take active measures to stay moist or suffer organ failure, painful cracking of the skin, and death within 4d6 hours. During this period, you also experience vulnerability to fire attacks.<br />
}}<br />
<br />
====Coral Fishfolk====<br />
The Coral Fishfolk inhabit the coasts and reefs of the saltwater oceans and pride themselves on artisanship and architecture. They became commonly referred to as "Coral Fishfolk" in reference to their preferred habitat, as well as their supreme craftsmanship using coral as a material. Using a revered and protected process, they create fabulous structures, flawless weapons, unbreaking tools, and beautiful jewelry from coral alone. The Coral Fishfolk construct glorious cities in their coastal homes with beautiful, shining towers that may stretch all the way from the sea floor beyond the water's surface. The farming of coral and other aquatic fauna is integral to the Coral Fishfolk lifestyle, and vast agricultural reefs surround their cities. They have a smooth, fluent accent with a carefully-crafted dialect. Coral Folk are much weaker than their deep-sea kin, but what they lack in strength, they gain in athleticism and coordination. Their scales and fins are colorful and elegant, imitating the coastal life that surrounds them, but their delicate skin is susceptible to dehydration.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} increases by 1.<br />
|trait1= Underwater Grace<br />
|description1= You gain proficiency in {{5s|athletics}} and {{5s|acrobatics}}.<br />
|trait2= Water Dependency<br />
|description2= Your skin may become dehydraded after an hour of exposure to high temperature or low humidity, or upon recieving fire damage; in such a case, you gain disadvantage on Constitution and Dexterity saving throws until you can submerge in water.<br />
|trait3= <br />
|description3=<br />
|trait4= <br />
|description4=<br />
|trait5=<br />
|description5= <br />
}}<br />
<br />
====River Fishfolk====<br />
River Fishfolk are peaceful peoples of freshwater lakes and streams, fascinated with the natural world. The "River Folk" dwell in humble waterside communities, created entirely from local materials and scraps, yet are smartly designed and exceptionally comfortable. Centered in these towns lies their greatest pride: deceptively expansive sunken libraries, containing documented knowledge and fabulous treasures accumulated over centuries. River Fishfolk communities take extensive measures to defend these structures, going as far as to demolish libraries in the case of an invasion; as many have sought out the treasure of the River Fishfolk, these libraries are now very few - and those that still exist are exceptionally well-hidden. River Fishfolk culture revolves around the observation and conservation of nature; clerics even claim to have the ability to communicate with the waters. They are quick-witted and constantly weigh the consequences of their actions, although this often leads to overthinking and convolution of plans. The River Fishfolk are tall, fit, and share many attributes with the freshwater fish around them. Although they appear relaxed, and at times lethargic, submerged meditation is a required nightly ritual to cleanse the spirit and recuperate an overworked mind.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} increases by 1.<br />
|trait1= River Guidance<br />
|description1= You gain proficiency in {{5s|Nature}} and {{5s|Animal Handling}}.<br />
|trait2= Overthinking<br />
|description2= You have {{5e|disadvantage}} on Wisdom saves while within 10 feet of an enemy.<br />
|trait3= <br />
|description3= <br />
|trait4= Water Dependency<br />
|description4= If you fail to immerse yourself in water for at least one hour during a {{5e|Long Rest}}, you do not gain any benefits of that long rest, as if going without sleep.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | <!-- base feet height -->6′ <!-- inches -->0″ || +/- 2d6<!-- height modifier --> || <!--base weight --> 100lb. || * 1d3 lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=User_talk:Admin&diff=1117163User talk:Admin2018-12-21T09:16:46Z<p>Babosa: /* 5e variant weapon property tables */</p>
<hr />
<div>{{helpportal}}<br />
{{Meta Pages Breadcrumb}}<br />
[[Category:Admin User Talk]]<br />
----<br />
<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 24)<br />
|label2= Archive 2 (Discussions 25 &ndash; 53)<br />
|label3= Archive 3 (Discussions 54 &ndash; 62)<br />
}}<br />
<br />
== Homebrew banners and the case of the blind users (DnD Quest) ==<br />
<br />
Wowie! Is it SgtLion makes an unintentionally really popular question about dandwiki time again? [https://ux.stackexchange.com/questions/120541/why-do-people-not-notice-our-enormous-prominent-clear-and-contrasting-purple-b 'caaaause it sure feels like it]. Now looky look, this community of helpful people who are experienced in user design have some good advice (and a few perhaps not so on point, but they tried~). I do honestly keep hearing that people don't notice our homebrew banner, as beautiful and pretty as I think it is.<br />
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I think the banner really helps, so this ain't a burning issue to me anymore, but we should probably consider progressing a little further with this goal if we can. As per suggestions, I think there's a range of options we have to improve the situation, any number of which we could implement:<br />
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#Put a more modest, but maybe consequently more noticeable alert image to the side or under the page title. (Either with or without keeping the banner image) [[:File:Mockup1.png|Examplis gratis]].<br />
#Put a homebrew template, as we discussed previously, in our homebrew pages. This is now a lot more technically feasible an option than before.<br />
#Add the word "Homebrew" to the HTML page title. We seemingly get a lot of complaints that pages don't show up as homebrew when linked to from elsewhere (such as Google). I'm sure it must be possible somehow.<br />
#Change the banner design to 'fit in' with the rest of the site's theme, and consequently make it more noticeable (according to user design guys anyway. And in fairness I can see how [https://i.stack.imgur.com/AQeqo.png their mockup example banner] is perhaps more noticeable to users who are conditioned to ignore banner ads).<br />
#We ''could'' try putting our homebrew material into an actual Homebrew namespace, which would make page theming (and put Homebrew in the HTML page title automatically) easier. While perfectly doable because automated tools, this would obviously be a '''reeeeeal''' big shift, could take getting used to.<br />
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I'unno. As I say, not so enormous a problem any more, but still clearly a situation with the public that we might be able to improve. I can't vouch for the technical feasibility of ''any'' of these options, but I'm sure we can figure it (or other suggestions) out, somehow, if we decide any of them seem good.<br />
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My personal preference is to implement #3 and trial out options for #1, while keeping the banner, as that makes for not so major change, while hopefully fully addressing the issue. But I'm open to all input. Thoughts? Suggestions? Preferred approaches? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:26, 29 August 2018 (MDT)<br />
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: I think all of these sound like excellent options if course but I think I am leaning towards #1 as a placeholder for a more long term solution such as #5. [[User:Cotsu Malcior|Cotsu Malcior]] ([[User talk:Cotsu Malcior|talk]]) 13:37, 29 August 2018 (MDT)<br />
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::It's nice to see someone home to the site finally suggest this. Always too afraid to bring it up because how sensitive this but! I've always felt the banner to be not enough. The point about looking like an ad banner sticks out. I just don't pay attention and my knowledge this is homebrew is how I know. anyway-can you explain #2? I like number 1 but two seems neat to me. #3 doesn't seem like a bad idea if there is quite a demand for things. I'll look at #4 later but it sounds cool. and if #5 does #3 automatically then "cool beans dude". [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:02, 29 August 2018 (MDT)<br />
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:If #1 is easy, it'd be fine, but I dislike it. #2 sounds complicated and vague. #3 could be easy, but seems unnecessary. #4 could be an option, but that mockup is ugly IMO. #5 sounds complicated and difficult to get people to follow, though it'd be ideal since the site no longer hosts homebrew exclusively. But, as I've always said, if they don't dislike how unclear it is that it's homebrew (really not that unclear), they'll dislike that we host homebrew at all, or that they don't know what homebrew is, or that it's not balanced, or that ''they'' don't know how to run balanced games. People mostly complain because they dislike us for no good reason, and I have never and still don't see any reason to "accommodate" them (because it's impossible).--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:09, 29 August 2018 (MDT)<br />
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If this is a problem we need to fix, I am a big fan of #4 and I think we should go with that. The homebrew banner is absolutely GORGEOUS, but the color scheme of it draws it away from the eye because of all the bright browns on the page itself. I think changing it to a color that pops more would be perfect and it wouldn't clog up space on our pages. --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 15:00, 29 August 2018 (MDT)<br />
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:Honestly? All five sound good to me. All of them simultaneously, that is.<br />
:Yes, even the fact #1 and #4 overlap. Do them both. Please ram it through our {{5c|Blinded}} eyes.<br />
:Yes, even the homebrew namespace. That seems vital if some of our long-standing administrators insist that this is a D&D Wiki and not only a D&D Homebrew Wiki. I have not expressed it as of yet, but I greatly dislike how pages like [[Player's Handbook (5e)]] and [[Wizards of the Coast]] have a homebrew banner on them. This change would help alleviate that, though it would just be a bonus to the primary intent. - [[User talk:Guy|Guy]] 17:03, 29 August 2018 (MDT)<br />
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::Thank you for using the correct [[5e Race Design Guide#Referencing|referencing]] there [[User:Guy|Guy]] else I would have [[Help:Improving,_Reviewing,_and_Removing_Templates|marked]] this [[User_talk:Admin|talk page]] already. <br />
::Jokes aside, my opinion is aligned with Guy as these sound like perfectly good suggestions if my understanding of #5 is correct. In regards to a new banner, is the one I'd [[:File:5e_SRD_Banner1.png|previously created]] worth bringing up and if not I'm fine with putting another more appropriate one together if you all have some more information on what you guys what beyond what's been [https://ux.stackexchange.com/questions/120541/why-do-people-not-notice-our-enormous-prominent-clear-and-contrasting-purple-b said] from a technical standing. {{User:ConcealedLight/Signature}} 00:14, 30 August 2018 (MDT)<br />
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:::Thanks y'all for input so far. I like how we've already had most options favoured by different people. I appreciate the desire to not have to accommodate people, but I do believe there's a sincere issue about noticeability that would improve our usability and public standing; If we really find no improvement whatsoever I'm happy to revert our changes and call them nerds. I also appreciate the desire to implement ''all'' these things, but there comes a point where we're just making the site ugly and unusable at little extra benefit (banners+alerts+templates would hurt my eyes). As for clarifying #2, it's bloody hard to find wherever we had the previous discussion on this, essentially I'm talking about a template much like our messagebox IRR templates (someone designed a pretty one with a tankard of beer an' all) being shown at the top of homebrew pages. And my personal opinion is that CL's banner is maybe ''too'' in line with our theme, and so tips back over the balance, but my ux view is pretty poor.<br />
:::With our current input, I guess I'm leaning more toward #5 as a feasible option than before. We'll certainly wait for at least Green Dragon's input, and I'd ideally like at least one other veteran user's opinion ('course, all further opinions still very welcomed), before we decide whatever direction to go from here. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:59, 30 August 2018 (MDT)<br />
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:As a frequent accidental user of your homebrew pages, I'd like to suggest that #3 would be the most valuable to me. Here's my use case: one of my players has told me he wants to play a "knight", so I pull out my phone and Google search for [5e knight class] and I click on the first result, which leads me to your homebrew knight class (when the correct answer would have been to click on the third result for the Unearthed Arcana class). I imagine that improving the banner would help as well, but my real issue is that I didn't need to spend the time downloading the homebrew page at all. -[[User:DanB|DanB]] ([[User talk:DanB|talk]]) 06:25, 5 September 2018 (MDT)<br />
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::With regards to Guy's point about the banner being on pages it shouldn't be on, would there be a way to place the template on every page in [[:Category:User]] rather than doing it by namespace?<br />
::As for the design itself, I quite like the design that Eschatonic posted way back when the homebrew banner was first being discussed, [[Discussion:Homebrew_%27n_SRD_Differentiation_and_other_issues#Eschatonic_.28talk.29.C2.A005:32.2C_25_August_2016_.28MDT.29|here]]. It stands out, but not so much that it looks like a banner ad. Salasay's {{tl|homebrew}} template mentioned there is also quite good. {{User:Geodude671/Signature}} . . 06:44, 5 September 2018 (MDT)<br />
::: Oh yeah, I like those. Salasay's one especially. {{User:ConcealedLight/Signature}} 15:44, 5 September 2018 (MDT)<br />
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::::I would lean towards 1, 2 and 4. Is it possible to make a homebrew template like a disclaimer of sorts, and once a user had read its content and "agreed" with it, it would [hide]? I like the mockup that they showed on the discussion, and if we get some designs we can change the banner.<br />
::::3 and 5 seem unnecessary, and we should make a namespace for pages like [[Wizards of the Coast]] so they don't have a banner. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:42, 27 September 2018 (MDT)<br />
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:::::I believe there was some talk of updating the background and/or theme, so should we look into that before making a new banner? After all, there's no point creating a banner that fits with our theme better only to change the theme and need ''another'' new banner :P But that only applies if getting a new theme/background turns out to be feasible. My time is limited these days, but I can try to look into the theme/background and/or banner with SgtLion soon.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 28 September 2018 (MDT)<br />
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::::::Based on what I know is currently using the (main) namespace, it seems like almost everything belongs in [[:Category:User]], belongs in [[:Category:Publication]], belongs under a different namespace that currently exists, or belongs in a currently non-existent category for game content which isn't really User-made but also isn't OGL but has more information than a redirect (e.g., [[Elf (5e Race)]]). While I still think the Homebrew namespace would be preferable, if we were to go a different route as GD suggests, then namespaces for Publication (or whatever) and Ambiguous Content (or whatever) should be made instead. <small>(These deductions are made in part based on a dpl which currently exists on [[User:Guy/Sandbox|this page]]. I was too lazy to view every single entry but that's the gist of what I gathered.)</small> - [[User talk:Guy|Guy]] 07:08, 28 September 2018 (MDT)<br />
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:::::::I like Green Dragon's suggestion. I can imagine a way to implement a notice (vaguely like Salasay's template, but appropriate words) that appears on ''all'' pages, hides when you acknowledge it. Stops it from being a pain for regular users, but lets new people unambiguously see the good stuff.<br />
:::::::Unless we do move Homebrew to its own namespace (which I'm now convinced would be a good idea, if hard work), the plausible ways of altering only 'user' pages are hacky at best, security-flaw-inducing at worst; So anything is really an all-of-Main-or-nothing approach. But with an adequately worded notice, I don't see that being a problem.<br />
:::::::I do think #3 is important for users browsing via Google - I'd like to at least look into how easy it'd be to implement it. I'll try remember to experiment with a dismissable banner. And #1 and #2 I hesitate with, as it would clutter Main Page and others, but I'll look further into 'em too. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:10, 8 October 2018 (MDT)<br />
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::::::::Could you make a mock-up template based on the information above that we could test out for a time and then discuss whether it is useful, appropriate, obtrusive, and such? I don't think that a site-wide notice would be problematic. I agree that making something read the url of a page for a namespace would probably be buggy. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:35, 11 October 2018 (MDT)<br />
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:::::::::Aye aye, I certainly won't be implementing anything before passing it by here first. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:59, 12 October 2018 (MDT)<br />
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== A detailed deletion policy? ==<br />
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Recent events and [[Talk:Candidates_for_Deletion|discussions]] have emboldened me to attempt to create a comprehensive deletion policy. It was inspired by Wikipedia:Deletion policy, by D&D Wiki precedent I've observed, and several of our own policies ([[:Template:Delete/why]] and [[:Category:Candidates for Deletion]], among others). Please see [[User:Guy/Deletion Policy]].<br />
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I would like to achieve visible consensus before adding this page to formal policy and to the Help Portal. It is intended to reflect the wiki community and '''our''' standards, not just mine, so if there is any criticism or improvements to be made I would very much appreciate them. (Even though the page is currently part of my user space, feel free to '''be bold''' and edit the page directly.) - [[User talk:Guy|Guy]] 20:59, 28 September 2018 (MDT)<br />
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:I can't think of anything I'd change from that. {{User:Geodude671/Signature}} . . 22:24, 28 September 2018 (MDT)<br />
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::GamerAim put forth a few ideas on [[User talk:Guy/Deletion Policy]], and I would appreciate the input of a third party on those ideas. - [[User talk:Guy|Guy]] 07:09, 29 September 2018 (MDT)<br />
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:::Thanks! I was worried no other admins would see our discussion because they don't have that talk page on their watchlist, but now they know :) Over all it looks good to me; just needs some clarification from GD and other admins, IMO. I'm very glad that we're consolidating all this policy and precedent. As our discussion shows, there's a lot of bits that've been spread across the Wiki and difficult to go back and find, so this page will undoubtedly be a marked improvement for our users!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:06, 29 September 2018 (MDT)<br />
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::::I agree with the application of this as I said on its talk page. {{User:ConcealedLight/Signature}} 10:05, 29 September 2018 (MDT)<br />
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I went ahead and implemented this at [[Help:Deletion Policy]], sans the section on "user request" since that seemed to be the only point of contention. That part still needs discussing, so please join in on the discussion. {{User:Geodude671/Signature}} . . 10:30, 8 October 2018 (MDT)<br />
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:I'm happy with this bold move, and I'm glad we're giving the user request section a little more time to be discussed; So well done.<br />
:I'd encourage any admins who haven't to give the article a read-through, if not just because it's got an impressively accurate and comprehensive sum of the process of deletion, then so we at least know we're all on the same page, and can discuss anything missed in discussion thus far. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 11:40, 8 October 2018 (MDT)<br />
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::Does anyone want '''sole''' contributor requests for deletion to be changed? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:46, 9 October 2018 (MDT)<br />
:::Personally, I would prefer that we do not delete articles based on sole contributor requests for deletion. I think it has the potential to damage D&D Wiki by depriving it and its users of valuable content, including content that may already be in use.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:17, 10 October 2018 (MDT)<br />
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::::Though I don't like us losing content over user requests, we do probably have arguably legal (and/or moral) expectations in some cases to delete it. I would support a conditional clause that gave us discretion to not delete important (e.g. featured article), substantive (e.g. whole campaign setting), or long-held (e.g. posted >1 year ago) content at user request, because as GA said, these things do become used and relied upon to be there. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:59, 12 October 2018 (MDT)<br />
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== Additional Deletion Option ==<br />
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Would it be possible to include an option to delete a talk page when you delete the page as part of the same action and vise versa? Though I'm not sure why a talk page wouldn't be deleted when its page has been. If there are such cases and those cases are rare could the option be auto ticked? {{User:ConcealedLight/Signature}} 09:26, 29 September 2018 (MDT)<br />
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:That would be super useful, however forcing you to manually delete a talk page at least makes sure that you've looked at it first. There have been cases where I've had to reverse my page deletion decision because of something I've subsequently read on the talk page. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:25, 3 October 2018 (MDT)<br />
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::Same. Often I get confused, go ahead with deletion, then see the talk page and realise I made a mistake all along. There's no easy way to include an option to do this that I know of; and manual implementation would likely take an awful lot of code and bug-testing. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 12:17, 3 October 2018 (MDT)<br />
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:::That makes sense, and thanks for the insights Sarg. Just thinking about how we can improve our quality of life. {{User:ConcealedLight/Signature}} 05:36, 4 October 2018 (MDT)<br />
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== Restricting Execution of Administrator Powers ==<br />
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In light of concerns about administrator overreach, I'd like to propose some restrictions on when administrators can execute their powers. To be clear, this is just a proposal based on my interpretation of what users have expressed a desire for. If no one thinks they're a good idea, that's just as well. I'm proposing &mdash; again, in response to suggestions from others &mdash; that administrators not be allowed to:<br />
* [[D%26D_Wiki:Requests_for_Adminship/GamerAim_(2)|Warn or block users for offenses against them.]] If a breach of behavioral policy is committed against one administrator, another administrator must issue the warning or block.<br />
* [[User_talk:ConcealedLight#Warning|Adjudicate the validity of a warning issued against the adjudicating administrator.]] An administrator different than the one that was warned must be responsible for adjudicating the validity of the warning.<br />
* [[Talk:Candidates_for_Deletion|Delete an article that was marked for deletion by the same administrator.]] An administrator other than the one that proposed the deletion of the article must execute the deletion. Edit: This was already decided as a policy, but not everyone saw it (myself included). Every admin should have this talk page watch-listed, right? So, I'm reproducing it since it's relevant to the issue at hand. I'm also adding another proposal:<br />
* All administrators should be explicitly notified when new policies are put into effect. Administrators being (unintentionally) left in the dark about policy changes is sure to cause issues where an administrator is accused of overreach solely for not having been apprised of an update to policy. I'm unsure how we should go about ensuring this?<br />
These are the three main ones I can think of that have been brought up as issues within the last month.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:31, 4 October 2018 (MDT)<br />
:I think the first bullet point is completely reasonable. I'm not sure about the necessity of the second bullet – as far as I was aware, warnings which get challenged aren't arbitrated by just one other admin, but by the community through discussion about its validity. You objected previously to ConcealedLight being the final decider on the validity of his own warnings (and I agree with you that his being allowed to do so may not have been appropriate), but he was allowed to do so after discussion had taken place about that. I can understand where you're coming from with this, but I just don't see a need for it, though I'm open to being convinced otherwise. <br />
:How would admins be notified about policy changes? Would whoever implemented the policy just post about it on each admin's talk page? Would just one message get posted to this page? (as you said, every admin should have this page watched) I can definitely get behind this generally, just asking about the specifics. {{User:Geodude671/Signature}} . . 21:22, 4 October 2018 (MDT)<br />
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::Re:Informing admins. The easiest option is to just post it here. ''However,'' is a user is gone for more than a few days, they might miss an update on this page. So, unfortunately, I do think the only option that would work would be to post about it on each admin's talk page, that way they'll be notified no matter how long the absence.<br />
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::Also, I think it's a far greater overreach to allow an admin to pardon himself than allow him to issue warnings for infractions committed against himself. Because a) a breach of policy is still a breach of policy, and b) an administrator could potentially be allowed to violate all of these and then pardon himself. I understand that GD himself enabled CL to make that decision, but as you said, it was not appropriate; if GD wished to overrule an administrator's warning, he should have done it himself, not granted the authority to the administrator whose warning implicitly accused him of misusing his power. Again, not blaming CL for being put in that position, but I think we shouldn't allow it because it presents a considerable conflict of interest.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:16, 5 October 2018 (MDT)<br />
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:::I don't think making the proposed rules(with the exception of point 3 which is already policy) into a hard-coded policy wouldn't be beneficial. I could see point 1 being a rule of thumb or guideline that administrators should endeavor to follow in cases when doing so would cause further issues or when their personal involvement could affect their judgment but other than that I'm not sold on the proposed rules or their necessity. {{User:ConcealedLight/Signature}} 04:46, 9 October 2018 (MDT)<br />
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::::I am still deeply confused on how an administrator issuing warnings for policy breaches is ''more'' personally involved than an administrator revoking a warning against himself for policy breaches. Could someone please try to explain this?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 9 October 2018 (MDT)<br />
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:::::1) sure. I don't think it is an issue at current but Admins that don't get along could take offense to something another admin said and just warn. With this proposal, a 3rd party is used to help determine the validity of the harm to a victim. (this <s>would</s> could have prevented a warning against CL for misquoting....)<br />
:::::2) duh. How in the world this happened to begin with is bonkers. Gee-willikers Batman.<br />
:::::*sidenote:a warned user already has the right to refute or appeal a warning. Allowing them to be a judge, jury, and executioner in their own discipline just doesn't add up to muah.<br />
:::::3) moot. it is already written, it must be true.<br />
:::::4) an unenforceable thing. it is just communication that is necessary. as courtesy, try and post on the admin page if policy is being discussed somewhere on the wiki. might overload the admin header topics. Maybe one of the topics could be an unofficial "sticky". One that remains when other discussions are archived.<br />
:::::Replied. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:18, 9 October 2018 (MDT)<br />
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::::::I think your suggestion on communication is good. I know it might not be ''easy'', but all this discussion on policy is moot if half the administration isn't made aware of it. And then I'm worried about potential drama if an administrator wasn't made aware of policy updates and then violates policy by accident. For that matter, it could be helpful to non-admins as well to have a sticky for policy updates, so that existing users don't get burned for violating a policy that didn't exist before. I wish I could call this a small issue, but in our current political climate, providing transparency to all users (admins included) about what policy administrators are expected to enforce is important for preventing abuse of power.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:25, 9 October 2018 (MDT)<br />
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I don't know anything about adminship but a reduce in power could be good some people could go drunk with power and ruin the wiki I also think that when someone runs admin they should be trustworthy of the task but that's just me. --[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:52, 9 October 2018 (MDT)<br />
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:I don't think that it's a concern about being "drunk with power," per se. If someone were the kind of person that would, they wouldn't make it past RfA. The issue is the conflict of interest when enforcing policy on someone the admin is in a dispute with, and admins sometimes having a hard time separating a policy violation (which there may very well be) from taking personal offense to something someone said. This is why Wikipedia has a policy against involved admins enforcing policy, and instead having to defer to an uninvolved administrator, except in egregious and obvious violations, like someone cussing them out. {{User:Geodude671/Signature}} . . 12:28, 9 October 2018 (MDT)<br />
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::Could you link to the relevant Wikipedia policy for that? It may be simpler to explicitly inherit that, rather than draft up our own things. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 12:38, 9 October 2018 (MDT)<br />
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:::[https://en.wikipedia.org/wiki/Wikipedia:Administrators#Involved_admins] {{User:Geodude671/Signature}} . . 12:52, 9 October 2018 (MDT)<br />
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::::Ahh I see so geodude admins shouldn't mix their feelings with adminship like you said being offended and should just enforce the wikis policys.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 14:04, 9 October 2018 (MDT)<br />
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:::::The warning policy changes should be brought up on the respective policy page, not here.<br />
:::::I like the idea of a policy board post-it. The user page for the admin would be a good place for it. I recommend that admins watch all policy and infrastructure pages. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:43, 9 October 2018 (MDT)<br />
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There hasn't been much discussion on this lately; I'm going to go ahead an implement #1 because consensus seems to be in favor of it (ie no one objected). I would like to see more discussion on #2. {{User:Geodude671/Signature}} . . 23:10, 25 October 2018 (MDT)<br />
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:I don't think anyone objected to #2 either, so please go ahead and add that.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:09, 26 October 2018 (MDT)<br />
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::I am not so certain about #2. If there is really such a situation, I would prefer that concensus is used rather than one admin adjudicating another one. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 00:40, 29 October 2018 (MDT)<br />
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:::I'm confused, GD. Are you saying that it's okay for an admin to adjudicate over his own warning but that an admin can't warn another admin? There's actually been multiple cases where you left adjudication of rules, warnings and bans solely to a single admin. If necessary, I can cite these, but my point is that your statement is confusing because I fail to see how it relates to #2, except as in my second sentence. And your saying "if there is really such a situation" is misleading, because there has been a situation already. More than one, if you extend "a situation" to cover all instances of you leaving a sole admin to adjudicate warnings or bans.<br />
:::Even if you've changed your mind on leaving sole admins to adjudicate another admin, there's still the issue of adjudicating over oneself, as well as the precedent I mention above. I fear that it is a dangerous precedent; in all frankness, I think that it's already set a dangerous precedent doomed to breed corruption on D&D Wiki, and I want rules in place to prevent it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:54, 29 October 2018 (MDT)<br />
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:::Agreed. {{User:ConcealedLight/Signature}} 03:14, 29 October 2018 (MDT)<br />
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::::I see how you have misunderstood me. An "adjudicating" admin is a person solely responsible to make a decision: an end "arbitor". Why should one admin make the decision if the actions of another admin are made in good faith? Where has the [[w:Wikipedia:Consensus|consensus]] gone? Not only that, but why doesn't the warning administrator also adjudicate their warning against the admin they warned ''':P'''?<br />
::::I think that any oversight method for a warning system, designed to lessen the harder side of various policies, should only use a standard verification system. Concensus is a core concept for Wikipedia, and suddenly ripping it apart to place a system in power that is basically a sole arbitor making the final decisions, does not belong on a wiki.<br />
::::Your link, and that decision of mine, was taken as a way to move the discussion forward while putting the current policies and persons interested in concensus together to modify a decision (called a "warning") which is intended to '''lessen''' harder policies. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:12, 29 October 2018 (MDT)<br />
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== More {{tl|delete}} Discussion ==<br />
<br />
I am terribly sorry to create another header but I am sorely lost where the discussion is about this very example: [[Malu Malu (5e Race)]]. The reason I am bringing it up is the page is marked incomplete which I think is accurate. The discussion I cannot find eluded to NOT deleting articles simply because lore is missing. This has sat for 2 years in such condition. Can I get some feedback from others about situations like this? <br><br />
My personal feelings-no one has taken the time in at least a year to write flavor or fluff for pages like this and as sad as it is to delete for this reason why hasn't the OP added flavor? I am not an author and cannot write stuff for every page needing this, and the way I see it, no other person with a hint of writing skills wanted to save the page either. I would be okay with almost bare pages being deleted. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:18, 5 October 2018 (MDT)<br />
: I don't recall that discussion so I too would be interested in this. To help answer your other question, and I'm not too sure how to word this but I find its often the case where users will come to the site to find something to complete their character build. When they can't they often make content like so that grants them exactly what they want, leave to get their DM's approval and never touch the page again. The number of races I've seen that have traits and then anything from a line to nothing at all is bothersome. Hope that answers one of your questions. {{User:ConcealedLight/Signature}} 07:54, 5 October 2018 (MDT)<br />
::With the implementation of this new deletion policy, a page should only be deleted if it requires undue effort from the GM to be playable. My personal interpretation is that ''some'' minimum of lore is necessary to make it 'playable' for campaigns. This is one case where an agreed upon 'rule of thumb' may be handy for judging minimum effort for lore playability, such as requiring articles to have a few sentences in every fluff section, or something along these lines. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 11:35, 8 October 2018 (MDT)<br />
<br />
:::It was my stub (but not my deletion proposal): "Barely any description. What is their culture like? What deities do they worship? How do they get on with other races? What kinds of places do they live? etc etc. Traits are incomplete: the climb speed is what you would get anyway; The bite has no attack or DC info."<br />
:::These things matter just as much as the "crunch" for using the race in a game, otherwise it's just contextless numbers. Therefore I believe it was correct to remove the page if no-one cares about the page enough to add this information. There might be an argument for using the abandoned template instead, but personally I only use this if I think there's something interesting about the page, some hook, where we hope that someone does pick it up. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:41, 8 October 2018 (MDT)<br />
<br />
::::I'd agree with all that, fo' sho. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:10, 8 October 2018 (MDT)<br />
<br />
::::I think that a minimum of an arbitrary description of appearance, personality and ''maybe'' culture and habitat should be in place to avoid deletion. Deities, history and society stuff aren't that important, IMO. They're things the DM is most likely to adjust to fit his campaign, whereas appearance, personality and &mdash; to a lesser extent &mdash; a rough culture and habitat are easier to throw in since they don't interact with the rest of the world so much. Again, I think a minimum is a good idea, but not all fluff is created equally.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:49, 8 October 2018 (MDT)<br />
<br />
:::::That race is a very good example of a candidate for deletion, based on the reasons already stated in this discussion. In most other instances it makes sense to use {{tl|abandoned}} first. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:33, 9 October 2018 (MDT)<br />
<br />
== Mobile Skin ==<br />
<br />
Yo y'all. I've been vaguely working on a mobile skin ([https://www.mediawiki.org/wiki/Extension:MobileFrontend extension], [https://www.mediawiki.org/wiki/Skin:Minerva_Neue skin], [https://www.dandwiki.com/wiki/Main_Page?useformat=mobile preview]) for the site.<br />
<br />
Unhelpfully, testing it site-wide without effectively forcibly deploying it to all mobiles isn't possible. But if anyone's got the time to give it a go on a mobile screen (it will look a little silly on desktop screens, but by all means try it) - it'd be helpful an' appreciated to get feedback on what's good, or broken, or needs improving, or if the mobile format is even a worthwhile addition at all.<br />
<br />
You can check how a random wiki page looks in the mobile view with [https://www.dandwiki.com/wiki/Special:Random?useformat=mobile this link].<br />
<br />
Some high traffic pages: [https://www.dandwiki.com/wiki/Main_Page?useformat=mobile Main Page], [https://www.dandwiki.com/wiki/5e_Homebrew?useformat=mobile 5e Homebrew], [https://www.dandwiki.com/wiki/Help_Portal?useformat=mobile Help Portal], [https://www.dandwiki.com/wiki/SRD:Elf?useformat=mobile 3.5e SRD Elf], [https://www.dandwiki.com/wiki/User:Blue_Dragon?useformat=mobile User Page], [https://www.dandwiki.com/w/index.php?title=Sandbox&useformat=mobile#/editor/0 Editing a page]<br />
<br />
Alternatively, you can see how any page looks in Mobile view by appending '?useformat=mobile' to the end of the URL. Please let me know any thoughts on it; I'm not a big mobile user myself, so it's hard for me to judge these things. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 16:23, 14 October 2018 (MDT)<br />
<br />
:Some questions and concerns.<br />
:Collapsible tables do not work. See [https://www.dandwiki.com/wiki/4e_Campaign_Settings?useformat=mobile 4e Campaign Settings].<br />
:The auto-hide for headers does not seem to fit. For example, see [https://www.dandwiki.com/wiki/Door_of_the_Weak_(5e_Trap)?useformat=mobile Door of the Weak (5e Trap)]. Can we disable this?<br />
:The top bar breaks into the titles. Could we seperate the top functions onto the top of the page, with a D&D Wiki logo so that they are seperated from the titles (maybe with the discussion link too)?<br />
:Is it possible to make the horizontal scroll bar always visible, or appear more prominently than it does?<br />
:Talk pages are not skinned.<br />
:These are the first things that I have noticed. All in all, it seems to be really good though. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:34, 17 October 2018 (MDT)<br />
<br />
::That's all sups helpful feedback, thanks for all of it <3 I'm fairly sure we should be able to address all these issues with some CSS tweaking - I'll try have a play around to address these issues in the next few days. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:30, 18 October 2018 (MDT)<br />
<br />
:::Also the compact recent changes does not autohide. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:21, 8 November 2018 (MST)<br />
<br />
== Create Account page does not function ==<br />
<br />
I am not certain if this is the correct section to place this topic, so if it isn't please do direct me to the correct spot for it.<br />
<br />
I am a D&D wiki user who is interested in creating an account in order to participate in the development and nuturing of the wiki, but unfortunately the Create Account page is broken.<br />
<br />
Specifically, when its link is clicked on, it provides the statement '''"www.dandwiki.com is currently unable to handle this request."''' and gives an '''"HTTP ERROR 500"''' error.<br />
<br />
I look forward to hearing possible solutions and/or answers. Until then, thank you in advance for putting up with this anonymous person sticking something on your page. -17th October, 2018<br />
:Really? Goshdang, thanks for notifying us. I'll look into this. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:20, 18 October 2018 (MDT)<br />
:Yeah, as I suspected, this was a coding error I caused by fixing a thing yesterday. It should now work! --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:25, 18 October 2018 (MDT)<br />
<br />
== Policy/Preload Change Discussions ==<br />
<br />
I started something here: [[Talk:5e Feat Preload]]. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:26, 19 October 2018 (MDT)<br />
<br><br />
<br><br />
This talk page [[Talk:Meadowlands (Stormforge Supplement)#Moving Forward]] started discussing something. In case users aren't watching it and have anything to add. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:36, 25 October 2018 (MDT)<br />
<br><br />
<br><br />
And [[User:GamerAim|GamerAim]] started this today - [[Talk:D&D Wiki on Social Media#Vote For Removing the Link to Discord Server]]. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:04, 25 October 2018 (MDT)<br />
<br />
== [[Afflictor(3.5e Class)]] ==<br />
<br />
I know this page, [[Afflictor(3.5e Class)]], isn't right, but the right way to approach it or the user escapes me. Any users' help would be great! Thanks :-) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:10, 23 October 2018 (MDT)<br />
<br />
:I put the page up for deletion and gave the user a poke; let's see if that gets them going. {{User:Geodude671/Signature}} . . 14:27, 23 October 2018 (MDT)<br />
<br />
::Sweet! Thanks Geo. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:51, 23 October 2018 (MDT)<br />
<br />
== Weird text placment in 5e SRD creatures ==<br />
<br />
Hey, I just want to point out that some of the text are in really weird places, most notably the section on Armor, Weapon, and Tool Proficiencies is in the middle of the senses section, then the Grapple Rules for Monsters are under the limited useage heading and Modifying Creatures is under size. [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 14:50, 3 November 2018 (MDT)<br />
<br />
:Huh, I'll try to look into this and make sure it's supposed to be that way, since it's transcribed from the 5e SRD. It definitely looks weird, so it might be an error!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:19, 3 November 2018 (MDT)<br />
<br />
== Infinity Gauntlet Spam ==<br />
<br />
Am I the only one seeing this? I think I've blocked 3 IPs and protected 2 pages. Is there more that can be done? or simply stay vigilant? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:23, 9 November 2018 (MST)<br />
<br />
:Can you please supply some references? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:46, 12 November 2018 (MST)<br />
<br />
::On this page [[Cursed Blade (5e Equipment)]] two different IPs wanted to make this item the gauntlet, and then again on this page [[Courage-Seeker (5e Equipment)]]. I just happen to have these on my watch list so that's why I caught them. I haven't searched into more pages being vandalized for the infinity gauntlet. Maybe there's nothing that can be done except for what I and Quincy have done and others are just aware that its happened more than just once. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:28, 13 November 2018 (MST)<br />
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:::[[Special:CheckUser]] (get users) on both 72.234.104.76 and 66.91.185.220 give some interesting results. Either it was a focused vandalism attempt, where one vandal wanted to support another one, or a third channel of communication was used to carry out their intentions. If we block those users I doubt it would happen again. Also, a search does not return any additional infinty gauntlet results so I think you saw them all while patrolling. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:19, 15 November 2018 (MST)<br />
<br />
::::That's good to hear. Thanks for your help. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:46, 16 November 2018 (MST)<br />
<br />
== ConcealedLight conduct ==<br />
<br />
I find some of ConcealedLight's comments [https://www.dandwiki.com/w/index.php?title=Talk%3AD%26D_Wiki_on_Social_Media&type=revision&diff=1105200&oldid=1104390 here] to be needlessly disparaging towards me. To be frank, the negative attention that I have garnered from him and others recently is making me feel attacked any time I come on D&D Wiki, to the point that I have had to stay away from D&D Wiki and even Discord for fear of the hostility being lobbed at me by an increasingly toxic community. Would an administrator please look into his comments and warn him if you believe they are in violation of behavior policy, as I believe they are?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:26, 21 November 2018 (MST)<br />
<br />
:Sorry, but warnings on D&D Wiki are for official channels. In a discussion about making an external platform official, issuing a warning for reasons why a user feels the way they do from an unofficial source, does not follow policy. For example, saying something to another user like "in our game your unjust absolute control ruined our roleplaying!" does not warrant a warning. If everything had taken place in an environment which we condemn as official, this would definitely warrant a warning.<br />
:Another way of looking at the situation, is like a boiling pot. The concensus does not know anything about the discord channel, and each users input is boiled down to make the discussion ready. The application of each comment adds another flavor to the soup. In the end, either we can eat the soup or we all decide that we would rather try something else.<br />
:I hope that you can look past any toxicity arising from the dicussion. You don't need to respond, or even take part in the discussion if it's making you uncomfortable. No one has anything against you, you're a great guy, but to reach concensus and implement controversial policies there are always unpleasant surprises. Good luck! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:42, 21 November 2018 (MST)<br />
::I don't think GamerAim is asking for a warning particularly based on Discord conduct, I think the Discord comment was a half-aside. They have linked an example of the comments made ''on D&D Wiki'' that they feel are troublesome, and this part is very much within our remit to warn if appropriate. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:30, 21 November 2018 (MST)<br />
:::Maybe it's just me but I don't see how ConcealedLight's comments are in violation of any sort of policy. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 10:38, 21 November 2018 (MST)<br />
::::While I don't find this particularly surprising I too don't believe my comments were out of line in the example given. If anything this further solidifies my previous request for GA to not interact with me. {{User:ConcealedLight/Signature}} 15:20, 21 November 2018 (MST)<br />
<br />
==5eSRD Creatures==<br />
Since all the [[5e SRD:Miscellaneous Creatures|Miscellaneous Creatures]] are beasts and there are very few beasts not in Miscellaneous Creatures, wouldn't it be a good idea to move everything in Miscellaneous Creatures to [[5e SRD:monsters|monsters]] to make searching for creatures easier. and similar reasoning with [[5e SRD:NPCs|NPCs]] [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 22:26, 29 November 2018 (MST)<br />
<br />
:If I am not mistaken, they were already like this in some way until I went through and changed the breadcrumbs to mirror the monster manual’s way of listing monsters and miscellaneous creatures. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:01, 30 November 2018 (MST)<br />
<br />
::correction, I started and Sir Sprinkles finished. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:04, 30 November 2018 (MST)<br />
<br />
== Account Deletion ==<br />
<br />
Hello, I'm terribly sorry, I can not find an admin- I hope my request here amongst the banners will come true. I humbly request my account to be deleted from this site. My name is not the name I should adhere to, no matter how sell-sword you want to talk about it. I picked up real swordsmanship and it has continued my integrity, pride, and dress. I will not be "returning" to create a new name, you do not have to concern yourselves with that. You have a very nice library- I have read my fill. I found my first knight here in fact- if I ever play I may very well come to find myself a silent knight. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:24, 1 December 2018 (MST) <br />
<br />
For the record I want to delete "mercenary guardian"- it just dawned on me how far I have come since elementary school things. That guardian is a façade by fat kids who want to vs the tundra wolf/prairie falcon warriors when it comes to the flanking maneuvers of getting up close and personal with a crossbow. At least, that's how far I keep getting in my life. Nothing regular like a regular snake, but I am infact a viper sort of man. Be it space mercenaries, SWAT, counter-terrorists, sell-swords, barbarian commanders with two swords(NOT a son of a chieftain)the Kurgan, shadow rogues and mostly that kind of stuff. Bikers, excetra. As I have done with every place that's important to me, but am leaving this hall, my snake must be mentioned. Now, I'm not going to prad like some tree viper who would be a bard, nor will I get really far and bring to light a guess that a "mercenary guardian" does and have it be rhinocerous viper- I am the Malayan Pit Viper! Velvet Assassin. Sebastian, the Velvet Assassin. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:36, 1 December 2018 (MST)<br />
<br />
One last thing. On your freedom fighters and shadow ops page- "That's quite the 'iron dragon' you got there" I found a book through a twist of fate for Heaven. It's called "Rifts Mercenaries" try it out you guys/gals. It will suit your campaigns a lot better- since everything in it is what we need to defeat already. But it really depends on the opponent that makes the "scarecrow" into a "harvest", because mine sure as hell didn't get "skinner"! He also lives right next door- I don't even have to think much about what animal I will take for my forest mercenary. May the skulls sink in the blood of your wake. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:46, 1 December 2018 (MST)<br />
<br />
I have now read that page more than a brisk understanding- it was actually not what I thought. It was like school started over again. ;P totally why I'm not falling to giving up my spirit animal. They lost "retrievers", "flying squirrels", "coyotes", "weasel", "jackal", yellow bears, "possum"/"thresher shark" and the rest are like the Steel Dragons. Just kids and their families who don't get in my way and continue to brainwash. ''Don't forget to work out.'' --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 23:17, 1 December 2018 (MST) <br />
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:I have no idea what you're getting at, but we cannot delete accounts. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 07:05, 2 December 2018 (MST)<br />
<br />
:What are you smoking and where can I score some? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 07:36, 2 December 2018 (MST)<br />
<br />
:Waaa {{User:ConcealedLight/Signature}} 02:31, 3 December 2018 (MST)<br />
<br />
== Complete Arcane Content ==<br />
<br />
Hi, I noticed that the user [[User:Maiovez|Maiovez]] has been posting content from the 3.5e book "Complete Arcane", and I'd like the input of an admin with more knowledge on copyright and SRD material to weigh in with regards to whether what this user has posted is legal or not. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 08:09, 5 December 2018 (MST)<br />
<br />
:No, content from [[Complete Arcane]] is not licensed under the OGL. Please delete all these pages, and let the user know that they need to stop. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:59, 5 December 2018 (MST)<br />
::Thanks for the information. I have deleted the offending pages and formally warned the user in accordance with policy. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 09:12, 5 December 2018 (MST)<br />
<br />
== Need assistance cleaning cobwebs ==<br />
<br />
I am going through my old subset pages and removing any that will no longer be worked on or used in any capacity. Unfortunately, I do not have the ability to delete content, so I'm marking them for deletion. Could someone with admin power please remove them? --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 18:49, 15 December 2018 (MST)<br />
:Roger that, I'll get right on it. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 18:51, 15 December 2018 (MST)<br />
:In case you aren't aware. This section of my control panel was designed to display exactly this kind of content. See [[User:ConcealedLight/ControlPanel#Grey|here]]. {{User:ConcealedLight/Signature}} 09:34, 16 December 2018 (MST)<br />
<br />
== 5e variant weapon property tables ==<br />
<br />
I was looking at some 5e weapon properties and I noticed that the tables on their pages do not indicate if the weapon is a martial or simple weapon or if speficic classes are proficent with them. How could that be coded in? [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 19:36, 19 December 2018 (MST)<br />
:I'd understand your suggestion better if you could link to the page(s) where you saw this problem. Can you please do that? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 20:14, 19 December 2018 (MST)<br />
::It is missing on all of the variant weapon property pages e.g. [[Undersized (5e Variant Rule)]], [[Hidden (5e Variant Rule)]] [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 21:03, 19 December 2018 (MST)<br />
<br />
:::You can visit the pages and see what I did to correct this. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:46, 20 December 2018 (MST)<br />
::::Dang, you beat me to it. Good job BSFM. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 09:58, 20 December 2018 (MST)<br />
::::: That's good, thank you. But for some reason [[Pixie Bow (5e Equipment)]] and [[Fairy Bow (5e Equipment)]] aren't showing up in the martial and simple ranged weapons tables respectfully.<br />
<br />
::::::lol no worries Q. Just help when I’ve got time. Thanks for pointing those out Babosa. You see how specific dpl’s are when calling for categories :p ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:38, 20 December 2018 (MST)<br />
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:::::::Thank you BSFM for helping, I can fix up the other pages now. [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 02:16, 21 December 2018 (MST)<br />
<br />
== Log-in Issues ==<br />
<br />
When I hopped on, all my info was saved so I was already logged and could visit my watchlist. When I tried to edit multiple pages there was data loss? Like I had left an edit open for too long but this isn't the case. So I logged out as recommended but now I get: "There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Go back to the previous page, reload that page and then try again." Anyway... ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:44, 20 December 2018 (MST)<br />
<br />
:{{user|Blue Dragon}} was updating some things, and that happened. Should be working again. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:43, 20 December 2018 (MST)<br />
<br />
::Indeed, you are correct. Things seem normal again. Thanks. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:28, 20 December 2018 (MST)</div>Babosahttps://www.dandwiki.com/w/index.php?title=Garrote_(5e_Equipment)&diff=1117036Garrote (5e Equipment)2018-12-21T02:22:44Z<p>Babosa: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Melee Weapon<!--e.g. "Simple Melee Weapon"--><br />
|weapon=Garrote Wire<!--Weapon name--><br />
|damage=1d4 slashing damage<!--1d8 slashing--><br />
|cost=1 sp<!--10 gp--><br />
|weight=-<!--8 lb.--><br />
|properties=Finesse, Light, Special, Two-handed<!--e.g. Light, Heavy, Versatile, Thrown, Finesse...--> <br />
|description=The Garrote Wire can only be used on a Medium or Small creature while the user has advantage on the attack roll. On hit, the target takes 1d4 slashing damage and is [[5e SRD:Conditions#Grappled|grappled]]. Until the grapple ends, the target cannot breath and begins to [[5e SRD:Suffocating|choke]]. Attacks against the grappled creature have advantage as long as it is grappled by this weapon.<br />
}}<br />
|<br />
{{5e Image|"float:right"|https://2.bp.blogspot.com/-DRc2GoTjsw4/WC542Hu7NBI/AAAAAAAAfQA/f-BSSnSkWtcOWUKPp8C1OatvlAsD9fmLQCLcB/s1600/Garrote.jpg|How a Garrote works}}<br />
|}</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bonesaw_(5e_Equipment)&diff=1117031Bonesaw (5e Equipment)2018-12-21T02:06:34Z<p>Babosa: Reduced the damage so that it wasn't a copy of a short sword but simple</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
<br />
{{5e Weapon<br />
|category= Simple Melee Weapon<br />
|weapon= Bonesaw<br />
|damage= 1d4 slashing<br />
|cost= 15 gp<br />
|weight= 2 lb.<br />
|properties= Light, Finesse<br />
|description= This saw was often used by doctors to amputate infected and diseased body parts from their patients.<br />
}}</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bladed_Boomerang_(5e_Equipment)&diff=1117029Bladed Boomerang (5e Equipment)2018-12-21T02:03:03Z<p>Babosa: Made it a martial weapon</p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category= Martial Melee Weapon<br />
|weapon= Bladed Boomerang<br />
|damage= 1d6 slashing<!--1d8 slashing--><br />
|cost= 5 gp<!--10 gp--><br />
|weight= 2 lb.<!--8 lb.--><br />
|properties= Finesse, Light, [[Returning (5e Variant Rule)|returning]], thrown (range 30/120)<!--e.g. Light, Heavy, Versatile, Thrown, Finesse...--> <br />
|description=Unless it comes in contact with something, a boomerang is designed to return to their owner after being throw. While normal boomerangs are made out of plywood, and used for hunting, an edged boomerang is much more lethal, and better suited for combat. They are made out of steel and have been given a proper handle, allowing them to be used in both melee and ranged combat.<!--Text description of your weapon--><br />
}}<br />
|<br />
{{5e Image|"float:right"|https://dragon-quest.org/images/6/6f/EdgedBoomerang.png https://dragon-quest.org/wiki/Edged_boomerang| An edged boomerang from the dragon quest series<!--image caption-->}}<br />
|}<br />
<br />
[[category:Returning]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=User:Quincy/Hercules_Mallet_(5e_Equipment)&diff=1117010User:Quincy/Hercules Mallet (5e Equipment)2018-12-21T00:10:22Z<p>Babosa: Balenced it</p>
<hr />
<div><br />
<!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Hercules Mallet<br />
|damage=2d8 blugeoning <br />
|cost=2,000 gp<br />
|weight=75 lb.<br />
|properties=Reach, Special (Oversized), Two-Handed<br />
|description=A long handle with a spiked metal banded beer barrel at the end.<br />
<br />
'''Oversized''': Small or smaller creatures cannot use this weapon. Medium sized creatures have disadvantage on attack rolls with this weapon. Large sized creatures can use this weapon normally.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}</div>Babosahttps://www.dandwiki.com/w/index.php?title=Net_Launcher_(5e_Equipment)&diff=1117002Net Launcher (5e Equipment)2018-12-20T23:52:14Z<p>Babosa: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Ranged Weapon<br />
|weapon=Net Launcher<br />
|damage=<br />
|cost=50 gp<br />
|weight=8 lb.<br />
|properties=Ammunition (Range 40/160), loading, special, two-handed <br />
|description=On a hit, the target is restrained by a [[5e SRD:Net|net]] and the same rules apply. <b>Net Launcher.</b> You must fold a net before it can be used as ammunition in a net launcher. It takes one minute to fold a net.<br />
}}</div>Babosahttps://www.dandwiki.com/w/index.php?title=War_Saw_(5e_Equipment)&diff=1116931War Saw (5e Equipment)2018-12-20T21:36:27Z<p>Babosa: </p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=War Saw<br />
|damage=2d8 Slashing<br />
|cost=160gp<br />
|weight=9lb.<br />
|properties=Heavy, Loading, Two-Handed<br />
|description=A massive two-handed saw designed to hack through opponents. It is a heavy, slow weapon, making its use difficult. You only get one hit, so make it count.<br />
<br />
The weapon does not consume ammunition; the loading property is simply there for it's mechanical effect.<br />
}}<br />
|<br />
{{5e Image|"float:right"|<!--link to an image-->|<!--image caption-->}}<br />
|}</div>Babosahttps://www.dandwiki.com/w/index.php?title=Ifrit_Claw_(5e_Equipment)&diff=1116922Ifrit Claw (5e Equipment)2018-12-20T21:30:16Z<p>Babosa: </p>
<hr />
<div>==Ifrit Claw==<br />
<br />
=====Martial Melee Weapons=====<br />
<br />
{| class="5e" width="100%" style="text-align: left;" <br />
! width="20%" | Weapon<br />
! width="20%" | {{#if:{{{cost|}}}|Cost}}{{#if:{{{rarity|}}}|Rarity}}<br />
! width="20%" | Damage <br />
! width="20%" | Weight<br />
! width="20%" | Properties<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align: left;" | {{#if:{{{weapon1|}}}|{{{weapon1}}}|Ifrit Claw}} || {{#if:{{{cost|}}}|130 gp}}{{#if:{{{rarity|}}}|{{{rarity}}}}} || 1d6 piercing || 1 lb. || Light, Special (Reel), Thrown (range 20/60), Versatile (1d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align: left;" | {{#if:{{{weapon2|}}}|{{{weapon2}}}{{!}}{{!}}&mdash;{{!}}{{!}}{{{damage2}}}{{!}}{{!}}&mdash;{{!}}{{!}}{{{properties2}}}}}<br />
|}<br />
<br />
A blade attached by a durable braided rope, meant to be attached to the user's wrist. It can then be thrown and retracted back by reeling the rope.<br />
<br />
'''Reel'''<br />
<br />
When the attached rope is secured onto the user's person and you throw this weapon 20 feet or less, you can use your bonus action to pull it back to your hand.<br />
<br />
{{5e Image|"float:right"|https://i.pinimg.com/originals/6e/79/76/6e797670d55ff013710cf9f4d61ab83f.jpg|}}<br />
<br />
----<br />
{{5e Weapons Breadcrumb}}<br />
[[category:5e]]<br />
[[category:User]]<br />
[[category:Equipment]]<br />
[[category:Weapon]]<br />
[[category:Martial Melee Weapon]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Ifrit_Claw_(5e_Equipment)&diff=1116919Ifrit Claw (5e Equipment)2018-12-20T21:27:55Z<p>Babosa: </p>
<hr />
<div>==Ifrit Claw==<br />
<br />
=====Martial Melee Weapons=====<br />
<br />
{| class="5e" width="100%" style="text-align: left;" <br />
! width="20%" | Weapon<br />
! width="20%" | {{#if:{{{cost|}}}|Cost}}{{#if:{{{rarity|}}}|Rarity}}<br />
! width="20%" | Damage <br />
! width="20%" | Weight<br />
! width="20%" | Properties<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align: left;" | {{#if:{{{weapon1|}}}|{{{weapon1}}}|Ifrit Claw}} || {{#if:{{{cost|}}}|130 gp}}{{#if:{{{rarity|}}}|{{{rarity}}}}} || 1d6 piercing || 1 lb. || Light, Special (Reel), Thrown (range 20/60), Versatile (1d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align: left;" | {{#if:{{{weapon2|}}}|{{{weapon2}}}{{!}}{{!}}&mdash;{{!}}{{!}}{{{damage2}}}{{!}}{{!}}&mdash;{{!}}{{!}}{{{properties2}}}}}<br />
|}<br />
<br />
A blade attached by a durable braided rope, meant to be attached to the user's wrist. It can then be thrown and retracted back by reeling the rope.<br />
<br />
'''Reel'''<br />
<br />
This weapon has the following property:When you throw this weapon 20 feet or less, you can pull it back to your space as a bonus action. In this case, you are considered to be wielding the Ifrit Claw again, so long as the attached rope was secured on the user's person.<br />
<br />
{{5e Image|"float:right"|https://i.pinimg.com/originals/6e/79/76/6e797670d55ff013710cf9f4d61ab83f.jpg|}}<br />
<br />
----<br />
{{5e Weapons Breadcrumb}}<br />
[[category:5e]]<br />
[[category:User]]<br />
[[category:Equipment]]<br />
[[category:Weapon]]<br />
[[category:Martial Melee Weapon]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Bone_Armor_(5e_Equipment)&diff=1116914Bone Armor (5e Equipment)2018-12-20T21:22:03Z<p>Babosa: </p>
<hr />
<div><br />
<!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Bone Hammer<br />
|damage=2d4 bludgeoning<br />
|cost=minimun 100gp<br />
|weight=7 lb.<br />
|properties=Heavy, versatile (2d6)<br />
|description=A large hammer wielded by the undead legions. This weapon is made by bone crafters, which are almost unheard of outside undead socitys and are rare even inside undead communities. So the price is realy set.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}</div>Babosahttps://www.dandwiki.com/w/index.php?title=The_Trident_of_The_Drowned_(5e_Equipment)&diff=1116908The Trident of The Drowned (5e Equipment)2018-12-20T21:14:19Z<p>Babosa: Moved it to magical items</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=The Trident of the Drowned<br />
|type=Weapon<br />
|subtype=Trident<br />
|rarity=legendary<br />
|attunement=requires attunement<br />
|description=A steel trident decorated with bronze barnacles along the upper part of its haft, The Trident has a Lightning Blue jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. The Trident contains a spark of Talos, The Destroyer.<br />
<br />
'''''Weapon of the Depths.''''' You gain a +3 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 2d10 cold damage. As a bonus action or after throwing it you can summon the Trident of the Drowned back to your hand if it is within 120 feet of you.<br />
<br />
'''''Water Mastery.''''' You gain the following benefits while attuned to the Trident of The Drowned:<br />
<br />
You can speak Aquan fluently.<br />
<br />
You are resistant to Thunder and lightning damage.<br />
<br />
You can cast dominate monster (save DC 17) at will, but you can only target water elementals.<br />
<br />
'''''The Fate of The Ocean.''''' On a critical hit, the target's lungs fill with water that cannot be expelled for 1 minute, forced to experience the fate of a doomed sailor. Creatures that cannot breathe water begin suffocating and creatures that can breathe water are forced to hold their breath for the duration.<br />
<br />
'''''Splintering Strike.''''' When thrown as an attack, you can choose for the Trident of the Drowned to splinter into 6 separate parts. You make a separate attack roll for each splinter, targeting creatures within a 60-foot cone originating from you. This counts as a single attack and each splinter benefits from the Weapon of the Depths and The Fate of The Ocean properties. Once used, this property cannot be used again until the next dawn.<br />
<br />
'''''Tears of Endless Anguish.''''' While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using the Trident of the Drowned to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, the Trident of the Drowned can’t be used to perform the ritual again until the next dawn.<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]][[Category:User]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Handgonne_(5e_Equipment)&diff=1116891Handgonne (5e Equipment)2018-12-20T20:31:28Z<p>Babosa: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Ranged Weapon<br />
|weapon=Handgonne<br />
|damage=2d6 piercing<br />
|cost=30 gp<br />
|weight=10 lb.<br />
|properties=Ammunition (range 30/90), loading, special, two-handed<br />
|description=The handgonne (or hand cannon, handgun) is the earliest type of portable firearm, a precursor to the arquebus. It is a simple barrel of metal or bamboo attached to a long handle. The black powder is ignited with smouldering wood or coal, or with a cantrip spell. It can be loaded with a handful of pebbles; iron or stone balls; or a small cannonball. Handgonnes are quite inaccurate, but are simple enough for nonprofessional soldiers to use.<br />
<br />
It takes 1 minute to prepare a handgonne for firing. A character within 5 feet of you use a Help action to assist you loading and firing a handgonne, such that you require only an action to load the ammunition and black powder.<br />
}}<br />
|<br />
{{5e Image|"float:right"|http://www.musketeer.ch/Bilder/SP_bild/Quinte_Curce_400.jpg|The siege of a castle. Painting by Qinte Curce, 1468. [http://www.musketeer.ch/blackpowder/handgonne.html Source]}}<br />
|}<br />
<br />
[[Category:Firearm]]<br />
[[Category:Renaissance]]</div>Babosahttps://www.dandwiki.com/w/index.php?title=Slingshot_(5e_Equipment)&diff=1116890Slingshot (5e Equipment)2018-12-20T20:30:09Z<p>Babosa: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Ranged Weapon<br />
|weapon=Slingshot<br />
|damage=1d4 bludgeoning<br />
|cost=5 sp<br />
|weight=1 lb.<br />
|properties=Ammunition (30/90), two-handed<br />
|description=This weapon consists of a Y-shaped wooden frame to be held in the off hand, with two elastic strips attached to the two upward-facing ends. The other ends of the strips lead back to a pocket that holds the projectile, which is most often a small rock or nut. This simple but effective weapon is often used by children or commoners who lack the means or skill needed to wield crossbows or {{5e|Shortbow}}s. <br />
}}<br />
|<br />
{{5e Image|center|https://upload.wikimedia.org/wikipedia/commons/thumb/5/52/Slingshot_%28weapon%29.jpg/200px-Slingshot_%28weapon%29.jpg|A simple wooden slingshot. [https://en.wikipedia.org/wiki/Slingshot#/media/File:Slingshot_(weapon).jpg Source]}}<br />
|}</div>Babosahttps://www.dandwiki.com/w/index.php?title=User_talk:Admin&diff=1116887User talk:Admin2018-12-20T19:57:42Z<p>Babosa: /* 5e variant weapon property tables */ . Missing equipment</p>
<hr />
<div>{{helpportal}}<br />
{{Meta Pages Breadcrumb}}<br />
[[Category:Admin User Talk]]<br />
----<br />
<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 24)<br />
|label2= Archive 2 (Discussions 25 &ndash; 53)<br />
|label3= Archive 3 (Discussions 54 &ndash; 62)<br />
}}<br />
<br />
== Homebrew banners and the case of the blind users (DnD Quest) ==<br />
<br />
Wowie! Is it SgtLion makes an unintentionally really popular question about dandwiki time again? [https://ux.stackexchange.com/questions/120541/why-do-people-not-notice-our-enormous-prominent-clear-and-contrasting-purple-b 'caaaause it sure feels like it]. Now looky look, this community of helpful people who are experienced in user design have some good advice (and a few perhaps not so on point, but they tried~). I do honestly keep hearing that people don't notice our homebrew banner, as beautiful and pretty as I think it is.<br />
<br />
I think the banner really helps, so this ain't a burning issue to me anymore, but we should probably consider progressing a little further with this goal if we can. As per suggestions, I think there's a range of options we have to improve the situation, any number of which we could implement:<br />
<br />
#Put a more modest, but maybe consequently more noticeable alert image to the side or under the page title. (Either with or without keeping the banner image) [[:File:Mockup1.png|Examplis gratis]].<br />
#Put a homebrew template, as we discussed previously, in our homebrew pages. This is now a lot more technically feasible an option than before.<br />
#Add the word "Homebrew" to the HTML page title. We seemingly get a lot of complaints that pages don't show up as homebrew when linked to from elsewhere (such as Google). I'm sure it must be possible somehow.<br />
#Change the banner design to 'fit in' with the rest of the site's theme, and consequently make it more noticeable (according to user design guys anyway. And in fairness I can see how [https://i.stack.imgur.com/AQeqo.png their mockup example banner] is perhaps more noticeable to users who are conditioned to ignore banner ads).<br />
#We ''could'' try putting our homebrew material into an actual Homebrew namespace, which would make page theming (and put Homebrew in the HTML page title automatically) easier. While perfectly doable because automated tools, this would obviously be a '''reeeeeal''' big shift, could take getting used to.<br />
<br />
I'unno. As I say, not so enormous a problem any more, but still clearly a situation with the public that we might be able to improve. I can't vouch for the technical feasibility of ''any'' of these options, but I'm sure we can figure it (or other suggestions) out, somehow, if we decide any of them seem good.<br />
<br />
My personal preference is to implement #3 and trial out options for #1, while keeping the banner, as that makes for not so major change, while hopefully fully addressing the issue. But I'm open to all input. Thoughts? Suggestions? Preferred approaches? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:26, 29 August 2018 (MDT)<br />
<br />
: I think all of these sound like excellent options if course but I think I am leaning towards #1 as a placeholder for a more long term solution such as #5. [[User:Cotsu Malcior|Cotsu Malcior]] ([[User talk:Cotsu Malcior|talk]]) 13:37, 29 August 2018 (MDT)<br />
<br />
::It's nice to see someone home to the site finally suggest this. Always too afraid to bring it up because how sensitive this but! I've always felt the banner to be not enough. The point about looking like an ad banner sticks out. I just don't pay attention and my knowledge this is homebrew is how I know. anyway-can you explain #2? I like number 1 but two seems neat to me. #3 doesn't seem like a bad idea if there is quite a demand for things. I'll look at #4 later but it sounds cool. and if #5 does #3 automatically then "cool beans dude". [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:02, 29 August 2018 (MDT)<br />
<br />
:If #1 is easy, it'd be fine, but I dislike it. #2 sounds complicated and vague. #3 could be easy, but seems unnecessary. #4 could be an option, but that mockup is ugly IMO. #5 sounds complicated and difficult to get people to follow, though it'd be ideal since the site no longer hosts homebrew exclusively. But, as I've always said, if they don't dislike how unclear it is that it's homebrew (really not that unclear), they'll dislike that we host homebrew at all, or that they don't know what homebrew is, or that it's not balanced, or that ''they'' don't know how to run balanced games. People mostly complain because they dislike us for no good reason, and I have never and still don't see any reason to "accommodate" them (because it's impossible).--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:09, 29 August 2018 (MDT)<br />
<br />
If this is a problem we need to fix, I am a big fan of #4 and I think we should go with that. The homebrew banner is absolutely GORGEOUS, but the color scheme of it draws it away from the eye because of all the bright browns on the page itself. I think changing it to a color that pops more would be perfect and it wouldn't clog up space on our pages. --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 15:00, 29 August 2018 (MDT)<br />
<br />
:Honestly? All five sound good to me. All of them simultaneously, that is.<br />
:Yes, even the fact #1 and #4 overlap. Do them both. Please ram it through our {{5c|Blinded}} eyes.<br />
:Yes, even the homebrew namespace. That seems vital if some of our long-standing administrators insist that this is a D&D Wiki and not only a D&D Homebrew Wiki. I have not expressed it as of yet, but I greatly dislike how pages like [[Player's Handbook (5e)]] and [[Wizards of the Coast]] have a homebrew banner on them. This change would help alleviate that, though it would just be a bonus to the primary intent. - [[User talk:Guy|Guy]] 17:03, 29 August 2018 (MDT)<br />
<br />
::Thank you for using the correct [[5e Race Design Guide#Referencing|referencing]] there [[User:Guy|Guy]] else I would have [[Help:Improving,_Reviewing,_and_Removing_Templates|marked]] this [[User_talk:Admin|talk page]] already. <br />
::Jokes aside, my opinion is aligned with Guy as these sound like perfectly good suggestions if my understanding of #5 is correct. In regards to a new banner, is the one I'd [[:File:5e_SRD_Banner1.png|previously created]] worth bringing up and if not I'm fine with putting another more appropriate one together if you all have some more information on what you guys what beyond what's been [https://ux.stackexchange.com/questions/120541/why-do-people-not-notice-our-enormous-prominent-clear-and-contrasting-purple-b said] from a technical standing. {{User:ConcealedLight/Signature}} 00:14, 30 August 2018 (MDT)<br />
<br />
:::Thanks y'all for input so far. I like how we've already had most options favoured by different people. I appreciate the desire to not have to accommodate people, but I do believe there's a sincere issue about noticeability that would improve our usability and public standing; If we really find no improvement whatsoever I'm happy to revert our changes and call them nerds. I also appreciate the desire to implement ''all'' these things, but there comes a point where we're just making the site ugly and unusable at little extra benefit (banners+alerts+templates would hurt my eyes). As for clarifying #2, it's bloody hard to find wherever we had the previous discussion on this, essentially I'm talking about a template much like our messagebox IRR templates (someone designed a pretty one with a tankard of beer an' all) being shown at the top of homebrew pages. And my personal opinion is that CL's banner is maybe ''too'' in line with our theme, and so tips back over the balance, but my ux view is pretty poor.<br />
:::With our current input, I guess I'm leaning more toward #5 as a feasible option than before. We'll certainly wait for at least Green Dragon's input, and I'd ideally like at least one other veteran user's opinion ('course, all further opinions still very welcomed), before we decide whatever direction to go from here. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:59, 30 August 2018 (MDT)<br />
<br />
:As a frequent accidental user of your homebrew pages, I'd like to suggest that #3 would be the most valuable to me. Here's my use case: one of my players has told me he wants to play a "knight", so I pull out my phone and Google search for [5e knight class] and I click on the first result, which leads me to your homebrew knight class (when the correct answer would have been to click on the third result for the Unearthed Arcana class). I imagine that improving the banner would help as well, but my real issue is that I didn't need to spend the time downloading the homebrew page at all. -[[User:DanB|DanB]] ([[User talk:DanB|talk]]) 06:25, 5 September 2018 (MDT)<br />
<br />
::With regards to Guy's point about the banner being on pages it shouldn't be on, would there be a way to place the template on every page in [[:Category:User]] rather than doing it by namespace?<br />
::As for the design itself, I quite like the design that Eschatonic posted way back when the homebrew banner was first being discussed, [[Discussion:Homebrew_%27n_SRD_Differentiation_and_other_issues#Eschatonic_.28talk.29.C2.A005:32.2C_25_August_2016_.28MDT.29|here]]. It stands out, but not so much that it looks like a banner ad. Salasay's {{tl|homebrew}} template mentioned there is also quite good. {{User:Geodude671/Signature}} . . 06:44, 5 September 2018 (MDT)<br />
::: Oh yeah, I like those. Salasay's one especially. {{User:ConcealedLight/Signature}} 15:44, 5 September 2018 (MDT)<br />
<br />
::::I would lean towards 1, 2 and 4. Is it possible to make a homebrew template like a disclaimer of sorts, and once a user had read its content and "agreed" with it, it would [hide]? I like the mockup that they showed on the discussion, and if we get some designs we can change the banner.<br />
::::3 and 5 seem unnecessary, and we should make a namespace for pages like [[Wizards of the Coast]] so they don't have a banner. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:42, 27 September 2018 (MDT)<br />
<br />
:::::I believe there was some talk of updating the background and/or theme, so should we look into that before making a new banner? After all, there's no point creating a banner that fits with our theme better only to change the theme and need ''another'' new banner :P But that only applies if getting a new theme/background turns out to be feasible. My time is limited these days, but I can try to look into the theme/background and/or banner with SgtLion soon.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 28 September 2018 (MDT)<br />
<br />
::::::Based on what I know is currently using the (main) namespace, it seems like almost everything belongs in [[:Category:User]], belongs in [[:Category:Publication]], belongs under a different namespace that currently exists, or belongs in a currently non-existent category for game content which isn't really User-made but also isn't OGL but has more information than a redirect (e.g., [[Elf (5e Race)]]). While I still think the Homebrew namespace would be preferable, if we were to go a different route as GD suggests, then namespaces for Publication (or whatever) and Ambiguous Content (or whatever) should be made instead. <small>(These deductions are made in part based on a dpl which currently exists on [[User:Guy/Sandbox|this page]]. I was too lazy to view every single entry but that's the gist of what I gathered.)</small> - [[User talk:Guy|Guy]] 07:08, 28 September 2018 (MDT)<br />
<br />
:::::::I like Green Dragon's suggestion. I can imagine a way to implement a notice (vaguely like Salasay's template, but appropriate words) that appears on ''all'' pages, hides when you acknowledge it. Stops it from being a pain for regular users, but lets new people unambiguously see the good stuff.<br />
:::::::Unless we do move Homebrew to its own namespace (which I'm now convinced would be a good idea, if hard work), the plausible ways of altering only 'user' pages are hacky at best, security-flaw-inducing at worst; So anything is really an all-of-Main-or-nothing approach. But with an adequately worded notice, I don't see that being a problem.<br />
:::::::I do think #3 is important for users browsing via Google - I'd like to at least look into how easy it'd be to implement it. I'll try remember to experiment with a dismissable banner. And #1 and #2 I hesitate with, as it would clutter Main Page and others, but I'll look further into 'em too. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:10, 8 October 2018 (MDT)<br />
<br />
::::::::Could you make a mock-up template based on the information above that we could test out for a time and then discuss whether it is useful, appropriate, obtrusive, and such? I don't think that a site-wide notice would be problematic. I agree that making something read the url of a page for a namespace would probably be buggy. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:35, 11 October 2018 (MDT)<br />
<br />
:::::::::Aye aye, I certainly won't be implementing anything before passing it by here first. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:59, 12 October 2018 (MDT)<br />
<br />
== A detailed deletion policy? ==<br />
<br />
Recent events and [[Talk:Candidates_for_Deletion|discussions]] have emboldened me to attempt to create a comprehensive deletion policy. It was inspired by Wikipedia:Deletion policy, by D&D Wiki precedent I've observed, and several of our own policies ([[:Template:Delete/why]] and [[:Category:Candidates for Deletion]], among others). Please see [[User:Guy/Deletion Policy]].<br />
<br />
I would like to achieve visible consensus before adding this page to formal policy and to the Help Portal. It is intended to reflect the wiki community and '''our''' standards, not just mine, so if there is any criticism or improvements to be made I would very much appreciate them. (Even though the page is currently part of my user space, feel free to '''be bold''' and edit the page directly.) - [[User talk:Guy|Guy]] 20:59, 28 September 2018 (MDT)<br />
<br />
:I can't think of anything I'd change from that. {{User:Geodude671/Signature}} . . 22:24, 28 September 2018 (MDT)<br />
<br />
::GamerAim put forth a few ideas on [[User talk:Guy/Deletion Policy]], and I would appreciate the input of a third party on those ideas. - [[User talk:Guy|Guy]] 07:09, 29 September 2018 (MDT)<br />
<br />
:::Thanks! I was worried no other admins would see our discussion because they don't have that talk page on their watchlist, but now they know :) Over all it looks good to me; just needs some clarification from GD and other admins, IMO. I'm very glad that we're consolidating all this policy and precedent. As our discussion shows, there's a lot of bits that've been spread across the Wiki and difficult to go back and find, so this page will undoubtedly be a marked improvement for our users!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 09:06, 29 September 2018 (MDT)<br />
<br />
::::I agree with the application of this as I said on its talk page. {{User:ConcealedLight/Signature}} 10:05, 29 September 2018 (MDT)<br />
<br />
I went ahead and implemented this at [[Help:Deletion Policy]], sans the section on "user request" since that seemed to be the only point of contention. That part still needs discussing, so please join in on the discussion. {{User:Geodude671/Signature}} . . 10:30, 8 October 2018 (MDT)<br />
<br />
:I'm happy with this bold move, and I'm glad we're giving the user request section a little more time to be discussed; So well done.<br />
:I'd encourage any admins who haven't to give the article a read-through, if not just because it's got an impressively accurate and comprehensive sum of the process of deletion, then so we at least know we're all on the same page, and can discuss anything missed in discussion thus far. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 11:40, 8 October 2018 (MDT)<br />
<br />
::Does anyone want '''sole''' contributor requests for deletion to be changed? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:46, 9 October 2018 (MDT)<br />
:::Personally, I would prefer that we do not delete articles based on sole contributor requests for deletion. I think it has the potential to damage D&D Wiki by depriving it and its users of valuable content, including content that may already be in use.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:17, 10 October 2018 (MDT)<br />
<br />
::::Though I don't like us losing content over user requests, we do probably have arguably legal (and/or moral) expectations in some cases to delete it. I would support a conditional clause that gave us discretion to not delete important (e.g. featured article), substantive (e.g. whole campaign setting), or long-held (e.g. posted >1 year ago) content at user request, because as GA said, these things do become used and relied upon to be there. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:59, 12 October 2018 (MDT)<br />
<br />
== Additional Deletion Option ==<br />
<br />
Would it be possible to include an option to delete a talk page when you delete the page as part of the same action and vise versa? Though I'm not sure why a talk page wouldn't be deleted when its page has been. If there are such cases and those cases are rare could the option be auto ticked? {{User:ConcealedLight/Signature}} 09:26, 29 September 2018 (MDT)<br />
<br />
:That would be super useful, however forcing you to manually delete a talk page at least makes sure that you've looked at it first. There have been cases where I've had to reverse my page deletion decision because of something I've subsequently read on the talk page. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:25, 3 October 2018 (MDT)<br />
<br />
::Same. Often I get confused, go ahead with deletion, then see the talk page and realise I made a mistake all along. There's no easy way to include an option to do this that I know of; and manual implementation would likely take an awful lot of code and bug-testing. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 12:17, 3 October 2018 (MDT)<br />
<br />
:::That makes sense, and thanks for the insights Sarg. Just thinking about how we can improve our quality of life. {{User:ConcealedLight/Signature}} 05:36, 4 October 2018 (MDT)<br />
<br />
== Restricting Execution of Administrator Powers ==<br />
<br />
In light of concerns about administrator overreach, I'd like to propose some restrictions on when administrators can execute their powers. To be clear, this is just a proposal based on my interpretation of what users have expressed a desire for. If no one thinks they're a good idea, that's just as well. I'm proposing &mdash; again, in response to suggestions from others &mdash; that administrators not be allowed to:<br />
* [[D%26D_Wiki:Requests_for_Adminship/GamerAim_(2)|Warn or block users for offenses against them.]] If a breach of behavioral policy is committed against one administrator, another administrator must issue the warning or block.<br />
* [[User_talk:ConcealedLight#Warning|Adjudicate the validity of a warning issued against the adjudicating administrator.]] An administrator different than the one that was warned must be responsible for adjudicating the validity of the warning.<br />
* [[Talk:Candidates_for_Deletion|Delete an article that was marked for deletion by the same administrator.]] An administrator other than the one that proposed the deletion of the article must execute the deletion. Edit: This was already decided as a policy, but not everyone saw it (myself included). Every admin should have this talk page watch-listed, right? So, I'm reproducing it since it's relevant to the issue at hand. I'm also adding another proposal:<br />
* All administrators should be explicitly notified when new policies are put into effect. Administrators being (unintentionally) left in the dark about policy changes is sure to cause issues where an administrator is accused of overreach solely for not having been apprised of an update to policy. I'm unsure how we should go about ensuring this?<br />
These are the three main ones I can think of that have been brought up as issues within the last month.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:31, 4 October 2018 (MDT)<br />
:I think the first bullet point is completely reasonable. I'm not sure about the necessity of the second bullet – as far as I was aware, warnings which get challenged aren't arbitrated by just one other admin, but by the community through discussion about its validity. You objected previously to ConcealedLight being the final decider on the validity of his own warnings (and I agree with you that his being allowed to do so may not have been appropriate), but he was allowed to do so after discussion had taken place about that. I can understand where you're coming from with this, but I just don't see a need for it, though I'm open to being convinced otherwise. <br />
:How would admins be notified about policy changes? Would whoever implemented the policy just post about it on each admin's talk page? Would just one message get posted to this page? (as you said, every admin should have this page watched) I can definitely get behind this generally, just asking about the specifics. {{User:Geodude671/Signature}} . . 21:22, 4 October 2018 (MDT)<br />
<br />
::Re:Informing admins. The easiest option is to just post it here. ''However,'' is a user is gone for more than a few days, they might miss an update on this page. So, unfortunately, I do think the only option that would work would be to post about it on each admin's talk page, that way they'll be notified no matter how long the absence.<br />
<br />
::Also, I think it's a far greater overreach to allow an admin to pardon himself than allow him to issue warnings for infractions committed against himself. Because a) a breach of policy is still a breach of policy, and b) an administrator could potentially be allowed to violate all of these and then pardon himself. I understand that GD himself enabled CL to make that decision, but as you said, it was not appropriate; if GD wished to overrule an administrator's warning, he should have done it himself, not granted the authority to the administrator whose warning implicitly accused him of misusing his power. Again, not blaming CL for being put in that position, but I think we shouldn't allow it because it presents a considerable conflict of interest.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:16, 5 October 2018 (MDT)<br />
<br />
:::I don't think making the proposed rules(with the exception of point 3 which is already policy) into a hard-coded policy wouldn't be beneficial. I could see point 1 being a rule of thumb or guideline that administrators should endeavor to follow in cases when doing so would cause further issues or when their personal involvement could affect their judgment but other than that I'm not sold on the proposed rules or their necessity. {{User:ConcealedLight/Signature}} 04:46, 9 October 2018 (MDT)<br />
<br />
::::I am still deeply confused on how an administrator issuing warnings for policy breaches is ''more'' personally involved than an administrator revoking a warning against himself for policy breaches. Could someone please try to explain this?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:07, 9 October 2018 (MDT)<br />
<br />
:::::1) sure. I don't think it is an issue at current but Admins that don't get along could take offense to something another admin said and just warn. With this proposal, a 3rd party is used to help determine the validity of the harm to a victim. (this <s>would</s> could have prevented a warning against CL for misquoting....)<br />
:::::2) duh. How in the world this happened to begin with is bonkers. Gee-willikers Batman.<br />
:::::*sidenote:a warned user already has the right to refute or appeal a warning. Allowing them to be a judge, jury, and executioner in their own discipline just doesn't add up to muah.<br />
:::::3) moot. it is already written, it must be true.<br />
:::::4) an unenforceable thing. it is just communication that is necessary. as courtesy, try and post on the admin page if policy is being discussed somewhere on the wiki. might overload the admin header topics. Maybe one of the topics could be an unofficial "sticky". One that remains when other discussions are archived.<br />
:::::Replied. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 06:18, 9 October 2018 (MDT)<br />
<br />
::::::I think your suggestion on communication is good. I know it might not be ''easy'', but all this discussion on policy is moot if half the administration isn't made aware of it. And then I'm worried about potential drama if an administrator wasn't made aware of policy updates and then violates policy by accident. For that matter, it could be helpful to non-admins as well to have a sticky for policy updates, so that existing users don't get burned for violating a policy that didn't exist before. I wish I could call this a small issue, but in our current political climate, providing transparency to all users (admins included) about what policy administrators are expected to enforce is important for preventing abuse of power.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:25, 9 October 2018 (MDT)<br />
<br />
I don't know anything about adminship but a reduce in power could be good some people could go drunk with power and ruin the wiki I also think that when someone runs admin they should be trustworthy of the task but that's just me. --[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 11:52, 9 October 2018 (MDT)<br />
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:I don't think that it's a concern about being "drunk with power," per se. If someone were the kind of person that would, they wouldn't make it past RfA. The issue is the conflict of interest when enforcing policy on someone the admin is in a dispute with, and admins sometimes having a hard time separating a policy violation (which there may very well be) from taking personal offense to something someone said. This is why Wikipedia has a policy against involved admins enforcing policy, and instead having to defer to an uninvolved administrator, except in egregious and obvious violations, like someone cussing them out. {{User:Geodude671/Signature}} . . 12:28, 9 October 2018 (MDT)<br />
<br />
::Could you link to the relevant Wikipedia policy for that? It may be simpler to explicitly inherit that, rather than draft up our own things. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 12:38, 9 October 2018 (MDT)<br />
<br />
:::[https://en.wikipedia.org/wiki/Wikipedia:Administrators#Involved_admins] {{User:Geodude671/Signature}} . . 12:52, 9 October 2018 (MDT)<br />
<br />
::::Ahh I see so geodude admins shouldn't mix their feelings with adminship like you said being offended and should just enforce the wikis policys.--[[User:Alucarddragonborn|Alucarddragonborn]] ([[User talk:Alucarddragonborn|talk]]) 14:04, 9 October 2018 (MDT)<br />
<br />
:::::The warning policy changes should be brought up on the respective policy page, not here.<br />
:::::I like the idea of a policy board post-it. The user page for the admin would be a good place for it. I recommend that admins watch all policy and infrastructure pages. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:43, 9 October 2018 (MDT)<br />
<br />
There hasn't been much discussion on this lately; I'm going to go ahead an implement #1 because consensus seems to be in favor of it (ie no one objected). I would like to see more discussion on #2. {{User:Geodude671/Signature}} . . 23:10, 25 October 2018 (MDT)<br />
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:I don't think anyone objected to #2 either, so please go ahead and add that.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:09, 26 October 2018 (MDT)<br />
<br />
::I am not so certain about #2. If there is really such a situation, I would prefer that concensus is used rather than one admin adjudicating another one. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 00:40, 29 October 2018 (MDT)<br />
<br />
:::I'm confused, GD. Are you saying that it's okay for an admin to adjudicate over his own warning but that an admin can't warn another admin? There's actually been multiple cases where you left adjudication of rules, warnings and bans solely to a single admin. If necessary, I can cite these, but my point is that your statement is confusing because I fail to see how it relates to #2, except as in my second sentence. And your saying "if there is really such a situation" is misleading, because there has been a situation already. More than one, if you extend "a situation" to cover all instances of you leaving a sole admin to adjudicate warnings or bans.<br />
:::Even if you've changed your mind on leaving sole admins to adjudicate another admin, there's still the issue of adjudicating over oneself, as well as the precedent I mention above. I fear that it is a dangerous precedent; in all frankness, I think that it's already set a dangerous precedent doomed to breed corruption on D&D Wiki, and I want rules in place to prevent it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:54, 29 October 2018 (MDT)<br />
<br />
:::Agreed. {{User:ConcealedLight/Signature}} 03:14, 29 October 2018 (MDT)<br />
<br />
::::I see how you have misunderstood me. An "adjudicating" admin is a person solely responsible to make a decision: an end "arbitor". Why should one admin make the decision if the actions of another admin are made in good faith? Where has the [[w:Wikipedia:Consensus|consensus]] gone? Not only that, but why doesn't the warning administrator also adjudicate their warning against the admin they warned ''':P'''?<br />
::::I think that any oversight method for a warning system, designed to lessen the harder side of various policies, should only use a standard verification system. Concensus is a core concept for Wikipedia, and suddenly ripping it apart to place a system in power that is basically a sole arbitor making the final decisions, does not belong on a wiki.<br />
::::Your link, and that decision of mine, was taken as a way to move the discussion forward while putting the current policies and persons interested in concensus together to modify a decision (called a "warning") which is intended to '''lessen''' harder policies. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:12, 29 October 2018 (MDT)<br />
<br />
== More {{tl|delete}} Discussion ==<br />
<br />
I am terribly sorry to create another header but I am sorely lost where the discussion is about this very example: [[Malu Malu (5e Race)]]. The reason I am bringing it up is the page is marked incomplete which I think is accurate. The discussion I cannot find eluded to NOT deleting articles simply because lore is missing. This has sat for 2 years in such condition. Can I get some feedback from others about situations like this? <br><br />
My personal feelings-no one has taken the time in at least a year to write flavor or fluff for pages like this and as sad as it is to delete for this reason why hasn't the OP added flavor? I am not an author and cannot write stuff for every page needing this, and the way I see it, no other person with a hint of writing skills wanted to save the page either. I would be okay with almost bare pages being deleted. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:18, 5 October 2018 (MDT)<br />
: I don't recall that discussion so I too would be interested in this. To help answer your other question, and I'm not too sure how to word this but I find its often the case where users will come to the site to find something to complete their character build. When they can't they often make content like so that grants them exactly what they want, leave to get their DM's approval and never touch the page again. The number of races I've seen that have traits and then anything from a line to nothing at all is bothersome. Hope that answers one of your questions. {{User:ConcealedLight/Signature}} 07:54, 5 October 2018 (MDT)<br />
::With the implementation of this new deletion policy, a page should only be deleted if it requires undue effort from the GM to be playable. My personal interpretation is that ''some'' minimum of lore is necessary to make it 'playable' for campaigns. This is one case where an agreed upon 'rule of thumb' may be handy for judging minimum effort for lore playability, such as requiring articles to have a few sentences in every fluff section, or something along these lines. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 11:35, 8 October 2018 (MDT)<br />
<br />
:::It was my stub (but not my deletion proposal): "Barely any description. What is their culture like? What deities do they worship? How do they get on with other races? What kinds of places do they live? etc etc. Traits are incomplete: the climb speed is what you would get anyway; The bite has no attack or DC info."<br />
:::These things matter just as much as the "crunch" for using the race in a game, otherwise it's just contextless numbers. Therefore I believe it was correct to remove the page if no-one cares about the page enough to add this information. There might be an argument for using the abandoned template instead, but personally I only use this if I think there's something interesting about the page, some hook, where we hope that someone does pick it up. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:41, 8 October 2018 (MDT)<br />
<br />
::::I'd agree with all that, fo' sho. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:10, 8 October 2018 (MDT)<br />
<br />
::::I think that a minimum of an arbitrary description of appearance, personality and ''maybe'' culture and habitat should be in place to avoid deletion. Deities, history and society stuff aren't that important, IMO. They're things the DM is most likely to adjust to fit his campaign, whereas appearance, personality and &mdash; to a lesser extent &mdash; a rough culture and habitat are easier to throw in since they don't interact with the rest of the world so much. Again, I think a minimum is a good idea, but not all fluff is created equally.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:49, 8 October 2018 (MDT)<br />
<br />
:::::That race is a very good example of a candidate for deletion, based on the reasons already stated in this discussion. In most other instances it makes sense to use {{tl|abandoned}} first. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:33, 9 October 2018 (MDT)<br />
<br />
== Mobile Skin ==<br />
<br />
Yo y'all. I've been vaguely working on a mobile skin ([https://www.mediawiki.org/wiki/Extension:MobileFrontend extension], [https://www.mediawiki.org/wiki/Skin:Minerva_Neue skin], [https://www.dandwiki.com/wiki/Main_Page?useformat=mobile preview]) for the site.<br />
<br />
Unhelpfully, testing it site-wide without effectively forcibly deploying it to all mobiles isn't possible. But if anyone's got the time to give it a go on a mobile screen (it will look a little silly on desktop screens, but by all means try it) - it'd be helpful an' appreciated to get feedback on what's good, or broken, or needs improving, or if the mobile format is even a worthwhile addition at all.<br />
<br />
You can check how a random wiki page looks in the mobile view with [https://www.dandwiki.com/wiki/Special:Random?useformat=mobile this link].<br />
<br />
Some high traffic pages: [https://www.dandwiki.com/wiki/Main_Page?useformat=mobile Main Page], [https://www.dandwiki.com/wiki/5e_Homebrew?useformat=mobile 5e Homebrew], [https://www.dandwiki.com/wiki/Help_Portal?useformat=mobile Help Portal], [https://www.dandwiki.com/wiki/SRD:Elf?useformat=mobile 3.5e SRD Elf], [https://www.dandwiki.com/wiki/User:Blue_Dragon?useformat=mobile User Page], [https://www.dandwiki.com/w/index.php?title=Sandbox&useformat=mobile#/editor/0 Editing a page]<br />
<br />
Alternatively, you can see how any page looks in Mobile view by appending '?useformat=mobile' to the end of the URL. Please let me know any thoughts on it; I'm not a big mobile user myself, so it's hard for me to judge these things. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 16:23, 14 October 2018 (MDT)<br />
<br />
:Some questions and concerns.<br />
:Collapsible tables do not work. See [https://www.dandwiki.com/wiki/4e_Campaign_Settings?useformat=mobile 4e Campaign Settings].<br />
:The auto-hide for headers does not seem to fit. For example, see [https://www.dandwiki.com/wiki/Door_of_the_Weak_(5e_Trap)?useformat=mobile Door of the Weak (5e Trap)]. Can we disable this?<br />
:The top bar breaks into the titles. Could we seperate the top functions onto the top of the page, with a D&D Wiki logo so that they are seperated from the titles (maybe with the discussion link too)?<br />
:Is it possible to make the horizontal scroll bar always visible, or appear more prominently than it does?<br />
:Talk pages are not skinned.<br />
:These are the first things that I have noticed. All in all, it seems to be really good though. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:34, 17 October 2018 (MDT)<br />
<br />
::That's all sups helpful feedback, thanks for all of it <3 I'm fairly sure we should be able to address all these issues with some CSS tweaking - I'll try have a play around to address these issues in the next few days. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:30, 18 October 2018 (MDT)<br />
<br />
:::Also the compact recent changes does not autohide. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:21, 8 November 2018 (MST)<br />
<br />
== Create Account page does not function ==<br />
<br />
I am not certain if this is the correct section to place this topic, so if it isn't please do direct me to the correct spot for it.<br />
<br />
I am a D&D wiki user who is interested in creating an account in order to participate in the development and nuturing of the wiki, but unfortunately the Create Account page is broken.<br />
<br />
Specifically, when its link is clicked on, it provides the statement '''"www.dandwiki.com is currently unable to handle this request."''' and gives an '''"HTTP ERROR 500"''' error.<br />
<br />
I look forward to hearing possible solutions and/or answers. Until then, thank you in advance for putting up with this anonymous person sticking something on your page. -17th October, 2018<br />
:Really? Goshdang, thanks for notifying us. I'll look into this. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:20, 18 October 2018 (MDT)<br />
:Yeah, as I suspected, this was a coding error I caused by fixing a thing yesterday. It should now work! --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 14:25, 18 October 2018 (MDT)<br />
<br />
== Policy/Preload Change Discussions ==<br />
<br />
I started something here: [[Talk:5e Feat Preload]]. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:26, 19 October 2018 (MDT)<br />
<br><br />
<br><br />
This talk page [[Talk:Meadowlands (Stormforge Supplement)#Moving Forward]] started discussing something. In case users aren't watching it and have anything to add. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:36, 25 October 2018 (MDT)<br />
<br><br />
<br><br />
And [[User:GamerAim|GamerAim]] started this today - [[Talk:D&D Wiki on Social Media#Vote For Removing the Link to Discord Server]]. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:04, 25 October 2018 (MDT)<br />
<br />
== [[Afflictor(3.5e Class)]] ==<br />
<br />
I know this page, [[Afflictor(3.5e Class)]], isn't right, but the right way to approach it or the user escapes me. Any users' help would be great! Thanks :-) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:10, 23 October 2018 (MDT)<br />
<br />
:I put the page up for deletion and gave the user a poke; let's see if that gets them going. {{User:Geodude671/Signature}} . . 14:27, 23 October 2018 (MDT)<br />
<br />
::Sweet! Thanks Geo. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 14:51, 23 October 2018 (MDT)<br />
<br />
== Weird text placment in 5e SRD creatures ==<br />
<br />
Hey, I just want to point out that some of the text are in really weird places, most notably the section on Armor, Weapon, and Tool Proficiencies is in the middle of the senses section, then the Grapple Rules for Monsters are under the limited useage heading and Modifying Creatures is under size. [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 14:50, 3 November 2018 (MDT)<br />
<br />
:Huh, I'll try to look into this and make sure it's supposed to be that way, since it's transcribed from the 5e SRD. It definitely looks weird, so it might be an error!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:19, 3 November 2018 (MDT)<br />
<br />
== Infinity Gauntlet Spam ==<br />
<br />
Am I the only one seeing this? I think I've blocked 3 IPs and protected 2 pages. Is there more that can be done? or simply stay vigilant? ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:23, 9 November 2018 (MST)<br />
<br />
:Can you please supply some references? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:46, 12 November 2018 (MST)<br />
<br />
::On this page [[Cursed Blade (5e Equipment)]] two different IPs wanted to make this item the gauntlet, and then again on this page [[Courage-Seeker (5e Equipment)]]. I just happen to have these on my watch list so that's why I caught them. I haven't searched into more pages being vandalized for the infinity gauntlet. Maybe there's nothing that can be done except for what I and Quincy have done and others are just aware that its happened more than just once. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 07:28, 13 November 2018 (MST)<br />
<br />
:::[[Special:CheckUser]] (get users) on both 72.234.104.76 and 66.91.185.220 give some interesting results. Either it was a focused vandalism attempt, where one vandal wanted to support another one, or a third channel of communication was used to carry out their intentions. If we block those users I doubt it would happen again. Also, a search does not return any additional infinty gauntlet results so I think you saw them all while patrolling. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 23:19, 15 November 2018 (MST)<br />
<br />
::::That's good to hear. Thanks for your help. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:46, 16 November 2018 (MST)<br />
<br />
== ConcealedLight conduct ==<br />
<br />
I find some of ConcealedLight's comments [https://www.dandwiki.com/w/index.php?title=Talk%3AD%26D_Wiki_on_Social_Media&type=revision&diff=1105200&oldid=1104390 here] to be needlessly disparaging towards me. To be frank, the negative attention that I have garnered from him and others recently is making me feel attacked any time I come on D&D Wiki, to the point that I have had to stay away from D&D Wiki and even Discord for fear of the hostility being lobbed at me by an increasingly toxic community. Would an administrator please look into his comments and warn him if you believe they are in violation of behavior policy, as I believe they are?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:26, 21 November 2018 (MST)<br />
<br />
:Sorry, but warnings on D&D Wiki are for official channels. In a discussion about making an external platform official, issuing a warning for reasons why a user feels the way they do from an unofficial source, does not follow policy. For example, saying something to another user like "in our game your unjust absolute control ruined our roleplaying!" does not warrant a warning. If everything had taken place in an environment which we condemn as official, this would definitely warrant a warning.<br />
:Another way of looking at the situation, is like a boiling pot. The concensus does not know anything about the discord channel, and each users input is boiled down to make the discussion ready. The application of each comment adds another flavor to the soup. In the end, either we can eat the soup or we all decide that we would rather try something else.<br />
:I hope that you can look past any toxicity arising from the dicussion. You don't need to respond, or even take part in the discussion if it's making you uncomfortable. No one has anything against you, you're a great guy, but to reach concensus and implement controversial policies there are always unpleasant surprises. Good luck! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:42, 21 November 2018 (MST)<br />
::I don't think GamerAim is asking for a warning particularly based on Discord conduct, I think the Discord comment was a half-aside. They have linked an example of the comments made ''on D&D Wiki'' that they feel are troublesome, and this part is very much within our remit to warn if appropriate. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:30, 21 November 2018 (MST)<br />
:::Maybe it's just me but I don't see how ConcealedLight's comments are in violation of any sort of policy. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 10:38, 21 November 2018 (MST)<br />
::::While I don't find this particularly surprising I too don't believe my comments were out of line in the example given. If anything this further solidifies my previous request for GA to not interact with me. {{User:ConcealedLight/Signature}} 15:20, 21 November 2018 (MST)<br />
<br />
==5eSRD Creatures==<br />
Since all the [[5e SRD:Miscellaneous Creatures|Miscellaneous Creatures]] are beasts and there are very few beasts not in Miscellaneous Creatures, wouldn't it be a good idea to move everything in Miscellaneous Creatures to [[5e SRD:monsters|monsters]] to make searching for creatures easier. and similar reasoning with [[5e SRD:NPCs|NPCs]] [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 22:26, 29 November 2018 (MST)<br />
<br />
:If I am not mistaken, they were already like this in some way until I went through and changed the breadcrumbs to mirror the monster manual’s way of listing monsters and miscellaneous creatures. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:01, 30 November 2018 (MST)<br />
<br />
::correction, I started and Sir Sprinkles finished. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 08:04, 30 November 2018 (MST)<br />
<br />
== Account Deletion ==<br />
<br />
Hello, I'm terribly sorry, I can not find an admin- I hope my request here amongst the banners will come true. I humbly request my account to be deleted from this site. My name is not the name I should adhere to, no matter how sell-sword you want to talk about it. I picked up real swordsmanship and it has continued my integrity, pride, and dress. I will not be "returning" to create a new name, you do not have to concern yourselves with that. You have a very nice library- I have read my fill. I found my first knight here in fact- if I ever play I may very well come to find myself a silent knight. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:24, 1 December 2018 (MST) <br />
<br />
For the record I want to delete "mercenary guardian"- it just dawned on me how far I have come since elementary school things. That guardian is a façade by fat kids who want to vs the tundra wolf/prairie falcon warriors when it comes to the flanking maneuvers of getting up close and personal with a crossbow. At least, that's how far I keep getting in my life. Nothing regular like a regular snake, but I am infact a viper sort of man. Be it space mercenaries, SWAT, counter-terrorists, sell-swords, barbarian commanders with two swords(NOT a son of a chieftain)the Kurgan, shadow rogues and mostly that kind of stuff. Bikers, excetra. As I have done with every place that's important to me, but am leaving this hall, my snake must be mentioned. Now, I'm not going to prad like some tree viper who would be a bard, nor will I get really far and bring to light a guess that a "mercenary guardian" does and have it be rhinocerous viper- I am the Malayan Pit Viper! Velvet Assassin. Sebastian, the Velvet Assassin. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:36, 1 December 2018 (MST)<br />
<br />
One last thing. On your freedom fighters and shadow ops page- "That's quite the 'iron dragon' you got there" I found a book through a twist of fate for Heaven. It's called "Rifts Mercenaries" try it out you guys/gals. It will suit your campaigns a lot better- since everything in it is what we need to defeat already. But it really depends on the opponent that makes the "scarecrow" into a "harvest", because mine sure as hell didn't get "skinner"! He also lives right next door- I don't even have to think much about what animal I will take for my forest mercenary. May the skulls sink in the blood of your wake. --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 22:46, 1 December 2018 (MST)<br />
<br />
I have now read that page more than a brisk understanding- it was actually not what I thought. It was like school started over again. ;P totally why I'm not falling to giving up my spirit animal. They lost "retrievers", "flying squirrels", "coyotes", "weasel", "jackal", yellow bears, "possum"/"thresher shark" and the rest are like the Steel Dragons. Just kids and their families who don't get in my way and continue to brainwash. ''Don't forget to work out.'' --[[User:Mercenary Guardian|Warrior of the Snake]] ([[User talk:Mercenary Guardian|talk]]) 23:17, 1 December 2018 (MST) <br />
<br />
:I have no idea what you're getting at, but we cannot delete accounts. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 07:05, 2 December 2018 (MST)<br />
<br />
:What are you smoking and where can I score some? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 07:36, 2 December 2018 (MST)<br />
<br />
:Waaa {{User:ConcealedLight/Signature}} 02:31, 3 December 2018 (MST)<br />
<br />
== Complete Arcane Content ==<br />
<br />
Hi, I noticed that the user [[User:Maiovez|Maiovez]] has been posting content from the 3.5e book "Complete Arcane", and I'd like the input of an admin with more knowledge on copyright and SRD material to weigh in with regards to whether what this user has posted is legal or not. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 08:09, 5 December 2018 (MST)<br />
<br />
:No, content from [[Complete Arcane]] is not licensed under the OGL. Please delete all these pages, and let the user know that they need to stop. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:59, 5 December 2018 (MST)<br />
::Thanks for the information. I have deleted the offending pages and formally warned the user in accordance with policy. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 09:12, 5 December 2018 (MST)<br />
<br />
== Need assistance cleaning cobwebs ==<br />
<br />
I am going through my old subset pages and removing any that will no longer be worked on or used in any capacity. Unfortunately, I do not have the ability to delete content, so I'm marking them for deletion. Could someone with admin power please remove them? --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 18:49, 15 December 2018 (MST)<br />
:Roger that, I'll get right on it. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 18:51, 15 December 2018 (MST)<br />
:In case you aren't aware. This section of my control panel was designed to display exactly this kind of content. See [[User:ConcealedLight/ControlPanel#Grey|here]]. {{User:ConcealedLight/Signature}} 09:34, 16 December 2018 (MST)<br />
<br />
== 5e variant weapon property tables ==<br />
<br />
I was looking at some 5e weapon properties and I noticed that the tables on their pages do not indicate if the weapon is a martial or simple weapon or if speficic classes are proficent with them. How could that be coded in? [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 19:36, 19 December 2018 (MST)<br />
:I'd understand your suggestion better if you could link to the page(s) where you saw this problem. Can you please do that? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 20:14, 19 December 2018 (MST)<br />
::It is missing on all of the variant weapon property pages e.g. [[Undersized (5e Variant Rule)]], [[Hidden (5e Variant Rule)]] [[User:Babosa|Babosa]] ([[User talk:Babosa|talk]]) 21:03, 19 December 2018 (MST)<br />
<br />
:::You can visit the pages and see what I did to correct this. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:46, 20 December 2018 (MST)<br />
::::Dang, you beat me to it. Good job BSFM. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 09:58, 20 December 2018 (MST)<br />
::::: That's good, thank you. But for some reason [[Pixie Bow (5e Equipment)]] and [[Fairy Bow (5e Equipment)]] aren't showing up in the martial and simple ranged weapons tables respectfully.<br />
<br />
== Log-in Issues ==<br />
<br />
When I hopped on, all my info was saved so I was already logged and could visit my watchlist. When I tried to edit multiple pages there was data loss? Like I had left an edit open for too long but this isn't the case. So I logged out as recommended but now I get: "There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Go back to the previous page, reload that page and then try again." Anyway... ~ [[User:BigShotFancyMan|BigShotFancyMan]] 06:44, 20 December 2018 (MST)<br />
<br />
:{{user|Blue Dragon}} was updating some things, and that happened. Should be working again. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:43, 20 December 2018 (MST)<br />
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::Indeed, you are correct. Things seem normal again. Thanks. ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:28, 20 December 2018 (MST)</div>Babosahttps://www.dandwiki.com/w/index.php?title=User:Babosa/Simple&diff=1116779User:Babosa/Simple2018-12-20T09:07:18Z<p>Babosa: </p>
<hr />
<div>== <!--Class Name--> ==<br />
<br />
<!--Introduction--><br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a <!--Class Name--> ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=<br />
|summary=Trained warrior with innate magic.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=Light, Medium, Heavy and shields<br />
|weapons=Simple and Martial<br />
|tools=None<br />
|saves=Str and Con<br />
|skills=Choose two skills from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Arcana}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, and {{5s|Survival}}<br />
|item1a={{5e|Chain Mail (Armor)|chain mail}} and a melee martial weapon<br />
|item1b={{5e|Leather (Armor)|leather armor}}, {{5e|Longbow}}, and {{5e|Arrows (20)|20 arrows}}<br />
|item2a=a simple weapon and a {{5e|Shield (Armor)|shield}}<br />
|item2b=two simple weapons<br />
|item3a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a=a personly significant token<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Empowered Blow}}, {{inpage|Equipment Bond}}, {{inpage|Spellcasting}}<br />
|classfeatures2={{inpage|<!-Class Feature->}}<br />
|classfeatures3=<!--New Spell Level--><br />
|classfeatures4=<!--Ability Score Increase--><br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|<!-Class Feature->}}<br />
|classfeatures7=<!--New Spell Level--><br />
|classfeatures8=<!--Ability Score Increase--><br />
|classfeatures9=<!--New Spell Level--><br />
|classfeatures10={{inpage|<!-Class Feature->}}<br />
|classfeatures11=<!--New Spell Level--><br />
|classfeatures12=<!--Ability Score Increase--><br />
|classfeatures13=<!--New Spell Level--><br />
|classfeatures14={{inpage|<!-Class Feature->}}<br />
|classfeatures15=<!--New Spell Level--><br />
|classfeatures16=<!--Ability Score Increase--><br />
|classfeatures17=<!--New Spell Level--><br />
|classfeatures18={{inpage|<!-Class Feature->}}<br />
|classfeatures19=<!--Ability Score Increase--><br />
|classfeatures20={{inpage|<!-Class Feature->}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Empowered Blow ====<br />
<br />
Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal additional damage of the same type as the weapon to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.<br />
<br />
==== Equipment Bond ====<br />
maybe 2nd level?? Over the course of 1 hour short rest, you can bond a weapon or armor to you. Once bonded, the equipment cannot be forcibly removed from you unless you are incapacitated and if the equipment is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons and one armor at once. Magic items you are attuned to are also considered bonded to you. <br />
<br />
==== Spellcasting ====<br />
<br />
<!--Spellcasting Intro--><br />
Spells with an asterisk are homebrew.<br />
<br />
;Cantrips<br />
You know the following cantrips; Blade Ward, Energy Blast*, Mage Hand, True Strike.<br />
<br />
;Spell Slots<br />
The <!--Class Name--> table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell [[5e SRD:Cure Wounds|''cure wounds'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Cure Wounds|''cure wounds'']] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At the bottom of the description, there is a list of spells that shows what spells you learn at each <!-Class Name-> levels<br />
<br />
The necessary homebrew spells are [[User:Babosa/Simple/spells|here]]<br />
<br />
;Spellcasting Ability<br />
Constitution is your spellcasting ability for your <!--Class Name--> spells. Your magic comes from <!--Sorce of magic-->. You use your {{5a|con}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|con}} modifier when setting the saving throw DC for a <!-Class Name-> spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|con}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|con}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast any <!-Class Name-> spell you know as a ritual if that spell has the ritual tag.<br />
<br />
;Spellcasting Focus<br />
You can use a personly significant token or a weapon as a spellcasting focus for your <!--Class Name--> spells.<br />
<br />
==== <!-Subclass Feature-> ====<br />
At 2nd level, you chose a <!-insert name of subclass feature->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 2nd level and again at <!-list all the levels the class gains subclass features->.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 1-> ===<br />
<br />
<!-For subclasses introduce this class option here-><br />
<br />
;{{#anc:<!-Subclass Feature->}}<br />
<!-Subclass feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
<br />
When you reach an indicated level, you gain those spells.<br />
<br />
{| class="5e"<br />
|+ <!-Class name-> Spells<br />
|-<br />
! <!-Class name-> Level !! style="text-align: left;" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || style="text-align: left;" | '' Cure Wounds, Detect Magic, ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align: left;" | '' Compelled Duel, Enhance Ability, Misty Step ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || style="text-align: left;" | '' Counterspell, Dispel Magic, Fireball ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || style="text-align: left;" | '' Fly ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || style="text-align: left;" | '' Banish ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || style="text-align: left;" | '' ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || style="text-align: left;" | '' ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || style="text-align: left;" | '' ''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align: left;" | '' Antimagic Field ''<br />
|}<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Con 13<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies:<br />
<br />
<br />
The smites, knockprone, stun, restrain<br />
<br />
<br />
Earthshaking slam<br />
enchant weapon</div>Babosahttps://www.dandwiki.com/w/index.php?title=User:Babosa/Simple/spells&diff=1116778User:Babosa/Simple/spells2018-12-20T09:06:18Z<p>Babosa: </p>
<hr />
<div>{{5e Spell<br />
|name=<!-- name of spell--><br />
|school=<!--Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy, Transmutation --><br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=<!-- cantrip, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th --><br />
|casttime=<!-- 1 action, 1 reaction, 1 minute, etc. --><br />
|range=<!-- Self, Touch, 120 feet, Self (15-foot cube), etc. --><br />
|comp=<!-- spell components and/or foci --><br />
|dur=<!-- duration: Instantaneous, 1 minute, Up to 1 hour, 1 hour, "Concentration, up to 1 minute", etc. --><br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
<!--Detailed description of your spell, including targets, mechanics (saving throws), effects, etc.--><br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Xth level or higher <!--Replace X with your spell level plus one, describe how the spell improves with spell slots. Remove this section if not applicable.--><br />
<br />
==Spell list==<br />
<br />
{{5e Spell<br />
|name=Energy Blast<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet or Touch<br />
|comp=S<br />
|dur=Instantaneous<br />
|summary=You conjure and fire a ball of energy<br />
}}<br />
Make a ranged or melee spell attack against the target. On a hit, the target takes 1d6 fire damage if it was a ranged spell attack or 1d10 fire damage if it was a melee spell attack.<br />
<br />
The cantrip's damage increases by 1d6/10 when you reach 5th level (2d6/10), 11th level (3d6/10), and 17th level (4d6/10).<br />
----<br />
<br />
{{5e Spell<br />
|name=Boost<br />
|school=Transmutation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Touch<br />
|comp=V, S<br />
|dur=1 round<br />
|summary=You gain a burst of speed<br />
}}<br />
You gain the benefits of the dash action, your jumping distances double and your speed increases by 5 feet.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, your speed increases by an additional 5 feet for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Force Push<br />
|school=Evocation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S<br />
|dur=Instantaneous<br />
|summary=You magically push something.<br />
}}<br />
The target moves 5ft horizontally in any direction you choose. They can make a Str save to quarter the distance they are moved. If they are being blocked and cannot move they take 1d8 bludgeoning damage for every 5ft they're supposed to move. This spell deals double damage against structures.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the distance pushed increases by 5ft for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Protection<br />
|school=Abjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=V<br />
|dur=Instatanious<br />
|summary=You cover a creature with a protective layer that takes the damage for them.<br />
}}<br />
The touched creature gains temporary hit points equal to 3 + your spellcasting modifier and while they have these temporary hit points they are resistant to piercing, slashing and bludgeoning damage or acid, cold, fire, lightning, and sonic damage, your choice when you cast the spell.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained increases by 3 for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Shakle<br />
|school= Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S, V<br />
|dur=Concentration, up to 1 hour<br />
|summary=Stop a creature from moving<br />
}}<br />
The creature must make a str save or is restrained for the duration and falls prone if you choose. During the first minute of the duration, the creature can spend an action to attempt a str check to break free.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, The DC for the initial str save is increased by 1 for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=<!-- name of spell--><br />
|school=<!--Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy, Transmutation --><br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=<!-- cantrip, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th --><br />
|casttime=<!-- 1 action, 1 reaction, 1 minute, etc. --><br />
|range=<!-- Self, Touch, 120 feet, Self (15-foot cube), etc. --><br />
|comp=<!-- spell components and/or foci --><br />
|dur=<!-- duration: Instantaneous, 1 minute, Up to 1 hour, 1 hour, "Concentration, up to 1 minute", etc. --><br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
<!--Detailed description of your spell, including targets, mechanics (saving throws), effects, etc.--><br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Xth level or higher<br />
----<br />
<br />
{{5e Spell<br />
|name=Unattune<br />
|school=Illusion<br />
|ritual=<br />
|lvl=5th<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=S, V<br />
|dur=Concentration, up to 1 minute<br />
|summary=You block the connection between a creature and a magic item<br />
}}<br />
You touch a creature and it makes a Cha save. On a failure, you choose one magic item the creature is attuned to and it no longer gains the benefits from that magic item for the duration.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th or 8th level, you can choose two magic items. When you cast this spell using a spell slot of 9th level, you can choose three magic items.<br />
----<br />
<br />
{{5e Spell<br />
|name=Forced Attunment<br />
|school=Illusion<br />
|ritual=<br />
|lvl=9th<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=S, V, M (An adamantine shackle)<br />
|dur=Instantanious or Concentration, up to 1 minute<br />
|summary=Forcibly attune to a magic item<br />
}}<br />
You touch a magic item that can be attuned to. If another creature is currently attuned to it or if it is a sentient magic item then they can make a Cha save, ending the spell on a success. Then if you could normally become attuned to that magic item, you become attuned to it. Otherwise, you become attuned to that magic item, ignoring any prerequisites, for the duration and it does not count toward your attunement limit and the (if any) previous attuned creature loses the benefits of the magic item for the duration.<br />
----</div>Babosahttps://www.dandwiki.com/w/index.php?title=User:Babosa/Simple/spells&diff=1116777User:Babosa/Simple/spells2018-12-20T09:05:42Z<p>Babosa: </p>
<hr />
<div>{{5e Spell<br />
|name=<!-- name of spell--><br />
|school=<!--Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy, Transmutation --><br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=<!-- cantrip, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th --><br />
|casttime=<!-- 1 action, 1 reaction, 1 minute, etc. --><br />
|range=<!-- Self, Touch, 120 feet, Self (15-foot cube), etc. --><br />
|comp=<!-- spell components and/or foci --><br />
|dur=<!-- duration: Instantaneous, 1 minute, Up to 1 hour, 1 hour, "Concentration, up to 1 minute", etc. --><br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
<!--Detailed description of your spell, including targets, mechanics (saving throws), effects, etc.--><br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Xth level or higher <!--Replace X with your spell level plus one, describe how the spell improves with spell slots. Remove this section if not applicable.--><br />
<br />
==Spell list==<br />
<br />
{{5e Spell<br />
|name=Energy Blast<br />
|school=Evocation<br />
|ritual=<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=60 feet or Touch<br />
|comp=S<br />
|dur=Instantaneous<br />
|summary=You conjure and fire a ball of energy<br />
}}<br />
Make a ranged or melee spell attack against the target. On a hit, the target takes 1d6 fire damage if it was a ranged spell attack or 1d10 fire damage if it was a melee spell attack.<br />
<br />
The cantrip's damage increases by 1d6/10 when you reach 5th level (2d6/10), 11th level (3d6/10), and 17th level (4d6/10).<br />
----<br />
<br />
{{5e Spell<br />
|name=Boost<br />
|school=Transmutation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 bonus action<br />
|range=Touch<br />
|comp=V, S<br />
|dur=1 round<br />
|summary=You gain a burst of speed<br />
}}<br />
You gain the benefits of the dash action, your jumping distances double and your speed increases by 5 feet.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, your speed increases by an additional 5 feet for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Force Push<br />
|school=Evocation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S<br />
|dur=Instantaneous<br />
|summary=You magically push something.<br />
}}<br />
The target moves 5ft horizontally in any direction you choose. They can make a Str save to quarter the distance they are moved. If they are being blocked and cannot move they take 1d8 bludgeoning damage for every 5ft they're supposed to move. This spell deals double damage against structures.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the distance pushed increases by 5ft for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Protection<br />
|school=Abjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=V<br />
|dur=Instatanious<br />
|summary=You cover a creature with a protective layer that takes the damage for them.<br />
}}<br />
The touched creature gains temporary hit points equal to 3 + your spellcasting modifier and while they have these temporary hit points they are resistant to piercing, slashing and bludgeoning damage or acid, cold, fire, lightning, and sonic damage, your choice when you cast the spell.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained increases by 3 for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=Shakle<br />
|school= Conjuration<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=60 feet<br />
|comp=S, V<br />
|dur=Concentration, up to 1 hour<br />
|summary=Stop a creature from moving<br />
}}<br />
The creature must make a str save or is restrained for the duration and falls prone if you choose. During the first minute of the duration, the creature can spend an action to attempt a str check to break free.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, The DC for the initial str save is increased by 1 for each slot level above 1st.<br />
----<br />
<br />
{{5e Spell<br />
|name=<!-- name of spell--><br />
|school=<!--Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy, Transmutation --><br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=<!-- cantrip, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th --><br />
|casttime=<!-- 1 action, 1 reaction, 1 minute, etc. --><br />
|range=<!-- Self, Touch, 120 feet, Self (15-foot cube), etc. --><br />
|comp=<!-- spell components and/or foci --><br />
|dur=<!-- duration: Instantaneous, 1 minute, Up to 1 hour, 1 hour, "Concentration, up to 1 minute", etc. --><br />
|summary=<!--Summary that is displayed on this page and in the spellbook.--><br />
}}<br />
<!--Detailed description of your spell, including targets, mechanics (saving throws), effects, etc.--><br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of Xth level or higher <!--Rep<br />
----<br />
<br />
{{5e Spell<br />
|name=Unattune<br />
|school=Illusion<br />
|ritual=<br />
|lvl=5th<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=S, V<br />
|dur=Concentration, up to 1 minute<br />
|summary=You block the connection between a creature and a magic item<br />
}}<br />
You touch a creature and it makes a Cha save. On a failure, you choose one magic item the creature is attuned to and it no longer gains the benefits from that magic item for the duration.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th or 8th level, you can choose two magic items. When you cast this spell using a spell slot of 9th level, you can choose three magic items.<br />
----<br />
<br />
{{5e Spell<br />
|name=Forced Attunment<br />
|school=Illusion<br />
|ritual=<br />
|lvl=9th<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=S, V, M (An adamantine shackle)<br />
|dur=Instantanious or Concentration, up to 1 minute<br />
|summary=Forcibly attune to a magic item<br />
}}<br />
You touch a magic item that can be attuned to. If another creature is currently attuned to it or if it is a sentient magic item then they can make a Cha save, ending the spell on a success. Then if you could normally become attuned to that magic item, you become attuned to it. Otherwise, you become attuned to that magic item, ignoring any prerequisites, for the duration and it does not count toward your attunement limit and the (if any) previous attuned creature loses the benefits of the magic item for the duration.<br />
----</div>Babosa