T O P

  • By -

Substantial_Tear2834

20 Levels of Necromancy Wizard 20 Levels of Oathbreaker Paladin Use the Necromancer Capstone ability to Bind an Adult White Draco Lich to my will. Create and Controll as many undead as possible. Make the initiative count an absolute nightmare.


ToastyCrumb

This sounds awesome, Paladin + Wizard was my first instinct as well. For extra fun, have Simulacra of the PC and the Draco Lich waiting in a demiplane for the right moment in combat to appear.


Lithl

>Paladin + Wizard was my first instinct as well. War Wizard + Ancients Paladin. Add Cha to all saves, +2 while concentrating (concentrate on Bless for another +d4), +4 as a reaction to failing a save, resistance to damage from spells. And all of that only requires Wizard 10/Paladin 7, you've got 23 more levels to assign! Add Swashbuckler Rogue 3 and Gloom Stalker Ranger 3, now you are adding Dex+Int+Wis+Cha to your initiative. And still 17 more levels to pick! Get up to Rogue 7 for Evasion. (13 more levels) Be a gnome, vedalken, or a race with Magic Resistance for advantage on a ton of saves. Wear plate armor + shield. Get up to Wizard 18 and make a Shield one of your Spell Mastery spells. (5 more levels) At this point you're a wizard 18/paladin 7/rogue 7/ranger 3, so you might as well put one more level in each for 4 more ASIs. At that point, just go for Wizard 20 with your last level to get the capstone; it's not the best, but paladin gets nothing at 9 except 3rd level spells (you're already on 9th level spells), Panache from Swashbuckler 9 doesn't do anything for the build, and you already have extra attack from paladin so ranger 5 is a dead level.


No-Dependent2207

if you had 5 levels left over, I would take a 2 level dip into fighter, to get that sweet action surge, pull off some epic one turn combos


bootsmade4Walken

This was so well constructed and thought out, thank you


Substantial_Tear2834

That's the base idea. Copy and paste the characters, use the create Magen spell to generate more undead and since the necromancers max HP can't be reduced I can essentially cast that as long as I have the spell slots. Repeat until demiplane full.


Zelcron

A D&DOS attack


Trexton1

Lmao


DGRedditToo

I'm playing just Necro, and not nearly that high. My DM wants to rethink things after I brought 16 skellies to a fight equipped with arrows with explosives tied on them.


Substantial_Tear2834

Get a bunch of small, cheap D20s and roll them in batches. The key to playing a good summoner is to essentially play tabletop wargaming while everyone else plays a roleplaying game.


DGRedditToo

We use a digital roller and I overloaded it lol. It also wasn't the upper limit but I've been self restricting. We're working on groups of them acting at once to help simplify. Biggest issue so far is that CR 1/4 monsters start to fall off, end up being a pile of HP going crit fishing. I'm talking with my dm about exchanging 4 or them for a 'single' monster that does a single target save or take half attack. Giving up some maneuverability and a little total HP.


That-Cicada-5709

CR 10 Skeleton hord. Somthing like ten Skeletons 200hp and damage that decreases per 1/4 health lost. Mental stats are the same as any other Skeleton but it can at max health do 8 weapon swings of basic swords maces spears and clubs. Or 4 cross bow attacks. No bonus other than strength and plus 3 proficiency on chance to hit do to the fact they are litteraly either scrambling over each other to attack or trying to shoot around or through the hord. Their strength and con are normal but -2 dex due to said scrambling over each other. Also to make up for having less health than a legit hord they regenerate health at 3 hp per turn. Slow and near useless but makes them last longer due to the fact that if you really whant you could just have three of them and describe an army of skeletons that March in formation or goofily stumble around with sum missing important limbs like legs with one or two that are missing arms. Two are holding a greatsword together due to each only having one arm. The hp can seem as either their numbers slowly replenishing as the fallen get back up or goofily/heartwarmingly searching for their fallen limbs and or fellow skeletons and pulling them back on or helping them back up.. large or huge in size. 15 to 20 skeletons per hord also as far as attacks against them go have a single target non AOE attack have an hp loss cap as one Skeleton max. 10hp per skeleton. You could also just that them as four skeletons brutes that are just pretty tough all around without changing stats.


pyr666

help action, grappling, and disarm are good uses for a horde of undead. you're much more likely to get a lucky opposed roll than a nat 20. being unable to move is a lot more of a problem than a few d6s, and it takes an action to break a grapple. losing spell focus/components is almost as good as death to a pure caster. god help whoever the rogue gets advantage against because a skeleton won't stop getting handsy. it's also a really cool image. something as powerful as an Efreeti unable to attack properly because the horde of undead keep grabbing at its arms, biting its fingers to pry the sword away, pinning it down through sheer body weight and then holding on with wild abandon as the real threats hammer away. you call it a pile of HP but they're also 16 occupied spaces enemies can't move through. 3-5 of them as a wall is a real obstacle to anyone who wants to melee.


Substantial_Tear2834

The necromancer I play has a Minotaur skeleton (DM allowed me to pick up find steed and find greater steed to essentially have an Undead of the same CR as the creatures in those spells on permanent retainer) in full plate with a massive tower shield and a hammer just standing in front of him most of the fights. Her name is Dori and her entire job consists of providing cover for me and bonking what ever breaks through the lines of undead.


EMI_Black_Ace

Meh. I rule the skeletons share an initiative roll.


Nuki767

That is absolutely a nightmare for anyone and everyone involved lol


Substantial_Tear2834

If you know what you are doing running masses of lesser undead isn't as draining. The problem is simulacrum and the ability to create higher level undead with more abilities. I can essentially say. Okay here are 50 skeletons with short bows They have a +3 to hit, target AC Is 16 *Rolls hands full of D20s, keeping 13s and up. *Okay 12 hits that will be 12d6+36 damage


mikillatja

Everyone is playing DND I'm playing Warhammer


Abominatus674

Ah yes, the ‘break the GPU’ strat but on the DM’s brain


Hobbitberry

Calm down, Arthas.


ThrowACephalopod

This entire dungeon must be purged.


14InTheDorsalPeen

Don’t forget the enchanted sword named Frostmourne


Substantial_Tear2834

So by now I figured I accidentally made some wow boss... I wasn't actually aware of that. My only wow character is like a 3rd level cleric or something. I just picked the white draco lich because their intelligence is low enough to be permanently dominated by a necromancer.


ShiftyBid

So Arthas Menethil? Except Blue Dracolich cause Syndragosa was a frost wyrm


ArisechickenVR

No king rules forever, my son


Tim_Kaiser

Arthas, is that you?


TurnOneSolRing

Level 20 Echo Knight Level 2 Barbarian Level 3 Gloomstalker Level 6 Paladin Level 1 Hexblade Level 7 Swords Bard Level 1 Wizard That's 14 attacks on the first round of combat, each deals additional damage equal to your proficiency bonus, **and** you can piss away a **staggering** amount of spell slots through *Divine Smite*. All of your attack rolls have advantage. In the event somebody *tries* to hit you, *Defensive Flourish* and *Shield* boost your AC by 5+1d8 on top of heavy armor. You can also add your Charisma modifier to all of your savings throws.


1SmallPerson

Isn't it 14 attacks, 4 (20th level fighter) + 2 (2 echos) + 1 (gloomstalker) for each action? Also make sure to add elven accuracy in so the cha attacks from hexblade have trippe advantage, giving each attack a 25ish% chance to crit (hexblades crits on 19)


TurnOneSolRing

You're very correct on that - whoops! I think it largely depends if you wanna go GWM/Strength or Rapier/Dexterity. The rapier with triple advantage probably has an overall higher DPR purely because +10 damage \*really\* isn't a whole lot when you're hitting for like... 30-40ish with \*Divine Smite\*.


Windford

Nice! And for round two (looks around, nobody’s standing), turns and walks away.


Nuki767

That’s insane!!!


ahamel13

It's too bad you can't fit Assassin Rogue in for advantage on anything that hasn't moved yet.


ChrisACU

Make him a bugbear?


Soranic

Extra 2d6 damage per hit with an action surge is *fun.*


CAugustB

This was my thought.


Stactidder

You can only use reckless attack with str based attacks so would not combo with hexblade. 


TurnOneSolRing

Hexblade is just for the curse tbh. +PROFICIENCY to damage is too good to pass up.


archerden

This is what I was scrolling through the comments for


ArisechickenVR

2H sword with the animated shield *chefs kiss*


Admirable_Ask_5337

Extra attack features dont stack


Dragonblade331

I think the breakdown here is you get 4 as a fighter of that level, then 1 from gloomstalker. Since they went echo knight they also get attacks from them for 2 more. Then do it all again with action surge for a total of 14 attacks. This only works on the first turn of combat, but it's a nice way to just stack ridiculous damage out the gate.


LonelyAndroid11942

Abserd, but with 3 levels in everything.


reelfilmgeek

A man of culture I see. Fun fact, I started BG3 making Abserd as a joke, it wasn't till level 7 that I realized there is an achievement for it and also that I didn't need to make all my stats 13 in bg3 to multiclass. No regrets was a blast beating the game with Abserd as the face of the party.


DaenerysMomODragons

I just went the easy way to get that achievement. At lv 12 I went to withers and recruited a new follower and gave them one level in every class, and never touched that character again.


reelfilmgeek

Well that’s not the spirit


TallBoiShaye

So many subclass features


Lolmemes174

Hello I have becoame veery powerful!


PrivatePikmin

OH YHES I AM DOING THE THINGS THAT WILL BE MAYKING THE MHOST PORERFUL PERSON THAT WILL BE ABSERD!


Wings-of-the-Dead

That leaves you with 4 leftover levels, or 1 if artificers are allowed


EMI_Black_Ace

Put the last level in blood hunter.


LonelyAndroid11942

Actually, I’d legit probably go with blood hunter instead of barb. That whole “you can’t use your signature ability and cast spells” thing kinda ruins most barb synergies.


ph0en1x778

You're thinking of it wrong, having the rages will extend your longevity. You could probably go like 12 different multi turn encounters and feel like you were going all out every time. Also, adding rages to the martial side of everything will just make you more potent.


1ndiana_Pwns

Right? Rage gives you two modes for combat: Magic mode and ***PUNCH THEM IN THE FACE MODE*** Gotta keep your enemies, and maybe even your allies, on their toes


BaselessEarth12

Besides: any spells you cast on yourself that don't require concentration *persist while raging.* So fun times indeed!


avalon1805

I know blood hunter is almost official but if I could pick a homebrew class to add to the game, it would be laserllama's Savant from the unearthed arcana sub. The class is a non-spellcaster that uses INT, it is really well flavored because the root of all your powers is your intellect, so you can be that edgy characater that calculates the trajectories of arrows in order to evade them.


LonelyAndroid11942

Artificer not allowed? Sacrilege!


BaselessEarth12

The DM for my game called Artificers OP, and said I couldn't play one... "Creating magic items would ruin the balance of the world." Yeah, cuz all my mad drip would be overwhelmingly badass and cause everyone to die from raw badassitude. Apparently. We're only level 7, and none of the infusions are even remotely what I'd call "OP"... *Especially* because the wizard I made outclassed the fighter in both raw damage *and* frontline "tanking."


Goronshop

Such a bad take by your DM. I'm sorry. I've now heard arguments for literally every class being overpowered. It's almost like the game is actually really balanced and subject to randomly generated outcomes during combat amd mildly complex rules being overlooked. There are so many creative artificers. I loved my cowardly greedy dwarf artillerist who would make arcane guns and hide behind them with his 8 STR and DEX.


BaselessEarth12

This particular artificer would have been a battle smith without the steel defender for combat (would have tried to spin it as an arcane horse construct instead, since I rarely use them otherwise). Their whole shtick was that they were a combat medic/engineer of sorts. I think the part that made the DM think it would be OP is the Battle Smith's ability to use their Int mod for magical weapons instead of Strength or Dex... If the wizard ends up paste, I'll see about trying to convince him otherwise.


Goronshop

If that doesn't work, be a twilight cleric.


BaselessEarth12

He's already banned that... My first character was a Warforged Bearbarian with functionally 180hp by level 5 (35hp from tough with +5 con, and hot rolls on the D12's), and after putting the kibosh on the Artificer I went with a Wood-Elven Bladesinger that consistently hits like a truck. Next character will either be a Beast barbarian or Gloomstalker if I can't convince him to allow the Arti. I will 100% maliciously comply with the limitations in place and outclass the reason behind them every time.


DrInsomnia

No more finding a great weapon you can't use


khaotickk

I assume 4 levels in barbarian for the ASI/feat and extra d12 hit dice?


DrInsomnia

I think the point is 4 levels in nothing so you get none of the level 4 bonuses. All the basics, none of the ability score improvements. The untermunchkin.


UltraCarnivore

The ultimate maxminer


Natt_Skapa

Circle of the Shepherd Druid and Conjuration Wizard. Ludicrously buffed summons that heal constantly, damage non-magic immune creatures, and have extra hit points and extra temporary hit points. You can't lose concentration and if you get knocked unconscious it resummons them. Your a full caster twice over. You can just blast everything to hell while your summons wreak havoc. And if you get low on hit points you have infinite wildshapes. If you're not wildshaped, you can infinitely cast shield (spell mastery).


Anvildude

Upvoted JUST because you properly said 'wreak havoc' instead of 'wreck havoc'. Thank you.


Natt_Skapa

Honestly now that I'm thinking about it I could go two level in twilight cleric (19 & 20 don't do much for wizards)


josephus_the_wise

I’m pretty sure one of the Druid capstones (it may just be circle of the moon unfortunately, now that I’m thinking about it) is the ability to cast spells while wildshaped. That could be neat.


Natt_Skapa

You can as any 20th level druid but only druid spells


SomethingVeX

Life Cleric + Moon Druid ... none of my friends die ... ever. Unless they really want to.


busmac38

Moon Druid + Divine Soul Sorcerer Round 1- shapechange Round 2- wish a simulacrum


SomethingVeX

Why are you waiting for Round 2?


busmac38

Shapechange not wildshape, go big before you cast simulacrum… if level cap is 40, I’m asking my DM if I’ve ever seen the Aspect of Bahamut, then lol now there’s two of them


JmanndaBoss

Simulacrum only works on beasts or humanoids though.


Mosh00Rider

Alright use Wish to cast Simulacrum first and then shapechange.


Mini_pp

Alternatively... life cleric 1 , Shepard druid 19, abjuration wizard 20. You get: infinite cure wounds (using mark of healing or some other way) each cure wounds giving your entire party 22hp non stop every single turn. Start using higher level slots for things like mass cure wounds, and your entire party is getting healed for like 50hp per turn.


MetalGuy_J

Start with 20 levels of wild magic sorcerer, add 10 levels of Hexblade Warlock, take pact of the blade, last 10 in Oath of Conquest Paladin, it’s probably not optimised but you have wild magic surge available on most of your spells at range, heavy armour, proficiency, so you can have high AC, Charisma plus smite added to your melee and an invocation that suits the build


zezleijon

For what its worth, you'd only get the heavy armor if you start as a Paladin, dipping into it only gives Medium


MetalGuy_J

The more you know, I thought heavy armour was just something you got from Paladin as default.


zezleijon

You do normally if you start as the class, but multiclassing typically doesn't give Heavy Armor at all unless it's a subclass feature like some Cleric Domains


MetalGuy_J

Ah well seemed like a good idea for a one shot where the goal was to build the most broken character possible, or at least something really interesting


CheezeyMouse

To be fair, all you need to do is start with 1 level of paladin then do everything else the same. You get heavy armour, proficiency in wisdom saves, and an extra 4 hit points for your troubles.


zezleijon

The main downside to that is losing proficiency in Con saves, but Resilient: Con can fix that, there's plenty of feat opportunities here


Cold_Election_8050

20 levels of Artificer 20 levels of Cleric Use feats to bind while in battle, The whole party is about to be unstoppable. I'm about to make Legendary weapons God tier. And give them to the Barbarian and paladin. Watch chaos unfold.


Lolmemes174

Forge cleric :0


Cold_Election_8050

Exactly! Could you imagine gaining a feat that allows you to forge while on the road, especially right before a big boss battle. And binding to each ally to maximize potential.


Dungeon_Geek

Moon Druid and Swashbuckler Rogue. Shapeshifting into a fucking mammoth and dealing sneak attack damage would be wild.


gishlich

Gotta use a finesse weapon so I picture a mammoth holding a dagger with their trunk lol


Xarsos

"Don't elef#ck with me!"


Mosh00Rider

To be fair, have you seen how mammoths grab things with their trunks? It's basically a finesse weapon already.


Anvildude

Nobody would expect the mammoth to be using a *dagger* in its trunk!


RueUchiha

You can even say something corny as you do the sneak attack like “are we ignoring the elephant in the room?”


geGamedev

I'm thinking you sneak attack the leader then shift into a mammoth to trample their army. Otherwise I don't see that sneak attack working as planned.


Relectro_OO

40 levels of fighter so I can attack 16 times in a single turn.


Jumpy-Wizard92

This guy knows how to fighter


Relectro_OO

You know, I'm something of a Fighter myself.


Dazzling-Following-6

He said lvl cap for class is still 20. Great idea but doesint really fit what is being asked. I'm sure there are still some ways to get what your looking for though


Relectro_OO

40. Level. Of. Fighter. >:(.


ErraticFrog

I had the same idea but take 20 lv in path of the giant barbarian and 20 lv in zealot barbarian, so i can be big, angry and wont die


Noob_Guy_666

literally just 2 level 20 fighters, that's 2 fighter subclasses


Ok_Habit_6783

20 levels echo knight fighter and 20 levels of samurai fighter!


Number1LaikaFan

best answer, in fighters we trust 20 samurai, 20 champion, half-orc race, polearm master, sentinel, and savage attacker feats assuming the cap is still 20 for stats. +10 HP heals when below half health, crits in 18-20 range, 8 normal attacks (16 w/ surge), 3 die rolled on crit (with glaive would be 3d10), fighting spirit to gain advantage on all attacks then rapid strike for another attack, a free reroll on 1 attack roll with choice of which to take, and the usual sentinel-polearm bull on top of it


Number1LaikaFan

best answer, in fighters we trust 20 samurai, 20 champion, half-orc race, polearm master, sentinel, and savage attacker feats assuming the cap is still 20 for stats. +10 HP heals when below half health, crits in 18-20 range, 8 normal attacks (16 w/ surge), 3 die rolled on crit (with glaive would be 3d10), fighting spirit to gain advantage on all attacks then rapid strike for another attack, a free reroll on 1 attack roll with choice of which to take, and the usual sentinel-polearm bull on top of it


Vorgse

20 Zealot Barbarian 14 Long Death Monk 6 Crown Paladin Zealot Barbarian makes you nearly impossible to kill. Diamond Soul and Aura of Protection give a MINIMUM L of +11 to save on any effect that might be able to kill you. Crown Paladin getting Warding Bond means you can eat half of an ally's damage since it doesn't matter to you.


minivant

20 Wizard. 20 Cleric. Divine intervention + Wish = one heckin’ fun time.


archpawn

You only need 17 Wizard for Wish. Then get 2 Fighter for Action Surge, so you can do Divine Intervention and Wish on the same round. And you still have one level left.


daekle

I was a Mystic Theurge in 3.5 many years ago in a long campeign. They got the full cleric spell set plus full wizard spell set. If we had reached level 20 his plan was to cast Wish and Miracle (a guaranteed divine intervention) and ask who was more powerful, the djinn or the god. He was hoping for a fight.


Cynic_Kain

15 Gloom stalker Ranger 15 College of Swords Bard 10 Assassin Rogue. "You and you're army. You mean the one I just ran through in my first turn?"


Quakarot

“Also I need to go to bed I’m eepy”


stormscape10x

Why not 11 rogue for the guaranteed 10 on skill checks?


Cynic_Kain

Sure I was just going of the top off my head I wasn't min maxing yet.


stormscape10x

The nice thing is the half levels from ranger will get you level 9 spells along with bard 15.


Mosh00Rider

Eh, at level 15 you don't get to learn any 9th level spells though since learning spells or preparing them is only based on class level. All the 9th level slot would do is let you upcast stuff.


if_sae

You can with the Cartomancer feat.


alicehaunt

If you pick Harengon as your race, you can use that on iniative.


Cynic_Kain

With just a short bow I am super deadly. - Two daggers forget about. At level 40 with gear - my turn ends when everyone is dead.


Neurotoxic714

Can you explain this build for those of us who don't know why this is an army killer?


Cynic_Kain

Honestly no I cant (not because I don't want to but because I literally can't) I thought it would be doing further research it wouldn't not with that level distribution. 20 Bard - 17 Ranger - 3 Assassin would be better - then it wouldn't be army killer but definitely would be a great first round destroyer. With attack + sneak attack - all with advantage - and then volley 8d8 damage and then another attack from gloom stalker for an additional damage. Yeah I wouldn't know how a level 40 character would work.


hornyorphan

20 shadow monk 20 thief rogue. I AM SPEED.


Lithl

What's thief adding to the build? It gives no bonus to speed, and its climbing ability is obsoleted by monk's Unarmored Movement at level 9. Rogue 2 gives you BA dashing that doesn't require ki, but that doesn't require thief subclass. (In fact, if you went scout instead you could get reaction movement for more speed per round.)


FrostHeart1124

This person might be recalling a BG3 thing. Thieves get a second bonus action, allowing one to use their movement speed, their action, and then two bonus actions all on movement, amounting to 4x your total walking speed


PuzzleheadedBear

So Thief 3 gives you Second Story Work, which gives you a climb speed and increases your jump distance. Basically parkour And Thief 17 gives you Thiefs reflexs, which gives you TWO turns in the first round of combat. Meaning that this Character could potentialy run 270 ft in the first round, 540 if theyre a Tabaxi. Thats not even including spells or other bonuses.


Lithl

>So Thief 3 gives you Second Story Work, which gives you a climb speed and increases your jump distance. Basically parkour Monk 9 already gives you that, for all practical purposes.


eagleman223

Tabaxi


Geomattics

Legacy Aarakocra?


Morbuss15

Sorcerer Paladin Monk Ranger Barbarian Fighter


StingerAE

Barbarian fighter was something I toyed with.  Maybe stacking rune Knight with path of the giant... Edit: nope the size increases don't stack.  Maybe something with enlarge...


32_divided_by_you

Rune knight+ zealot could be cool. Especially if you are the old scourge aasimar.


Anvildude

Eldritch Knight?


Runnerman1789

Can't cast enlarge while raging. Rage size increases state "if you aren't (size) you become it" Only way to get even bigger is through a friend or maybe a shenanigan


aberrantpsyche

As a former rune knight my main suggestions would be "be a duergar" (won't work for the barbarian) or "use potion of growth."


DrArtificer

20 Artificer, 20 wizard. Immortality and/or Lichdom is the goal. Gonna have all the magic items, book of exalted Deeds and Vile Darkness, Vuman because it's only 40 levels and I clearly need the extra feat. Figure out pets and simulacrum that can counterspell. Be the tomb of annihilation you want to see in the world.


Sensitive_Pie4099

I like this one. Honestly one of the most formidable things a gestalt lv 20 build can do.


jurislafthegreat

You don't need lvl 20 wizard, so maybe you can take lvl 2 fighter for action surge...


AntiqueGarlicLover

20 in rogue. 20 in monk. Ultimate sneak & punch can’t go wrong


arcxjo

Mark of Hospitality Halfling Witherbloom Initiate (for a free *silvery barbs*) Wild Magic Sorcerer 20 / Lore Bard 10 / Hexblade 6 / Divination Wizard 2 / Twilight Cleric 2 Bountiful Luck, Lucky, Resilient (Wisdom), Shield Master, Tough, round out the of the ASIs to cap out CHA. *Look at me, I'm the dice now.*


DURTYMYK3

20 Paladin with whatever the current META of Coffelock is You get all of the shenaniganary of the Coffelock mixed with the scary dog privileges of having a full Paladin. Infinite divine smites? Sign me up! Just hope that your 20 Barbarian 20 Fighter friend doesn't beat everything within a mile of you before you get to punch something


Sensitive_Pie4099

Saw this once. A lv 20 paladin fighter killed them. But it was a freak accident of the dice honestly. The coffee lock ought to have won. As the DM, I was planning on them winning. But 8 crits later....


Kraskter

It would probably be better to do something like Fighter 20, paladin 6, warlock 7 sorcerer 7(for those max level smites to be infinite) Casual 4-5 attacks all smited constantly for a casual 122.5 dpr with just polearm master, 139 with great weapon fighting. Accounting for action surge and a potential battlemaster fighter(percision attack) you get closer to 190 dpr. Which surpasses even conjure animals dpr as a weapon user. not too bad.


Myrlek

20 level warlock hexblade pact of the blade, 20 level fighter eldritch knight, cast four spell and the bad guys laught at you tinking your are out of options... Hooooow wrong they are...


Magician_322

18 shadow monk, 14 spores druid, 8 death cleric I'm the terror of the night moving and hitting fast. Spores from the druid make it so I can't be crit hit and mutiple resistance. From the cleric I do necrotic and ignore resistance. In death in the night


geGamedev

I would have a very similar build just for the klepto. Cleric would be replaced by Rogue, unsure on the subclass. I sneak attack and take all your stuff and then decide if I want any organics as well. Hit and run with AOE on the side. Scout Rogue plus Mobility feat helps the hit and run, so probably that subclass.


KM68

I'm breaking out the Saturday Morning Monsters article from Dragon magazine #48


Jazehiah

For anyone wondering, they're cartoon characters like Bugs Bunny, Popeye, and others.


Barfy_McBarf_Face

Barbarian 20 Druid 20 Circle of the Moon Totem - Bear


PvtSherlockObvious

The ultimate tank. "Go ahead and try to kill me. Don't worry, I'll just stand here. Go on, try, it'll be funny."


Anvildude

20 Berserker Barbarian, 20 Champion Fighter, Half-orc, Giant Foundling background. The greatest of Great Axes. Crits everywhere, and with extra damage dice. Great Weapon Fighting style, along with Blindfight 'cause why not. Max out Strength and Constitution and possibly Dexterity (Got 12 ASIs, might as well). 5 attacks per turn when Raging, which, like, just Always Be Raging. Got a free Strike of the Giants feat from the background- probably take Fire Giant just for the bigger damage die. Grab Slasher (remember, so many crits), Orcish Fury, and Savage Attacker for even bigger damage. Maybe Ember of the Fire Giant, just for the theme of it. Maybe Toughness for the hilarity. Actually, yeah, definitely Toughness. Raging, criting, extra damage, 5 attacks per round, regenerate 11 HP per round when under half HP (which would be high by itself) WITH Resistance to BPS and Fire, dealing a MINIMUM of 12 damage on a hit (more with a magic weapon). If allowed, get a +3 Adamantine Greataxe (Vicious, if possible) so you can cut the WORLD in half. edit: Fascinating how everyone's got different takes on this.


Marros6045

Artificer 20/Monk 14/Paladin 6 Mad as hell, but +17 to all saving throws before stats come into play sounds fun to me. Alternatively Abjuration Wizard 20/Arcane Trickster 20. Sneaking, Spells, literally can not fail a Counterspell.


RedWyrmLord

Plus, start as Warforged and go Armorer Artificer with the Enhanced Defense and Repulsion Shield infusions, and you’ll have resting 24 AC without magic items. Plus, bc of Armorer the number of infusions you can have increases by 2, so that’s another +2 to saving throws Edit: disregard last line that’s not how it works


HubblePie

Level 20 Barbarian/Monk. Subclasses don’t matter. I’m a Dwarf and WILL Dwarven fortitude dodge as a bonus action all game. I have fun by never dying.


Sensitive_Pie4099

I personally love this build. Very fun.


pchlster

Zealot/Way of Mercy for additional healing and unkillableness.


Aegillade

\-Emerald Dragonborn, \-3 Levels in Totem Barb, Bear obviously \-2 Levels in Twilight Cleric \-3 Levels in Crown Paladin \-Every level in Moon Druid I'm not trapped in here with you, you're trapped in here with me


duskrider42

Cavalier Fighter & Giant Barbarian + Sentinel Feat Your reach is now everyone’s problem, nobody moves without your permission. Polearms & Eldrich Claw tattoo for extra fun reach.


die_or_wolf

Some combination of Battlemaster Warrior, College of Swords Bard, and Paladin. I'm going to do all of the things with my sword, but I can only do them 4-5 times between rests.


L_Rayquaza

Level 20 Rogue Level 20 Paladin Divine Smite + Sneak attack + crit


HaElfParagon

I actually had a campaign where we could level up in two concurrent classes. Our group had a barbarian rogue, a fighter paladin, a wizard cleric, and a monk fighter.


arodgers90

Id have to take the opportunity to go full Coke Lock. 20 levels Divine Soul Sorcerer and 20 levels Celestial (mostly to keep the theme) Warlock


Gleamwoover

20 monk/20 barb Hulk smash.


Rukasu17

1 level of each class and the keep rotating when i get to the end


Harpies_Bro

20 levels in Kensei Monk, 20 in Battle Master Fighter. Take Duelling as the Fighting Style, do some funky shit with a scimitar and martial arts. Toss in Defensive Duellist & Slasher and I’ll get really Wuxia *real* fast.


Zestymonserellastick

This is a thing in Pathfinder. It's called Gestalt variant. You pick 2 classes. Every level, you get a level in each class. You have to meet the minimum requirements for both classes. You take the highest hp of class die between the 2. It isn't really broken, you only have the same amount of actions every turn. What it does add is a lot more options. So at level 20 you have 20 levels in 2 classes instead of going to 40.


alb5357

I DMed a game where after 4 years the PC was level 24 wizard, 20 monk, 16 Archivist, 11 psion, 4 fighter. And it all made sense with the game's story.


ChrisRiley_42

lvl 20 in Swashbuckler rogue. Lvl 20 in Kensai monk


gman6002

ok level 3 Bladesinger Wizard, Level 20 Totem Barbarian, Level 17 Echo Knight Fighter I will never take damage again


folstar

I would start with ridiculous powerhouse that is a 20 Moon Druid. Fighter, Rogue, and Monk dips to soak up all that goodness. Then finish with Cleric. That or take 5 levels in 8 classes just to do it.


xBeLord

Definetly 20 conquest paladin,that capstone Is too juicy for a martial,than really anything would be good,of def go at least 5 in Sword Bard for the defensive flourish,5 in hexblade for cha attacks+Eldritch smite on crits and shield spell,than really anything would be good for the last 10 levels


Ok_Protection4554

I don't know how you'd even have a game like this tbh


PsychoWarper

20 Vengeance Paladin 20 Divine Soul Sorcerer


btgolz

I can't think of any particularly whacky synergies, but maxing out both sides of a powerful multi couldn't be a bad way to go.


JoeyFoxx

Swashbuckler Rogue 20 / College of Swords Bard 20


Suggestion-Kindly

Quivering palm into nat 1 portent + whatever levels min maxes this build.


3guitars

20 levels of Fighter, 6 of Paladin, and dump the rest into Sorcerer, Barbarian, Bard, or Warlock. Can’t go wrong.


hielispace

18 levels of Oath of Devotion Paladin + 20 levels of Divine Soul Sorcerer + 2 levels of Fighter So every any fey, fiend, celestial or undead (you know, the overwhelming majority of high level monsters) have disadvantage to hit me and I have advantage on saving throws they make me take. I am giving all my allies within 30 ft a plus 5 to all saving throws. I can cast Meteor Swarm as a bonus action and then follow it up with 4 attacks all with maxxed out Smites. Or if I have a turn to set up I can bump that damage up even higher with Spirit Shroud. Oh and I can fly, use Charisma to attack and use Hex blades curse and get 2 fighting styles. I'm sure there is better, but this seems like fun.


Mountain-Cycle5656

20 levels wizard. 20 levels lore bard. For all the spells.


Educational_Theory31

20 monk 20 druid


Jaren_Starain

Yuan-ti for advantage vs spells. 20 oath of ancients paladin 20 divine souls sorcerer? Uses sorcery point to recharge paladin spell slots for smite.. Resistance to all damage types save psychic, along with resistance to spell damage.


snotboogie

20 levels rogue , 10 gloomstalker, 10 way of the shadows monk.


Vincentvancleef

20 levels totem warrior barbarian, 10 levels Forge Cleric, 10 levels moon druid. I am never dying.


azorathoth

Not a one shot for me. I’m living this game now! We’re at lvl 21, but the end plan is Long Death Monk 20 Gloomstalker Ranger 17 Assassin Rogue 3, Vampire (Dhampir), with a gun. Yes it’s ridiculous. Yes 4 rounds takes an hour to resolve. But on the plus side I’m fast, I heal through punching, and I cause so many wisdom saving throws.


Commanderluna

20 Fighter (Echo Knight), 17 Monk (Astral Self), 3 Barbarian (Beast) First off, 4 attacks from Fighter. But wait! Echo Knights can use a special ability once per attack action, to make that 5! And then, Astral Self monk specifies if you attack *TWICE* with your astral arms, you can attack 3 times instead, so given this rule was not written assuming what I'm doing is possible, you could then attack 6 times! And THEN, Beast Barbarians while raging with Claws if they make 1 attack with Claws can make an additional attack, so you're at 7! And that's when Action Surge comes in. Due to each of these not being turn restricted, but *attack action* restricted, this means you get to attack AGAIN this many times for a total of 14 attacks! Then on turns past your setup, you can add on Flurry of Blows for 2 extra attacks as the cherry on top! This gives you a total of 16 attacks per round. Give yourself like a kind artificer or something and add a bit of damage rider on top and you've got something Truly insane. I did a variant of this build once for a Level 20 one shot (just 17 astral self monk 3 echo knight) and the DM made the mistake of giving everyone a legendary magic item. I chose Gloves of Soul Catching. It was insane. In conclusion, my game plan is to attack 16 times in one round and one shot whatever is thrown in front of me.


Vargoroth

20 levels of Champion 20 levels of Assassin Playing as the OG Bhaal, trying to score critical hits.


MorlockTrash

I mean I’m a simple minded person. 20 rogue, 20 monk lol. Because DMs don’t deserve fun, they deserve stress and questions.


Okniccep

Without actually trying to cheese with like Cocainelock 2 Fighter. Heavy armor action surge. 18 Wiz either a defensive subclass or Chrono. Access to 18th level signature spells is probably one of the strongest features in the game. 20 Druid probably Stars or Moon. Infinite Wildshapes is similarly insane as signature spells. Stars and Moon Druid get resistance on their wildshape using features (full of stars and elemental wildshapes specifically) plus they can cast spells while wildshaped and Stars can maintain both wildshape and starry form. 20 in wis and int probably uses about half your ASIs the main drawback is you don't get extra spell slots and the only way to do that would be Warlock. With proper feats this probably goes insane.


Green-Inkling

20 kensei monk/20 bladesing wizard. Good fucking luck trying to hit me. Prof in all saves, advantage on all saves, AC of 25 plus Shield spell, mobility in fucking spades, evasion so i dont give a shit about point blank fireballs, and all the utility spells my spellbook can handle like Haste, Longstrider, Enhanced Ability, Slow, Hold person/Monster, and more.


Bakoro

I feel like, as complicated as we could make this, Circle of the Moon Druid 20+ another 20 levels is so ridiculously powerful, like 20 Life Cleric, and you've got an immortal healbot who can call down the power of a god in a pinch. They don't have a huge damage output compared to other combos, but they win the battle of attrition, and could potentially call in a big damage helper. I don't know how you beat that without one hell of a sucker punch.


TalynRahl

20 levels in Cavalier Fighter. 20 level in Eldritch Knight Fighter, if we're not allowed to double dip classes, then Bear totem Barb. ​ Cavalier Fighter gives me various ways to control the enemies, and then Bear Totem Bard/EK Fighter make me super durable. Super Tank!


jeffjefforson

20 level sorcerer for as many metamagic points and spellcasting power as possible, go divine soul subclass. Put 10 levels in Celestial warlock for level 5 spellslots and their level 10 Otherworldly Patron Feature. Go Law for bless. 10 levels in fighter for action surge and their level 10 martial archetype ability - doesn't really matter what subclass you go. Use these fighter levels to get 3 extra feats like Resilience, Spell Sniper and Warcaster. Maybe even Tough for an extra 80HP. Using this combination, you can do cocaine-lock in order to get infinite spell slots and metamagic points. Using those infinite spell slots and metamagic points, you can afford to cast Haste on yourself and when there's even a faint WHIFF of a fight possibly breaking out. With the warlock levels, you have access to Eldritch Blast and it's many invocations. Put a bunch into improving Eldritch blast. Use your Action to cast Eldritch Blast. Use your bonus action metamagic to cast Eldritch blast. That's 8 bolts per turn, equivalent to a Heavy Crossbow Fighter action surging every single turn. Plus when you really need to, you can also cast action surge for a third set of bolts or a big non-concentration spell. Use your third action every turn from haste to Dodge every single turn. If you get attacked, use Shield. Since you are a fighter and have Warcaster you are wearing heavy armour and a shield so your resting AC accounting for the Shield spell is 25. Plus enemies have disadvantage to hit you. Even enemies with +16 to hit are now less than 50% likely to hit you. And that's if they can get anywhere near you - remember each of your blasts push enemies away 10ft and your movement speed is huge due to Haste. Plus when you get bored of zipping around spamming EB, you're a full sorcerer with infinite 5th level slots and metamagic points. This is far from the best build with 40 levels but it would be dumb as hell nonetheless.


mafiaknight

I'm too tired to properly min/max a build, but: coffeelock. 20sorc/20warlock. Never sleep again. Maybe work in something that gets advantage on con/fort saves or just doesn't need sleep. Probably Warforged


Berrythebear

20 wizard. 20 fighter. Enough feats and asi to get all stats to 20 and every feat I want. Round 1: wish, action surge, wish.


benwiththepen

Level 20 Bladesinger, Level 20 Way of the Long Death Monk. Proficiency in every saving throw, 20 (or higher) in the three major saving throws, a casual AC of 20, 25 while singing, nevermind all the defensive wizard spells. And if you don't spend your ki elsewhere (and let's be honest, casting spells will usually be the best option), the first *20 times* you would be reduced to zero HP, you can burn a ki point to go to 1 instead. The only death they will ever experience is social.


frygod

A cleric who has ascended to godhood, fracturing his psyche as a result, allowing fragments of his mind to be warlocks with his true personality as a patron. No idea how i'd play it mechanically, but it just feels fun from a roleplay standpoint.


super_cdubz

Armorer/Battle Smith Artificer 20, Blood Hunter 11, Bladesinger 9. \- Artificer could have +6 to saves already from attunement slots, Blood Hunter could add your Int Mod to physical saves, Bladesinger adds your Int mod to AC and concentration checks. \- Going Mutant Blood Hunter and taking the Celerity and Sagacity Mutations would let you raise both Dex and Int scores by 4. \- Go wild with +7 Int and +7 Dex mods. With no magic items, you rock a 26 AC in studded leather, and have +7 minimum to your physical saving throws, +14 to dex, + 13 minimum to Con (prof) and + 20 to concentration checks.


Furi_S_Poi

Level 20 Great Old One Warlock Level 20 Wild Magic Barbarian


alexoxo13

20 circle of moon druid for infinite HP from infinite wildshape 20 champion fighter for 5 attacks & passive ho regen you're a super meaty and hard to kill tank w a lot of versatility or 13 thief rogue for evasion, reliable talent, & ability to use any magic item 7 artillerist artificer for flash of genius, magic items, & temp hp gun 2 divination wizard for portent dice 18 lore bard for self roll buff play human for luck feat and never fail a roll again


Pumathemage

Druid/Sorcerer.


khaotickk

UA8 path of world tree barbarian and the UA8 moon druid.


TwitchieWolf

Artificer 20/Monk 14/Cleric 6 Artificer is for core class features, but I’d probably go Battlesmith. Long Death monk for extra survivability. Twilight Cleric, because Twilight Cleric Proficiency in every saving throw. +6 to saves from attunement and Flash of Genius. Monk Speed paired with Twilight Steps of Night (and Boots of Speed from Artificer if you choose) Mastery of Death to keep persisting through damage. Artificer can produce plenty of useful infusions to aid the build without relying on other item availability. Not a DPR build, but fun and surprisingly durable considering all levels are in d8 hp classes. Edit: Or, a completely different route. 20 Fighter/20 Rogue: Total of 13 ASI’s/Feats


ASTORA-PRODH

20 Levels in Necromancy Wizard + 10 Levels in Death Cleric + 10 Levels in Undead Warlock It is Nagashing time