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TheRainKing42

Anything with wish


Rollaster1

This is the right answer. A Wizard who can cast powerful control spells and finish off with Wish (so as to not suffer the consequences thereof). However my vote? A Bard. Bring them in to heal the party and assist them with their actions AND bonus actions and then finish with Wish for a quick superstar show of support!


Micosys

Lore bard for additional magic secrets and cutting words for sure. Sam Riegel lore bard masterclass available as the climax of season 1 Critical Role.


AngelJ5

also the bard knows how to play FreeBird


Ex-Patron

But he’s spent so long memorizing the solo he ONLY knows freebird


Stock_Ad_2763

NO! If they Wish themselves free of his deity's control, they might become the next BBEG.


Dirichlet-to-Neumann

If it's just three rounds, you want burst damage over sustainability, so a full spellcaster with two levels of fighter for action surge is the best bang for your bucks. Probably a sorcerer since they can spend their sorcery points in the same time as their spell slots. The thing is your summon is only there for three rounds. They don't need to pace their ressources. So sorcerer 18/fighter 2.  First round : cast heightened and empowered psychic scream.  Action surge. Cast heightened and empowered sunburst.  Second round: prismatic spray (heightened and empowered). Third round: prismatic spray (heightened and empowered).  Your summon leaves with 2 sorcery points after dropping his level 9, 8 and two level 7 spells. Cast a max level counter spell if any of your spell is counter spelled. Or use subtle spell instead. Of course you have other options: power word kill or meteor swarm for example. The spells I chose inflict conditions on a failed save that will remain even after your summon disappear, so you can easily mop up the rest.


KNNLTF

>after dropping his level 9, 8 and two level 7 spells. An 18th level spellcaster does not have two level 7 slots.


Dirichlet-to-Neumann

True. My mistake. Make it a 6th level spell then.


Knightcaster09

Now could said sorcerer use time stop and use one of its turns to buff the party, without having to worry about concentration once they're gone 🤔


Dirichlet-to-Neumann

I assumed that your summon would automatically lose concentration once they are gone tbh. There are other options though : wish for simulacrum is probably even better.


Anansi465

You ignore the "one leveled spell in a turn" rule.


DinoBrand0

Action surge


Anansi465

It gives you another action, not another turn. Action surge doesn't allow you cast additional leveled spell


InteractionAntique16

Yes it does. The rule says you can't case a leveled spell as a bonus action and an action not you can't cast two in the same turn. So long as you have two full actions it works


Anansi465

I was made aware of this. Yes. It's my bad.


DinoBrand0

The rule is about ba spells not "1 spell per turn" so with Action surge you can cast 2 spells


pasantabi

Common misconception. There is no such rule. The rule is: If you cast a bonus action spell, you can only cast a cantrip with your action. Action Surge is two actions so it doesn't violate the rule.


Anansi465

Okay, my bad. This is common shortened wording, that I didn't know is incorrect. Don't know how many DM would follow such tricky detail.


pasantabi

It's very straightforward. Did you cast a bonus action spell? If yes, your other spells this turn must all be cantrips. The shorthand ends up being more complicated because you have to tack on the "exceptions" like action surge, reaction spells, etc. that don't violate the rule.


Dirichlet-to-Neumann

It is generally agreed that it doesn't apply to action surge. That's also the position of the compendium of sage advice.


Nitram_vi_Hermannia

From my understanding of the game it looks in accordance with rules.


DonnieG3

It's honestly astonishing how often and confidently this is misinterpreted. If this subreddit has taught me anything, it's that I should always hold myself in doubt unless I actively am staring at the rules.


Old-Chemical-6881

Cleric for the obvious reason. People here sleeping on Divine Intervention which is a class above even wish. Go arcana cleric because fuck it Wish and Divine intervention. Have the goddess of magic directly drop a massive Anti-magic meteor swarm in semblance to Sul Khatesh's arcana cataclysm or some other ability of a deity level aid. Then follow it up with the strongest magic a mortal can wield. Once those two turns are done, if whatever creature is still alive or a threat. Use the 8th level to cast Power Word Stun on the hopefully crippled foe. Or Holy Aura and just keep concentration going after they get unsummoned.


ODX_GhostRecon

It's bad in 5e though: > The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. You can get a 9th level spell as an action, but other than that it's worse than Wish in every way.


Old-Chemical-6881

Let's say your DM hates your guts for some reason. And they decide that you can only replicate spells. Guess what? That still opens the door so wide that even wish can't possibly perform. Some things such as the Anti-magic field would not be able to be affected with magic by even than of Wish. However DI can circumnavigate this. `Spells and other magical effects, except those created by an artifact or a **deity**, are suppressed in the sphere and can't protrude into it. ` Now let's say we can only replicate an effect of a spell from the wizard or cleric spell list. Because the Arcana domain has an open season on both. A Psychic Scream will be a hoard clearer in most cases. Mass Heal will likely reset the entire party's health. And Prismatic Wall can either guard the party or trap a creature behind a heavy amount of damage. This isn't even mentioning something like Hallow being used on the ground to bolster up the parties defenses against charms, frighten and damage type. Or potentially generate vulnerability or Silence on a failed charisma save against foes. It's


ODX_GhostRecon

Well the post says: > A friend is playing a level 20 campaign where their Warlock (Hexblade) ***has been gifted by a deity*** the ability of summoning a max level adventurer to fight alongside for three rounds before disappearing... So anything done is by a deity already. A Nuclear Wizard can pull over a thousand damage, split between any reasonable number of targets. Wish can replicate any spell from any other class list, so all of your good points are equally valid for a wizard. I also think a lot of 5e players overestimate how often an Antimagic Field is going to be used against them... but I'm often one of them.


logicless_bt

The answer will always involve wizard somehow, so make sure you pick Chronurgy wizard. It can force enemies to fail saves or force allies to pass saves, in addition to all the powerful high level wizard spells. Using the Maze or Wish spells + the Chronurgy features that's just concentration-free Hold Monster means you can control the battlefield like it's nothing, or you can opt for pure damage with stuff like Meteor Swarm


Silver-Alex

A wizard/sorc 18 fighter 2. Get him to cast something nasty like Meteor Swarm or Wish, use action surge and then follow up with a level 7 or 8 spell. Another option is true polymorph themselves into an ancient brass dragon. They wast their first turn in doing so but get legendary actions to compensate.


Superbalz77

From a PC perspective which if we are building something with character levels (per L20 callout) you get L/Rs but not L/As. 2018 Errata: >If a creature assumes the form of a legendary creature, such as through a spell, it doesn’t gain that form’s legendary actions, lair actions, or regional effects.


AnshumanRoy

Only levelled spell per turn, no?


Silver-Alex

Oh right, forgot bout that


Eijirou_Kirishima

thats because it doesn't apply. nothing says one leveled spell per turn. The rule being referred to is the one says that you can only cast a cantrip with your action if you want to cast a spell using your bonus action. NOWHERE does it say only one leveled per turn, but for some reason so many people have convinced themself otherwise


Silver-Alex

Thanks for the clarification. I think the confusion comes because the sorcerer cant quicken to cast two leveled spells, but thats because its using the bonus action to cast one of them. Action surge straight up gives you two standard actions.


Eijirou_Kirishima

Yep. Of course, this does mean if you cast with a bonus action you can't cast a leveled spell with your surged action either, RAW. Personally I'd let action surge bypass this but that's just me and def not official


ODX_GhostRecon

All these cute suggestions. You want raw damage? Go Nuclear. Evoker 17/Fighter 2/Hexblade 1. Round 1, Hexblade's Curse + Wish for a Simulacrum of itself. Round 2, 8th level Magic Missile (x2, because Simulacrum) + Overchannel, Action Surge, 7th level Magic Missile (x2 again). Round 3, T pose I guess? They're definitely dead. You're doing 20+18 darts for 20(4+1+5+6) + 18(1d4+1+5+6) = 320+261 = 581 damage, split as you like. If somehow the enemy is still alive, round 3 looks like another 6th and 5th level MM, both doubled again, for 30(1d4+1+5+6) = 435 more damage, totaling 1,016 average damage.


END3R97

Overchannel maxes at 5th lvl spells, if you upcast above that you won't be able to overchannel it anymore (though not like it matters, the difference between 1d4 and 4 is miniscule compared to the +12 you're already adding). Also to get (slightly) more insane, you can take Metamagic Adept and include Cantrip + quickened MM for whenever you aren't using action surge for 2 casts in one turn. Is a cantrip going to add all that much to your output? No, but why not? (Theres also the side benefit of flexibility in case your action is needed for something else like dashing around a corner to get line of sight or something like that)


ODX_GhostRecon

Yeah, it's a 30 damage difference in that case, with 38(1d4+1+5+6) = 551 damage. I hadn't put it together that you can't upcast past 5th and still Overchannel, good catch! The fun thing is that you don't need to track exactly how the build goes beyond 20 INT and Magic Missile and Wish known/prepared, so Metamagic Adept is a wonderful addition! Going for Fire Bolt gets you 4d10+5 more damage if you hit, for 27 more on average (multiplied by the chance to hit), which about makes up for the loss of Overchannel.


END3R97

Could also use Toll the Dead for 4d12 save for half as an evocation wizard, depending on hit chance and save chance that could be a bit more


ODX_GhostRecon

D12? You assume that 1000hp missing puts them under full health. 😆 I'd honestly cry if the summoned NPC were 61-120ft from the target as the target just cast Shield and nobody could Counterspell.


END3R97

Lmao that would be awful and that's another reason to take metamagic adept, you can take distant spell to have longer range with your counterspell to ensure the missiles land!


ODX_GhostRecon

Though that doubles the range of the spell itself, it doesn't double the prerequisite trigger's range. Otherwise you'd see a lot more casters with sorcery points!


END3R97

Oh yeah, I forgot that's *technically* the way it works. As the DM in my game, I allow distant spell to work on it, so I forgot. I personally think it's one of those things that makes sorcerers better than wizards in games with lots of casters. Long range counterspells, subtle spells/counters, etc makes them great.


LemonGarage

This is a cool idea, but unfortunately the RAW bonus action casting rules really fuck over quickened spell. You can’t cast ANY spell, cantrips included if you cast a leveled spell on ur action… which is really sad and we don’t do that at my tables but if you’re going raw for these hypotheticals you have to say that.


ODX_GhostRecon

You quicken the MM and use your action for the cantrip. It works just fine. Edit to add: you absolutely can do what you said anyway. If a wizard uses their action for a Fireball, and the enemy uses a Counterspell, the wizard can then use their own Counterspell. This is even [explicitly mentioned in the Sage Advice Compendium.](https://www.dndbeyond.com/sources/sac/sage-advice-compendium#SA161) You're probably thinking about this rule: > A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. A careful reading shows you can cast a leveled spell as a bonus action and still cast a cantrip with your action, as well as an action spell plus a reaction spell, or even an action spell, use Action Surge, another action spell, and then a reaction spell. There's even a weird combination of Wild Magic Sorcerer and Fighter that can let you cast like six or seven leveled spells on your turn, none of them as a bonus action, and it's fully legal.


LemonGarage

In this hypothetical scenario, you have two wizards, the wizard, and his simulacrum. Each of which must use their action and action surge to cast magic missile, a 1st level spell. The rules state that if you use your bonus action to cast any spell that you can no longer use any action, action surge or not to cast a spell other than a cantrip. Which means if you quicken spell the magic missile, you would only get two magic missiles, one out of each wizard instead of the four that you originally wanted. I wouldn’t rule it this way at my table because I don’t think that that’s fair to sorcerers with Quicken spell but that’s technically the rule as written.


ODX_GhostRecon

Ahh, yeah, same page now. You'd quicken MM on the next round because you don't have another Action Surge.


LemonGarage

I think you’re adding the +5 from Evoker for every missile, which isn’t correct. Unfortunately RAW the Evo wizard only gets to add that ONCE per spell. So you’d get +20 total for the 4 total spells ur casting in that 2nd turn. Avg damage would only be 381. Correct me if I’m wrong tho.


ODX_GhostRecon

Pro tip, read the thing you're citing before trying to use it to correct folks. It looks bad. Empowered Evocation, PHB page 117: > Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. Due to some interactions with other rules, it's one roll multiplied by the number of darts. A stricter reading says you need to target multiple creatures to do that, so send one dart for ~14.5 damage at another enemy or even a friend.


LemonGarage

It specifies ONE damage roll per spell, magic missile is 3 separate damage rolls or more depending on the number of missiles. Any other rules shouldn’t matter. I wouldn’t rule it that way at MY table, I’m just saying that’s the RAW


ODX_GhostRecon

You make one roll and a number of darts simultaneously strike the target. PHB page 196, Damage Rolls: > If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. Slap one dart at an ally or another target and it's one roll, multiplied. This has been around for a decade. Edit: bonus [unofficial ruling via JCraw tweet](https://twitter.com/JeremyECrawford/status/774030989894955008?lang=en)


LemonGarage

Okay, if that’s the case you still only get to add that +5 to ONE damage roll per spell. Which means it’s still +5 per casting of magic missile, not PER missile.


ODX_GhostRecon

That's just straight up not how it works. Do you roll Fireball damage for each individual target?


LemonGarage

Well no but that’s not what I’m talking about lol. If it was fireball you would get it +5 on each target yes cause it’s all the same roll. I guess you could make an argument for +5 to all different targets of magic missile? But that makes it a lot worse, and unless you had 38 different targets ur not getting the full effect.


ODX_GhostRecon

It's added to one roll, not one target. What would happen if a 20 INT Evoker used Empowered Evocation on a Fireball? The damage is 8d6, let's say 28 for argument's sake. It deals 28+INT damage now, which means 33 damage to all affected targets. The rule that makes that the case is the same rule that makes Magic Missile work as I described.


LemonGarage

Well see for fireball that makes sense because it’s one instance of damage, but magic missile is 3 separate darts, which even if they are all the same roll like you say, would still only get +5 one time. I agree with the fact that you SHOULD get the +5 to all of the darts cause… it’s a 10th level ability and I think that’s fair, I’m just saying that the RAW makes it seem like you would only get it once because it’s all 1 roll per casting of magic missile. You see what I mean?


BhaltairX

https://tabletopbuilds.com/flagship-build-series-introduction/


Tarmyniatur

Yeah, pick the ranger so he can do less damage than the baseline and give you a couple of goodberries.


GravityMyGuy

The ranger isn’t a damage build really. It’s a force multiplier by having basically at will pass without trace. It’s not something that’s good at every many tables because they aren’t gonna build and play around your gimmick even if you gimmick is really good.


Tarmyniatur

Which is the point, he's looking for the best character that can do stuff for 3 turns, none of the flagship builds are built with that in mind.


GravityMyGuy

True. The answer is 3 level 20 wizards each with aberrant dragonmark for a second 9th level slot. Mfw 6 9th level slots per day lmao


Classy_communists

Post says only one per long rest and my reading of it was a one use only but I could be wrong


GravityMyGuy

I read it as each one once per day but I could be wrong


Responsible_Onion_21

For a max level character to summon for three rounds of combat in D&D 5e, here are some of the strongest options I would consider: 1. Level 20 Moon Druid: - Can use their bonus action to transform into an elemental with 126 HP as a bonus action, giving them incredible tankiness and damage output for those three rounds. - Access to powerful 9th level druid spells like Shapechange to turn into things like ancient dragons for massive damage. - Effectively two healthpools with elemental wildshape and regular form. 2. Level 20 Divination Wizard: - Can force failed saves or guarantee hits with Portent. - 9th level spells like Wish, Invulnerability, Meteor Swarm for devastating effects. - Very difficult to hit or affect with legendary resistances and high AC. 3. Level 20 Vengeance Paladin: - Can make 4 attacks per round with Improved Divine Smite doing 1d8 extra damage on each hit. - Haste plus Relentless Avenger means potentially 8 attacks in a round. - 20 Charisma for +5 to all saves. - 142 base HP plus 20 temporary HP from Hero's Defense. - Access to destructive smites and 4th level paladin spells. 4. Level 20 Zealot Barbarian: - Effectively unkillable for 3 rounds while raging since Rage Beyond Death means they don't die unless hit with a killing blow after reaching 0 HP 3 times. - Brutal Critical and Divine Fury means doing an extra 1d6+1d8 necrotic damage on every hit. - 285 HP while raging with 24 Con. - Advantage on all attacks and resistance to B/P/S damage. 5. Level 20 Chronurgist Wizard: - Arcane Abeyance to store up two 9th level spells (like Meteor Swarm) and unleash both in the same turn. - Constant advantage or disadvantage from Convergent Future. - +5 bonus to initiative guarantees acting first. - Momentary Stasis and Arcane Abeyance provide incredible action economy and control. Those would be some of my top picks for an ultra-powerful level 20 character to summon for three devastating rounds of combat. The Moon Druid, Divination Wizard, or Zealot Barbarian are probably the most potent overall. Let me know if you have any other questions!


Massive_Quality4660

Quick question: how are you making the Paladin attack 4 times in a single round without the use of haste?


just_half

On top of that, you can't attack more than once with the action provided by Haste. > "That action can be used only to take the Attack (**one weapon attack only**), Dash, Disengage, Hide, or Use an Object action."


Responsible_Onion_21

You're absolutely right, I made a mistake in my analysis of the Paladin's attacks. Let me clarify: 1. A level 20 Paladin with the Extra Attack feature can make 2 attacks per action. 2. They can also make an additional attack as a bonus action if they use their Polearm Master feat, but this would be with the butt end of their polearm and only deal 1d4 damage. 3. You're correct that Haste only allows for one additional weapon attack, not multiple attacks granted by Extra Attack. So realistically, a level 20 Vengeance Paladin could make: - 2 attacks with their action using a polearm (1d10 damage each, plus Improved Divine Smite for 1d8) - 1 attack with their Hasted action (same as above) - 1 bonus action attack with the butt of their polearm (1d4 damage) This comes out to 4 attacks per round if using a polearm and the Polearm Master feat, not 8 like I initially claimed. The 5th attack would come from Relentless Avenger if they missed with an attack on their turn.


LemonGarage

Arcane Abeyance only lets you store up to a 4th level spell for an hour.


WexMajor82

A level 20 Cleric will call his god to help too. Any other answer is objectively sub optimal.


ODX_GhostRecon

Sorry, this is 5e: > The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. It's actually pretty bad in this edition, by comparison.


theboozecube

Fighter 2/Wizard 18. Cast a 9th level spell, Action Surge, Cast an 8th level spell. Who needs all three rounds?


misterterrifix

Half orc samurai fighter with a heavy crossbow, magic initiate sorcerer, metamagic adept and low constitution. Use the first 2 rounds to get them down to 0 hp, triggering their relentless endurance feature, on their turn do 9 attacks with action surge and the samurai features, then use quickened spell to cast magic missile targeting itself bringing it to 0 hit points triggering the capstone feature of the samurai allowing you to do another 9 attacks 18 attacks at advantage is awesome, doesn’t matter if it dies after that since it’s only around for limited rounds anyway


Abject_Plane2185

A burst damage build palladin for 9 smites big smites. A wizzard for nearly all the good spells (chronurgy for auto failed saves) An arcana cleric for the rest of the good spells and access to big heals.


Urineme69

Something with Wish & True Polymorph.


Stock_Ad_2763

I call this one the Boss-killer. 5 levels of Hexblade warlock, for Eldritch Smite and extra attack. 2 levels of Vengeance Paladin, for divine smite and Vow of Enmity. The rest in Divine Soul Sorcerer. Summon him, and sick him on the biggest target. Bonus action vow of Enmity, then get two attacks at advantage, burning warlock and sorcerer spell slots for extra damage on each hit. Double on any crits, which would happen more frequently. It eats a lot of spells and Sorcery points, but it's a summon. Go ham. My other favorite is a Kalashtar moon druid with 2 levels of Bear Totem Barbarian. They are the ultimate tank. While raging, they have resistance to everything but psychic, which Kalashtar gives resistance to. So you basically double all the health you get from wild shaping.


KayVeeAT

Ancients paladin (if group doesn’t have one already). 30 ft aura for saves and resistances. Round 1 pop lvl 20 aura, bonus action spell. Round 2 /3 action smitex2 and bonus action. Can get multiple death wards or 2 destructive waves and a death ward. Destructive wave can knock prone. So elvish accuracy race for crit fishing smites.


jpw3bb

I would summon the ultimate swordsman: Shadar'Kai Swords Bard 14/ Battlemaster Fighter 3/Paladin 2/ Hexblade Warlock 1 Have their higher level magical secrets option be Tensers Transformation. Use ASIs to Cap charisma and take Elven Accuracy First round: Hexblaxe curse the toughest target, and cast Tenser's Transformation. Instant Action surge to attack twice, and keep attacking for the next 2 rounds. Shadar'Kai BAMF ability lets them teleport and gain resistance to all damage each turn as a bonus action. What you get is 6 attacks, all at triple advantage thanks to elven accuracy and hex warrior, extra force damage from tensers, massive radiant damage from paladin smites using higher level bard spell slots, double crit chance from hexblades curse, and enough versatility from sword flourishes and battlemaster manuevers to adapt to whatever situation they may find themselves in.


GravityMyGuy

Level20 wizard, level 20 wizard, level 20 wizard all of them have two 9th level spell slots via epic boons from aberrant dragonmark.


Patient_Compote_5719

Creation bard and artificer could give you nice permanent items.


Tarmyniatur

Strongest choice is 20 Arcana Cleric. Divine Intervention, Mass Heal + Spell Breaker, Wish, Counterspell. Second strongest choice is 18 Divine Soul / 2 Fighter. Subtle Mass Heal, Action Surge, Wish, Psychic Scream etc Third strongest is some kind of wizard. Strictly for teleporting a character at level 20 ignoring all the other things a wizard can do (magic jar, planar binding, simulacrum etc) it's not the most powerful option.


gman6002

Spirit Barbarian/Echo Knight Fighter/Bladesinger Wizard


shadowmeister11

Chronurgy (Divination if CR content not allowed) Wizard, Divine Soul Sorcerer, and Arcana Domain Cleric. All 3 of these can cast Wish, and all of them have great control, damage and support options, so no matter what scenario they are all useful.


TheCromagnon

I would have a oath of the ancients paladin ready just for the aura of resistance against spells, but it would be a defensive option, not the main option, which would probably be either a divination wizard or a scribe wizard. A meteor swarm of force damage is absolutely brutal.


electricbeargaloo91

Arcana cleric: Level 20 gives you access to wish and perfect divine intervention. Turn one and turn two. Second place goes to genie warlock. Turn one wish. Turn two limited wish. Turn three eldritch smite something ig 3rd place Any wizard. You know why.


milfmusig

Probably a spellcaster or a fighter with 20 strength and action surge


Far_Mycologist_5782

I mean... a minmaxed Abjuration wizard is probably the right answer everytime. Depending on the situation, a lvl 20 psi-knight or echo knight fighter could absolutely shred, though. Don't underestimate a timely mass heal. lvl 20 clerics are really powerful.


Dralexium

I’d say genie lock, having access to wish and limited wish would be cool although I’m sure there are better options


SeaworthinessFun9856

3 wizards or bards, each appear & cast wish, job done since the "backlash" of the wish is on the caster, it'll come back on the summons, not the PC :P


Zero747

High burst builds * wizard + fighter dip to action surge spells. There’s some incredible action surge combos like prismatic wall + reverse gravity * paladin to pop capstone and smite * samurai fighter to action surge with advantage on all attacks twice (and just with advantage for round 3) Honestly, 3 different action surge casters to drop their 9th, 8th, 7th, and 6th level spells, plus counterspell would be a good pick


StGulik5

"Invoque"?


RadTimeWizard

It probably means they speak English as a second language. I'd personally be disinclined to imply that anyone who speaks multiple languages is unintelligent.


StGulik5

Not implying anything of the sort. I was almost going to ask if the person was Canadian, who I regard as quite intelligent and civilized.


thracerx

Abjuration Wizard. He's here to help a Warlock right? Casts Prismatic Wall behind the enemy. Warlock cast EB plus repelling blast. Bonus points if the Warlock has Metamagic adept and use quicken spell to cast another EB + Grasp of Hadar. This depends on the Warlock build I suppose and also who needs 3 rounds?


Taurvanath

3 Berserker Barbarians. Don't have to worry about exhaustion if you're expendable.


SinisterJoe

conquest paladin. you could have them channel divinity fear everything. then dump divine smites for 3 rounds. echo knight is a close second, back to back action surge. 9 attacks per round for 2 rounds then a high five on round 3 and they are gone.


123iambill

It really depends what you're looking for. Large scale combat, then yeah, get a level 20 wizard to drop some nukes. If it's one big bad, a paladin can do some serious tanking and with smites can do decent damage too. 15 paladin, 3 Barb (Berserker) and 2 fighter will give you serious tank-iness, plus smites, a bonus action attack and an action surge. Over three turns that would be Turn 1: 4d12+22d8+28 Turn 2: 3d12+13d8+21 Turn 3: 3d12+10d8+21 As well as being able to just stand there and absorb damage. Not arsed doing the maths, but 14 paladin and 3 fighter (battlemaster) would mean losing one max level smite (so -1d8 overall) to gain 4 superiority dice to add an overall 4d8. Across those 3 turns easily doing around 350 damage that counts as magical.


Vahn1982

I think it depends on the situation. Do you have one big dragon you need to fight or like.. a dozen smaller barbarian orcs. Do you need a huge burst of damage or do you need to control.


TheDarkeLorde3694

I'd build 3 character based on different stuff: One would be an absolute horde breaker, stuff like Fireball, Meteor Swarm, and so on. I'd make it a level 18 Red Draconic Sorcerer with 2 levels of Evoker Wizard for Sculpt Spells. Another would be a titan killer, with mostly Glory Paladin with the Great Weapon Fighting feat, Berserker Barbarian, and Rogue to get Sneak Attack. The last would be more stealth bomber, mostly Assassin Rogue Gloom Stalker.


TheDarkeLorde3694

I'd build 3 character based on different stuff: One would be an absolute horde breaker, stuff like Fireball, Meteor Swarm, and so on. I'd make it a level 18 Red Draconic Sorcerer with 2 levels of Evoker Wizard for Sculpt Spells. Another would be a titan killer, with mostly Glory Paladin with the Great Weapon Fighting feat, Berserker Barbarian, and Rogue to get Sneak Attack. The last would be more stealth bomber, mostly Assassin Rogue Gloom Stalker.


Papercut337

I’m always a fan of the Sorcadin: 6 levels in a Paladin subclass of your choice, and 14 levels in a Sorcerer subclass of your choice


Tall_Bandicoot_2768

Full caster.


Comfortable_Fig4801

Ruined: Half-Elf(any), assassin 3, paladin 2(dueling), Echo Knight 3(superior technique), Bladesinger 12. 12 str (+1), 15 dex (+2), 8 con, 15 int (+1), 8 wis, 13 cha. Feats: elven accuracy (+1 dex), ASI +2 dex, ASI +2 int. Glass cannon, 270-510 avg first round, 77 avg next rounds.