my brother made a bartander, who worships the goddess of the sun.... his name is tony and he calls the goddess the great fireball. my brother fallowed all the things we could find in the videos. when the work was finish i cryed of joy!
If you go to level 20 and minus one level from sorcerer you can take gunslinger instead of battlemaster which would give you proficiency in initiative rolls, and go variant human for a free Alert feat. With a plus 16 to initiative, odds are you'll go first lol
@@FloopierDoopier no, you need to get them “surprised” which is a condition in dnd. This happens if you ambush your opponents for example. If you just move before your other opponents the assassin ability only gives you advantage to hit
Level 18 Wizard, Level 2 fighter: Prismatic Wall a sphere above a group of enemeis. Action surge. Reverse gravity on those enemies, they pass through the prismatic wall twice. Then stop concentrating on Reverse gravity, they fall through two layers again, then falling damage. Nice.
Just make sure you stop concentrating on Reverse Gravity before they get a turn.. wouldn't want to give anyone that rolled a 7 a chance to get off easy before going through 2 more times, hehe.
One problem, you can't cast a second spell on your turn unless it's a cantrip with a casting time of one action. This would be a lethal combo between two casters though!
@@emilyr9866 a bonus action was not used so therefore it is legal raw. When you cast a spell a a bonus action you can not cast spells other than cantrips on your turn. It says bonus action. Not action, bonus action.
Seeing as sneak attack is only once per turn, you could forgo the sneak attack damage and use a glaive or other heavy weapon with great weapon master for a guaranteed additional 40 damage assuming all four attacks hit instead the 4d6 from one sneak attack
I am already starting to love this series. One request I would like to see happen is a highlight of everything that goes into the build to appear on screen in some way? I know that's a lot of editing on your part and I understand if you want to make it casual. Maybe take some inspiration from a youtuber known as Tulok the Barbarian who does something similar but instead of making famous characters from movies and TV like he does, keep doing the build you come up with.
@@OffbeatOutlaw I've got a 14th level Fighter(11)/Ranger(3) that can do a max of 792 damage against a creature with their first turn of combat... and has +19 to initiative. It's a good time lol.
@@OffbeatOutlaw if you do I got a funny one for you the always first rouge.bare minimum your bonus to initiative is a plus 15. Your possible max is 28.
Similar to this build, I've been playing it for a while now, just not level 20...yet. Half-Elf (Drow Variant) Warlock 5 (Hexblade)/Paladin 2/Bard 5 (Whispers)/Ranger 4 (Gloom Hunter)/Sorcerer 4 (Shadow Sorcerer) Take and make use of Elven Accuracy, abuse darkness and other opportunities. Maybe I should swap out two levels somewhere for two levels of fighter for Action Surge.
To be honest, I found you from the DnD TikTok compilation channels and was so intrigued by your foreverDM vs. Rogue campaign that I looked you up.. Literally binged it immediately. I like this new concept and will definitely check it out if you make more. For the Great Fireball and their GOD. DAMN. BEACH EPISODE!
Sent this to my DM. DM: damn that's freaking scary. Me: yeah I sent it just cuz it was just kind of a cool idea. DM: well you guys don't have to worry about that I wouldn't be that terrible. Me: oh yeah of course we know you're not that bad. *Me realizing he forgot he has two level 10 sorcerers in the Party* let the torture begin
Most damage I know how to deal in a single round in 5th edition is insanely specific.. but also completely absurd if you somehow have the exact right situation. It only works on Fire Elementals*, but all you need is the uncommon wondrous item Dust of Dryness and a little prep time near a big body of water. Use as many pinches of the Dust of Dryness as you like on a sufficiently large body of water (ocean/lake/river/etc), and SAVE THE PELLETS FOR LATER. Consider not telling anyone why, or making a big deal of it in any way. Surprises are FUN! When you find a fire elemental, throw a pellet forcefully at the ceiling above it. A 15 foot cube (NOT TO BE CONFUSED with 15 cubic feet, the difference is humongous) of water appears above the fire elemental. Gravity says the 15 foot cube of water then falls onto the fire elemental. Ask the DM to read the Water Susceptibility trait on the fire elemental stat block, then inform them that a 15 foot cube is 25,246 gallons. If you happen to be dealing with 6 or more fire elementals, and you also happen to be an 11th level or higher Fighter, you can use Extra Attack and Action Surge to do that 6 times in one turn, dealing up to 151,476 cold damage in 1 turn. Eat your heart out wizards. (Speaking of Wizards.. if one of them is very nice to you and casts Haste, you can do it 7 times on that turn, cause 176,722 is a nice number.) *For the BIG damage anyways.. a deviant mind can come up with a hilarious assortment of shenanigans to pull off with instantly available 25,246 gallons of water. (which is 210,688 pounds of water, just by the by :D )
With sorc, and prep time, there are a couple ways to improve this even further. Using a 5th level spell slot (you have one at level 9) cast Shadow Blade. You now deal 4d8 psychic damage, instead of 1d8 piercing. That's an extra 12d8 on top. If you get a 20th level, take a 1 level dip in hexblade and use your curse for an additional +6 damage per hit. Fighting style dueling for another +2.
@@keithroach2105 That'd be another 8d8 (1d8 x4Attacks&Actionsurge x2 for crit) +additional 20 Damage flat for the added Dexmod. Adding it with the +2 dueling x4 it'd be 28 flat. Also if he'd take the savage attacker feat, he could add another Damage Die to one of the attacks, doubling that due to the crit to add another 2d8. That's another 10d8+28 Damage, mounting this to a whooping 66d8+6d6+28
@@davidpellecchia4360 if your team has a grave domain cleric, this would ONESHOT the Terrasque, provided the Cleric goes before you and uses Path to the Grave, which would DOUBLE that damage again. also you'd propably have a magic weapon by then, adding maybe a couple more dice and base damage.
For your consideration, my favorite character in 5th edition: The Grapple Bard! By itself, a potent fighter with some bard abilities, but in a group, devastating. You can also do it as a rogue instead of a bard, but it's just more FUN as a bard! Any race can work, but you'll want to prioritize Strength, Constitution, and Charisma. Also the variant Human feat at first level gets the shenanigans going right away, so that's what I did. First level is fighter, for all the weapon and armor proficiencies, and you choose Tavern Brawler as your feat if you go with Variant Human. Strength as high as you can get it. Next you want to get to Bard level 3 and Fighter level 2 as soon as possible, in whatever order you like best. Bard 3 gets you College selection (I love Lore, but if you have a favorite, go with that), and Expertise (Athletics and whatever other skill you prefer). Fighter 2 gets you the always amazing Action Surge. From there, I recommend Bard 4 for the ability score increase (Tavern Brawler if you're not a variant Human, Strength if you are). Now get ye to Fighter 5. Along the way choose Battle Master archetype and increase your Strength again. As a new Battle Master, choose Trip Attack and two other maneuvers that you like (Riposte, Feinting Attack, Parry, and Commander's Strike are great fun). Now you're level 9 with Extra Attack, 4 Superiority d8's, Charisma Modifier Bardic Inspiration d6's, some nice utility and support from Bard spells, proficiency in all armor and all weapons. Your Athletics skill should be +13-ish at this point (variant human using standard array for abilities and following the build has 20 Strength now for +5, and double proficiency bonus for +8). You don't lose grapple checks very often anymore, because very few enemies in the game have high Athletics/Acrobatics skill bonuses. After level 9, you can finish the build any way you like, but I recommend more Lore Bard levels to grab Enlarge/Reduce with Additional Magical Secrets at level 6. Cause grappling Large and smaller enemies is fun and all.. but grappling HUGE and smaller enemies is WAY better! Wrassle with giants and some dragons! Here's how you start combat: move to enemy Attack Action - attack 1 hit enemy with either an unarmed attack or an improvised weapon (bar stool was my go to) & use superiority die to make it a Trip Attack (DC 17 to avoid falling down) attack 2 if the enemy is prone (probably) smack it with advantage, if it's NOT prone, Trip Attack again Bonus Action - grapple the prone enemy Action Surge if you need to trip and grapple a second enemy. (only takes 1 free hand to grapple, after all!) if you have any movement left, drag enemy closer to the Rogue/Barbarian/anyone else that wants to attack with advantage. A prone & grappled enemy has zero movement speed, and cannot stand up. It has disadvantage on all attacks it makes, and all attacks against it made from within 5 feet have advantage. The ONLY things the enemy can do are attack with disadvantage, or try to break your grapple (and you don't lose very often). You can do all kinds of nasty things from here, like drag enemy to a nearby cliff edge then use the Shove attack (also based on Athletics, teehee) to send them over. Or you can just stand beside the Rogue and make sure they get to Sneak Attack with advantage EVERY round, sometimes with Bardic Inspiration even! Did the Rogue SOMEHOW miss with advantage? Commander's Strike says they should try again, right now, with an extra d8 damage! You wont do a ton of damage yourself, but you make everyone in the party better and deal damage more often, particularly in melee heavy parties. And when necessary, draw a proper weapon and do the normal Fighter thing, which you're still excellent at. You can even heal your friends when they need it. You are the ultimate hype squad for your party. Go, make them AWESOME!
@@OffbeatOutlaw it's a TON of fun to play. The only party members that it doesn't hugely amplify are the ranged-attacks-only folk. And for those ones, you can just skip making the enemy prone.
Yass love the 19 * cough* 9 levels in sorcer lol 🌈. Your such an amazing guy 😍 and keep up the quality content and for our God dang Beach episode 🤣 ( I only play D&D for the beach episode my dirty little secret lol )
Long one here but mean combo... level 17 Requires 3 casters 1 of wich is a deviner wizard holding a low roll portent Caster 1 casts hold monster monster either fails the save or the deviner wizard uses his reaction to use low roll portent to make it fail the save. Caster 2 casts prismatic wall 50 ft above the target in a sphere Caster 3 then casts reverse gravity. Target gets flung upward and must make a constitution save or be blinded Then automatically fails Dexterity saving throws and proceeds to pass through all 7 layers of the wall Taking 10D6 fire, 10D6 acid, 10D6 lightning, 10d6 poison 10D6 cold Then is restrained and every round must make a constitution saving throw until ether 3 successful saves or 3 fails On 3 successful saves they are no longer restrained on 3 fails they are turned to stone and petrified. And then they are blinded and must make a wisdom save at the beginning of the next round or be planeshifted to another plane. They then pass through the upper part of the sphere doing all of this a second time. Once they pass through the upper barrier of the sphere and reach the top of the reverse gravity Caster 2 stops concentration on reverse gravity... Causing the target to go through the barriers 2 more times for a total of 40D6 fire, 40D6 acid, 40D6 lightning, 40d6 poison, 40d6 cold damage, and 10d6 falling damage, they are blinded, restrained and at the start of their next 3-6 turns they must make 4 saves each round to determine if they are no longer restrained or turned to stone. Then at the start of caster's next 3 turns they must make 4 wisdom saves or be planeshifted to a plane of the DMs choice.
Similar concept but with point buy. 3 levels of Hexblade Warlock, 4 levels of Bard, 2 levels of Paladin, 3 levels of Fighter, and 8 levels of Wizard. Turn 1 he can set up Haste and Echo Knight. With that set up, turn 2 his average damage if he uses his Divine Smite’s, Unleash Incarnations, Action Surge, Hexblade’s Curse, and Blade Flourishes, it can do about 500 damage that turn (taking the averages from damage rolls)
Me and my friends came up with a idea for our characters to have a ultimate attack, we call these attacks Opaque Arts, my character’s Opaque Art is called “Primordial Punisher”. My character summons a Primordial and makes it slam its fists into the battle field, this causes a shock wave of air, fire, water, earth, and lightning energy across the battle field for a range of 50ft. The fist damage is d20, the energy wave is 4d10+d8+3.
can i pursuade you to change the sorcerer to a bard college of whispers, you still get a bunch of spell slots but once per turn you can add psycich blades make it a level 20 character and you get 5 d 6 you can throw down per turn, you can still smite 4 times and on the round after you still have more spells to swap around. id also say that an aasimar is a good character to go with because of the necrotic shroud at level 20 you can have 20 extra damage per round because why not. just a little crispier of a character i think. great damage none the less
@@EvanFarshadow i mean you have 3 4th levels 2 5th levels and a 6th at level 10 with bard. You can also cast haste before hand and get in an attack every round and a second attack in the turn with action surge. Making it possible for 2 more smites, which if both are still criting would be 10 more d 8 as well as I said earlier 10d6 as well from crited psychic blades. But if you dont want nuclear paladin i get that
And this ladies, gentlemen and friends of the technicolor rainbow, is why I need to give enemies 300+ Health on average for my encounters. Mind you, I have 6 level 11 players, but they can pull crazy numbers like this in a single turn when they work well together
with the manual of bodily health/manual of quickness of action/manual of gainful exorcise, and a sphynx in its lair, you can essentially gain infinite constitution/dexterity/strength
Fun Fact: A Hexblade Bladelock 12/Oathbreaker 8 multiclass can, with feats, a Haste buff, and a couple rounds of set up (possibly out of combat), NOVA for 33d8 + 14d6 + 128, an average of 326 damage in a single turn. An Ancient White Dragon has 333HP. This assumes all attacks hit along with a single crit to activate the GWM bonus action attack. With this build you also have very high magical non-NOVA damage, viable magical ranged damage, healing, minimum 19 AC with plate, high health, minimum +4 in saving throws, decent utility, and great RP skills. You can also achieve all this with just about any race, as this is a SAD CHA build. It’s definitely my favorite build I’ve come up with so far because literally the only thing you need to pull off that NOVA is a Potion of Haste or another party member. Any other magic items are just gravy for this build.
I don't recall the exact build because it was several years ago, but in 3rd edition I cobbled together a 20th level character designed solely to maximize strength. If memory serves, I got him up to 76 Str or so. He wasn't terribly good at most things, but he could throw a small building a fair distance if he wanted to...
I noticed that as per the example given, with Devourer being a Fiend, there should have been an extra 1d8/smite on him. but that would only go for Fiends and Undead. so if the maths is right, isn't that 64d8 after everything is all said and done?
Love the build I would tweek somethings to sprinkle some more D8's in the mix. First would select the spell shadow blade ( xanathar's guide to everything) Subtle spell (meta magic) so they can't hear me casting and upcast it with the 5th lvl spell slot 1 of 2 as when multiclassing you are a lvl 10 spellcaster. so the weapon is a 4d8 weapon not the 1d8 raiper with that change you would get 72D8 and 4D6. Using the 3 lvl 4 spell slots and 1 lvl 5 spell slot for smite. If xanathar's is not on the table you can quicken spell(meta magic) hast to add an extra action but not a double atk that would give you 30d8 4d6 with using all of the lvl 4&5 spell slots on smite and a 3rd lvl slot on hast
this video is awesome, and if you spike you can score well over 400 damage with your build, i have a few you can showcase if you are interested, as i took a different path for my delivery of damage, and it is less on the first round, but the sustained damage per round cuts most things down by the end of the first round ranged Damage Per Round (dpr for short):- race tabaxi, warforged or wood elf(all are good but do different things).3 levels rogue-assassin 11levels fighter-battlemaster get you online and doing lots of damage at level 14, fighter levels give 3 asi which go into SharpShooter, then +2 dex to get to a 20 if possible, then crossbow expert, assuming you have a 20 dex and a 16-18 wisdom you will have a +8/+9 initiative bonus, 6 crits in the first round whilst using the -5 to hit SS provides +10 damage per shot, assuming +2 weapon by 14 you should be doing 17 damage per hit before double dice damage, for a hand crossbow this is 2x(6d6+2d6)+(1d6)+119 damage assuming you have to use precision attack to connect every hit, or a possible 8d10 bonus damage after crit over the 4 attacks, it is not quite as high a damage output but rounds 2 and 3 this will be dealing 18 minimum damage per shot that connects. 3 shots per round puts hurt on anything within 120 ft. for a tank build i went with 17 levels barbarian totem bear, bear, eagle and assuming you didnt dump charisma 3 levels of pact of the fiend and chain warlock, your invocations are gift of the oldones ensuring any healing you recieve is maximised and devilsight for 120 ft darkvision that lacks the keyword taking average hp you end up with 12+7x16+5x17 or 197 hp, you half all incoming damage during rage other than psychic but that can be compensated for via race or magic item (jade ring of resistance) and any healing you recieve so long as your familiar is within 100 ft is maximised there is more but this is already pretty long and probably boring for people who arent into the numbers of it, but oh dang is it rough to drop
Max damage, not counting any bonuses from magical items are 484. 460 from the 56d8 and 24 from the sneak attack, add in the damage modifier for each of those hits (Strength IIRC) and potential bonus from equipment and that can be pushed past 500 without too much issue.
Me as an intellectual, cast 9th level conjure animals to have 32 wolves all attacking with advantage. Wild Shape with circle of the moon druid into OP beast or element then go ham and hope you succeed on constitution saving throws.
No need to wait till combat to burn the sorcery points to make spell slots, do that when your character wakes up. Use your bonus action for a quickened haste
I have a suggestion: a rogue, fighter, cleric multiclass. Now, first, you need an assassin rogue with some sort of ranged weapon. Next fighter, this is literally just for action surge. Finally cleric, now some may ask why, but the answer is simple, be a grave cleric. Channel divinity path to the grave, action surge, hit, with sneak attack, instant critical, if your high enough level rogue I think it instantly doubles the damage and path to the grave means they are now vulnerable to that attack
Last night a friend and I were theorizing how to make a halfling who can shoot an enemy flying 40 feet with a single punch. You take 3 levels in paladin, choosing the oath of the open sea. Then you need at least 3 levels each in way of the open hand monk and battlemaster fighter, making sure to take pushing attack. You can now throw your enemies 40 feet with a single punch, or 25 feet by throwing a dart at them.
We theorized that this character's backstory would be that they were a bouncer at a bar. They just sit in the corner, and if somebody acts up, they throw a peanut or something at them to throw them out the door. They would actually be pretty well suited to a sea fairing campaign. That knock back would be quite effective at knocking people off of a ship. When attacking an enemy vessel, you can either use a crossbow to shoot people off the other ship, or once you get in close, you can fire your allies onto the enemy ship.
You can even squeeze more damage by dropping 1 level in rogue and 1 in sorcerer. Add 2 levels of warlock. Use quicken spell to use agonizing eldrich blast. You’re trading 1d8 from smite and gaining 4d10. 2 levels from paladin adds 1 spell level slot higher per multiclassing rules.
The Bonus action for a level 4 spell is cute, but is really the worst part of this build . Level 9 Sorcerer you can just use your level 5 spell for one of the 5d8 smites, then offhand and smite at level 3 for another 4d8(8d8). Or go Bard instead and grab radiant smite through magical secrets and use that as your bonus action for another 3d8(6d8). Or grab hex through magic initiate for another 4d8(8d6) on your bonus action. Best yet go Bard of whispers, and offhand for another 4d8(8d8) +psychic blades for 2d6(4d6) . Go one more level for bard 10, for a level 20 build and grab Banishing smite from magic secrets for 5d10(10d10) on your bonus action and still have the psychic blades. If you are rolling the 18 in Dex, don't forget going half orc for another 4d8 damage.
Please do 1 of 2 things. Or both if you feel good about em. 1. GIVE US THE GREATSWORD OF UNPARALLELED EVIL STATSHEET 2. Do a demonstration of either the peasant cannon, or the demon infinity cannon.
You only need 8 levels of Sorc. Because of the way multiclassing spellcasters work in 5e, you combine spellcasting classes to determine number of spell slots. 2 levels of Paladin (count as 1/2 level each) + 8 levels of Sorcerer = 9 levels of full spell slot progression. You wouldn't know any 5th level spells yet despite having a 5th level spell slot, but you didn't care about spells known anyways.
Hey Offbeat, take a look at this INSANE HEALING build that functions as early as level 4, and scales stupendously beyond that (and sorry for the long text if you read this whole thing. Have an apology cookie 🍪): Race: Mark of Healing Halfling (Flavor: Win. Also Spells of the Mark) Background: Outlander or Orzhov Representative (Orzhov gives some great spells for you, and Outlander is one of the best support background features in the game, up there with Sage) Stats: At least 13 Wisdom and 13 Charisma, but max both ASAP. Con is always useful, and if you want heavy armor, go to 15 strength, no more. Level 1: Druid. Take those delicious God- i mean, Goodberries. Level 2: Cleric. Take the Life Domain. You can now wear heavy armor, and each Goodberry heals 4 HP, so 40 HP off of a level 1 spell. Not quite Godberry tier yet, but close. Level 3: Literally any Warlock Patron. I prefer the control abilities (on a short rest. Very important!) and flavor of the Archfey personally. This allows the Goodberry supply to be back in only an hour. Getting close Level 4: Druid 2. You may think for the best healing go Dreams Druid. You would be wrong. Shepherd Druid can (as a bonus action once per short rest) summon a Unicorn Totem Spirit. What this does is allow any number of creatures you choose within 30 feet of it be healed by your Druid level whenever a spell of yours heals a creature. At this point it is only 2 points, but it is 2 points to any number of creatures. You eating a Godberry (yes we have achieved Godberry now) heals you for 6 HP, and all allied creatures in the Totem Aura for 2. This scales with Druid level. In a party of 4, this amounts to (4+(2*4))*10 healing per short rest, or 120 healing per short rest, all without touching your long rest spell slots. Level 5: Warlock 2. Yes, this may delay your healing, but hear me out. At this level in Warlock you receive 2 very important things: First, your number of short rest spell slots DOUBLES. That 120 HP per short rest? Now it is 240 (as long as someone else in the party is eating the other 10 berries you can make each short rest while the Unicorn Spirit Totem is active). You also get Invocations. Many healing spells require sight. Know what makes your eyes useless? Darkness. Take Devil's Sight and all of that goes away. Your second invocation does not matter in the slightest, so up to you what to take. Level 6-20: Druid 3-17, picking up Inspiring Leader feat and possibly Healer feat along the way if you can afford to. By level 20 with max Charisma you will be providing 25 Temp HP after each short rest, as well as restocking your (4+(17*4))*20 HP/SR (1440 Healing per Short Rest). All while never touching your long rest spell slots, which at this point are that of a 17th level Shepherd Druid who can Conjure Animals to summon 8 Wolves that can ALSO benefit from the Unicorn Totem healing AND get healing even if you don't eat the berries. They also have more HP than normal wolves, have magical damage, AND you get all the other stupid shenanigans a druid has access to that isn't their gamebreaking capstone.
Could probably function at level 3, but i like getting the short rest Goodberries sooner, as in actual play it can help a lot more to have them readily available and not mess with your ability to use other spells.
Depending on the logistics (I don't know if there's a rule that says you can't, at any time, have more spell slots than the number you're given on a long rest), you could already have that extra 4th level spell slot and, with some finagling, a 5th that you could use to quicken either booming or green flame blade. That and, depending on the creature type of what you're hitting, your hits could be doing another d8 each before crits
That would add an additional 18d8 (and possibly 3d8 to this thing's friend). Neglecting the possible 10d8 of damage based on creature type, were looking at 74d8 + 4d6 + 5 x Dex mod + 10 off of duelist + Cha mod because green flame blade is a fire spell and you are a fire dragon sorcerer. That averages out to around 421 damage without knowing your charisma mod. Tack another 50 on there if they are a fiend or undead. That's a minimum of 114 damage not accounting for resistances and assuming bare minimum charisma.
Also accounting for the fact that race only existed for flavor reasons, you could, instead, build a half orc to take advantage of the brutal critical-like ability, adding another 5d8 (25 average) damage. Also factor in the piercer feat, which might cost a charisma score increase, would do much the same thing, adding another d8 to damage per hit and the ability to reroll some of your low dice. Alternatively, instead of piercer, you could cast shadow blade and use that, buffing your base weapon damage from 1d8 piercing damage to 2d8 psychic for a 2nd level spell slot or 3d8 psychic damage for a 3rd. Unlike the orc extra dice, these would be doubled as well, adding, at best, 20d8, at worst, 10d8. If you somehow still have the spell slots, you could also be hasted, capable of making yet another attack, but that requires friends or potions, so I won't count that. Optimistically, were looking at 25d8 additional from these comments, setting you rolling with more that 100 dice, 99 of which are d8s. The new average damage (with the likely maxed out Cha mod) would come out to 543 without racial prejudiced. New minimum of 131 and a maximum of 834, 914 if they're undead or a fiend ... But I think we can do better
Level 3 rogue, level 4 fighter, level 6 wizard, level 2 paladin, level 4 sorcerer. Go half orc so you can start with a 13 in con and strength. Assassin rogue for surprise crits. Fighter for echo knight. I don't know if that's against your rules, but I never see you use it anyway, so ... Bladesong Wizard because Bladesong Wizard. Finally, sorcerer. It doesn't really matter what you go for from sorcerer. I just really want Metamagic options. Important things to note are unleash incarnation from fighter, giving you some extra attacks that we'll be using up (take the resilient to buff con to 14), Bladesong extra attack and my preponderance toward melee cantrips, and most everything else was listed in previous comments. As far as ASEs go, max out you dex asap, take resilient, and do whatever you want with that third one, I suggest taking observant so people can't use this build on you as easily. Okay, so you'll try to initiate combat with your echo in range of moving to your enemy and with your shadow blade already cast with a 5th level spell slot. Smites here won't work out so nicely as you'll have more attacks than you'll have spell slots above 3rd level, so math might go a little interestingly. I'll try to go step by step. Off the bat, your shadow blade will deal 4d8+dex per normal hit, shooting up to 9d8+dex+2 from duelist with racial abilities on a crit. You'll be adding weapon damage to a total of 7 attacks, so that's 63d8+49. Next, because of blade singer, 3 of your attacks are going to be we'll say booming blades, adding a total of 18d8 because of crits and duplicates, so we're up to 81d8+49. We still have sneak attack and shadow blade is a finesse weapon, so 4d6 is added, just like above. Lastly, we have smites. We've expended a 5th level spell slot for our sweet sword, so we have a total of 5 spell slots for max smite damage, equating to 30d8 before crits. We'll smite with two 3rd level slots, too, adding 10 more d8. 40d8 becomes 80d8 after crits. In total that all adds up to 161d8 + 4d6 + 49, averaging out to 870 damage with minimal racism, 380 of which being psychic damage, 90 of which being thunder damage, and 400 of which being radiant damage.
Actually, you can't booming blade with shadow blade ever since Tasha's changed the rules of those cantrips. Because of that, you'll just have to attack normally cause the sword's a beast and should out damage most of your cantrips. Your bonus action can get interesting though. You can't quicken booming blade or even steel wind strike because you need to be using a weapon worth at least one silver piece. My solution is to free action drop the shadow blade. Still concentrate on it, but then pull out one of those weird real swords and cast a quickened spell that way. With a normal sword, you'll still approximately get the damage of the shadow blade with a quickened booming blade, but you can possibly get better damage from using steel wind strike. All these addendums will shift my previous damage calculation down by 35d8+7, but, as consolation, you can instead cast steel wind strike and deal 12d10+6d8 (2 less d8s than expected because you're using a spell slot previously intended for smiting), making it 132d8+4d6+12d10+42. Still nothing to scoff at, but yeah (averages to 790). Still really good. For the record, I have not seen many of your videos and if I just accidentally ripped you off, I apologize. This also clearly gives you a direction for your final ASE I didn't know what to do with: buff intelligence. SWS is a spell attack learned by wizard and you're not always gonna get the assumption that you hit
Okay, addendum number two, you can't smite on the SWS, because it's a spell attack, not a weapon attack. 12d10 averages worse than the 19d8+7 of a quickened booming blade. Just do that. (That attack averages out to 102 damage instead of the 72 average of 12d10. It also has a higher minimum and maximum damage than that attack. Just do booming blade.)
Lvl 5 battlemaster (Variaint human) with archery, sharpshooter, and crossbow expert. Have 18 or 20 dex and hand crossbow. Precision attack for increase to hit or something else for more damage and if everything hits thats 5d6+70 or 5d6+75.
So I had made my first d&d character about a month ago, he is a stoner atificer goblin. He has a 19 on strength because of some gauntlets of oger strength I found. An 18 on intelligence, a 16 on dex, a 15 on charisma, and 13 on the rest. Strongest goblin I have ever seen, but also one of the few goblins I have seen. Just hit lvl 6 the other day
Hey offbeat outlaw, so I have a power build that on average will do 322 points of damage. This will only work 1 time per long rest, but you should need it more than this ever. It's a warforged lvl 17 sorcerer, a lvl 2 fighter, and a lvl 1 cleric. He will use plate armor and a shield. His fighting style will be defense, so he will have a 23 AC. Then once per long rest, he will cast Meteor Storm possible 240 (40d6) damage with his action, quicken spell and cast inflict wounds as a bonus, another inflict wounds as a hastes action, action surge and cast inflict wounds, and overdrive cast inflict wounds so posible 340 (34d10) damage. For a total possible 580. Then if someone had cast hold person or hold monster the inflict wounds attacks would be auto crits. So 680 from inflict wounds. For a total possible of 920 points of damage in one round. Of course this only works, if you kind of ignore the 1 spell 1 cantrip per turn rule in the PHB.
With everything new out power build. Lvl 2 paladin, lvl 3 assassin, lvl 15 whisper bard, and throw in hand of vecna for for an extra 2d8 cold damage and 20 strength. Divin smite 5d8, starlight smight for 5d12 , bardic insperation 8d6, assissin ability for crit and sneak for an extra 2d6, rapier 1d8+7, vecnas hand for 2d8. Approx 382 damage first hit Without vecnas hand aprox 350 damage if max strength.
... Also unless my math is wrong, the normal average for that number and type of dice would actually be more like 236, but anyone else in the comments, please check my work! For the 56d8’s I was using 4 as the average for each die individually and then for the 4d6 I assumed they each rolled a 3. I Think that’s how one is supposed to do that, but I could totally be wrong, so please let me know. Still an amazing video and I look forward to seeing more!
So little alteration to yours because you can use sorcery points to make spells slots at the beginning of the day and you can use them warlock pact magic 5lvls figher 5 warlock (hexblade pact of the blade take eldritch smite) 5 sorc 3 rogue 2 pally sacrifice and make slots to have 8 3 lvl spell slots giving you 8d8 smites per attack plus the 1d8 from a rapier plus the 2d6 for a total of 36d8 and 2d6 before crit depending on stats and invocations you can add a total of 32 damage on top of it for (if you are very lucky 632 damage)
Also you have a 5th level spell slot you could just use that as a Smite it's still capped at 5d8 but you can use it which would free up your bonus action to I don't know Quicken cast Haste for an extra attack Dropping a LV 3 smite adding another 10d8 damage
Here’s the best part, you can recreate this kind of damage *at level 8* by taking sharpshooter + crossbow master (thank god for variant human) on a fighter 5 (take your pick, samurai for non-theory crafting versatility via full turn advantage 3 times which also helps all the attacks hit, or battle master like here for raw damage via maneuvers) rogue 3 (assassin obviously) with a heavy crossbow with sharp shooter called shot. You’re looking at something in the ballpark of 8d10 + 4d6 + 40 + mod, archery style (and the aforementioned samurai) makes this more consistent too, and some simple magic items like a +1 crossbow/ammo or beavers of archery make this even crazier in a hurry. If you happen to have a DM that uses more punishing crits (such as doubling flat damages like mod or sharpshooter bonus, or people that roll max damage on the first set of dice to ensure crits hit hard) this gets even crazier. And remember, this is at _level 8_ and with a ranged weapon, with sharpshooter so that this can be pulled off from up to 400 feet away.
Sorcerer's get Haste as a spell. Cast it, sneak up, and hit the creature for an additional 2 attacks. Expend your other 3rd level spell slots for a possible additional 10d8.
Sorcerer's also get Absorb Elements. Pour acid on yourself using a free action and cast a 5th level absorb elements for an additional 10d6 acid damage on hit.
56d8+4d6 = theoretical minimum damage: 60, theoretical maximum damage: 488. (That's BEFORE crit calculations, and WITHOUT adding in damage bonuses, etc, etc) Most common range of damage points rolled (crest of the bell curve) will fall between 184 - 244, with the midpoint peak of the bell being 214-215.
Use shadow blade from xan, cast it at level 5, then instead of a d8 base from your rapier it's 4d8 from your shadow blade. so instead of 7d8 per attack, it's 10d8, so instead of 56d8 damage, it's 80d8... which has an average damage of 360 before modifiers, or sneak attack.
use shadow blade as 3rd level sloth for a finess weapon dealing 3d8, +5d8 with the smite, so each hit deal 8d8 base damage + dex as psychic damage, for the 4 hit, + use a quicken spell to make a greenflame blade + smite with a 3rd lv sloth to increase damage even higher (4 hit of 8d8 + 1 extra hit of 7d8+ greenflame blade cantrip damage of 3d8 fire) for 42d8 not using the battlemaster and not as a sneak attack. Remember that a sorcerer can use flexible casting to make the slot way prior the round of combat, no rule prevent a sorcerer from having more then is normal daily limit of spell slot at a time, the only thing that flexible casting limit is the number of sorcery point limit. so 42d8, +4d8 from battle master (if it dont go to 5d8 from the extra hit from the quicken cantrip using a melee attack) using the distracting strike for 46d8+ one hit with extra 2d6 sneak attack for a final of 92d8 damage + 4d6 from sneak attack in critical hit
You forgot since a devourer is a fiend and that what your example is based on you would add an additional d8 per smite, 2d8 because crit so an extra 8d8 against a devourer
You only need 8 levels of Sorcerer to get the required amount of spell slots, because Paladins are half casters. If you look at page 164/165 of the PHB you can see you will gain 3, 4th level spell slots anyway, and you still have the needed sorecery points, to get the extra 4th level spell slot. You could also not use the bonus action for making another spell slot but using a bonus action attack, with the two weapon fighting feat, and another rapier, and just use 3rd level spell slots for the last two attacks. If you do this you go 8 sorcerer, 7 fighter, 3 rogue, paladin. 7th level battlemaster fighter gets an extra technique die, so you can use techniques for all 5 attacks, and assuming all those hit, the damage is 66d8, in a single turn, instead of 56 with the bonus action spent on making another spell slot. However, this is a 20th level build instead of the 19th (*cough*18th*cough*) build. But the idea is still effing amazing, and if I'm ever gonna play a 20th level campaign/oneshot, Imma do this.
My friend once made something we call the Tabaxi taxi... it could run over 200 feet of movement in a turn. our dm was having a rough night when combat started lol
I love that you actually forgot the extra 8d8 on top of that for the devourer being a fiend. This build is a war crime and i love it
Offbeat: Why do we need only 2 levels of Paladin? That'll all make sense soon
Me already knowing how this is gonna end: oh no...
Want to instill your enemies with fright, well look no further than the power of SMITE
@@lukeoates1248 yes jocrap was here in spirit
PETITION FOR TONY THE GOOD STAT SHEET!!!! FOR THE FIREBALLLLLLLLLLL!
Is tony a pit fiend or a balor? Maybe something else?
@@gabrielmann2205 I suppose just the default demon....
@Capron Stewart FOR THE FIREBALLLLLLLLLLLLLLLLLLLLLLLLLL!!!!!!!!!
AND FOR HIS GOD
DAYUM
BEACHEPISODEEEEEEEE
@@anahera6859 BEACHEPISOOOOOOOOOOOOOODDDDDDDDDEEEEEEEEEEEEEEEEE
my brother made a bartander, who worships the goddess of the sun.... his name is tony and he calls the goddess the great fireball. my brother fallowed all the things we could find in the videos. when the work was finish i cryed of joy!
Tell him I love him
@@OffbeatOutlaw i will. Thank you for all yoir time and work. Truely a wonderful story💕
Outlaw: how to create the most powerful dnd character
Me: isn't that just the forever dm series?
You vrs the town guard
You roll your dice
Dm:Gone reduced to atoms...not even he’s just gone
Well, RIP every enemy. Just have to actually make sure you get that surprise round
Yeup! But even without it, it’s still an average of 145 damage. The surprise round makes it stupid lmao
@@OffbeatOutlaw as long as you go first in the initiative you should also get the double dice right?
@@FloopierDoopier so stay away from level 20 barbarians
If you go to level 20 and minus one level from sorcerer you can take gunslinger instead of battlemaster which would give you proficiency in initiative rolls, and go variant human for a free Alert feat. With a plus 16 to initiative, odds are you'll go first lol
@@FloopierDoopier no, you need to get them “surprised” which is a condition in dnd. This happens if you ambush your opponents for example. If you just move before your other opponents the assassin ability only gives you advantage to hit
Level 18 Wizard, Level 2 fighter: Prismatic Wall a sphere above a group of enemeis. Action surge. Reverse gravity on those enemies, they pass through the prismatic wall twice. Then stop concentrating on Reverse gravity, they fall through two layers again, then falling damage.
Nice.
Just make sure you stop concentrating on Reverse Gravity before they get a turn.. wouldn't want to give anyone that rolled a 7 a chance to get off easy before going through 2 more times, hehe.
I hate u for this
One problem, you can't cast a second spell on your turn unless it's a cantrip with a casting time of one action. This would be a lethal combo between two casters though!
@@emilyr9866 a bonus action was not used so therefore it is legal raw.
When you cast a spell a a bonus action you can not cast spells other than cantrips on your turn.
It says bonus action. Not action, bonus action.
Subtle counterspell
Seeing as sneak attack is only once per turn, you could forgo the sneak attack damage and use a glaive or other heavy weapon with great weapon master for a guaranteed additional 40 damage assuming all four attacks hit instead the 4d6 from one sneak attack
I feel like this series should just be called “How to nuke the BBEG and make your dm hate you” 😂
I am already starting to love this series.
One request I would like to see happen is a highlight of everything that goes into the build to appear on screen in some way? I know that's a lot of editing on your part and I understand if you want to make it casual. Maybe take some inspiration from a youtuber known as Tulok the Barbarian who does something similar but instead of making famous characters from movies and TV like he does, keep doing the build you come up with.
I’ll try!
POV: your in the discord and see offbeat doing these insane rolls live and being worried.
Dude, I love power gaming builds and this is hilarious. Any desire to do fan submitted builds in the future?
Not a bad idea honestly...
@@OffbeatOutlaw PLEASE do. I commented one i would LOVE to see your thoughts on! And if you use it in anything i would be beyond happy!
@@OffbeatOutlaw I've got a 14th level Fighter(11)/Ranger(3) that can do a max of 792 damage against a creature with their first turn of combat... and has +19 to initiative. It's a good time lol.
@@OffbeatOutlaw if you do I got a funny one for you the always first rouge.bare minimum your bonus to initiative is a plus 15. Your possible max is 28.
@@markhudak2928 what ranger and fighter subclasses? That sounds like fun!
8 views 16 likes I love how other people love his content as much as me
Similar to this build, I've been playing it for a while now, just not level 20...yet.
Half-Elf (Drow Variant)
Warlock 5 (Hexblade)/Paladin 2/Bard 5 (Whispers)/Ranger 4 (Gloom Hunter)/Sorcerer 4 (Shadow Sorcerer)
Take and make use of Elven Accuracy, abuse darkness and other opportunities.
Maybe I should swap out two levels somewhere for two levels of fighter for Action Surge.
To be honest, I found you from the DnD TikTok compilation channels and was so intrigued by your foreverDM vs. Rogue campaign that I looked you up.. Literally binged it immediately.
I like this new concept and will definitely check it out if you make more.
For the Great Fireball and their GOD. DAMN. BEACH EPISODE!
Sent this to my DM. DM: damn that's freaking scary. Me: yeah I sent it just cuz it was just kind of a cool idea. DM: well you guys don't have to worry about that I wouldn't be that terrible. Me: oh yeah of course we know you're not that bad. *Me realizing he forgot he has two level 10 sorcerers in the Party* let the torture begin
Petition to see the 7 pages of lure for the sword of unparalleled evil/good? FOR FIREBALL!!!!!
For FIREBALL!
FOR FIREBAAAAAAAAAL!!!!!!
The lore of both blades would be amazing, FOR FIREBALL ( and the mythical beach episode )
*laughs in having seen the finale and star sheet*
FOR FIREBALL!!!!!!!!!
I love your content. It helps think of situations and it also helps learn about DND.
Most damage I know how to deal in a single round in 5th edition is insanely specific.. but also completely absurd if you somehow have the exact right situation. It only works on Fire Elementals*, but all you need is the uncommon wondrous item Dust of Dryness and a little prep time near a big body of water.
Use as many pinches of the Dust of Dryness as you like on a sufficiently large body of water (ocean/lake/river/etc), and SAVE THE PELLETS FOR LATER. Consider not telling anyone why, or making a big deal of it in any way. Surprises are FUN!
When you find a fire elemental, throw a pellet forcefully at the ceiling above it. A 15 foot cube (NOT TO BE CONFUSED with 15 cubic feet, the difference is humongous) of water appears above the fire elemental. Gravity says the 15 foot cube of water then falls onto the fire elemental. Ask the DM to read the Water Susceptibility trait on the fire elemental stat block, then inform them that a 15 foot cube is 25,246 gallons.
If you happen to be dealing with 6 or more fire elementals, and you also happen to be an 11th level or higher Fighter, you can use Extra Attack and Action Surge to do that 6 times in one turn, dealing up to 151,476 cold damage in 1 turn. Eat your heart out wizards. (Speaking of Wizards.. if one of them is very nice to you and casts Haste, you can do it 7 times on that turn, cause 176,722 is a nice number.)
*For the BIG damage anyways.. a deviant mind can come up with a hilarious assortment of shenanigans to pull off with instantly available 25,246 gallons of water. (which is 210,688 pounds of water, just by the by :D )
I did the calculations, max damage is 472, minimum is 60
Please do more of this!!! I loved this and watching you react to your power builds. Thank you for telling us how to make a nuclear paladin.
With sorc, and prep time, there are a couple ways to improve this even further.
Using a 5th level spell slot (you have one at level 9) cast Shadow Blade. You now deal 4d8 psychic damage, instead of 1d8 piercing. That's an extra 12d8 on top.
If you get a 20th level, take a 1 level dip in hexblade and use your curse for an additional +6 damage per hit. Fighting style dueling for another +2.
Forgot +2 dmg from dueling fighting style
Aw shit you right
Plus the base damage from the rapier, and I’m assuming that this used a basic rapier
@@keithroach2105 That'd be another 8d8 (1d8 x4Attacks&Actionsurge x2 for crit) +additional 20 Damage flat for the added Dexmod. Adding it with the +2 dueling x4 it'd be 28 flat.
Also if he'd take the savage attacker feat, he could add another Damage Die to one of the attacks, doubling that due to the crit to add another 2d8.
That's another 10d8+28 Damage, mounting this to a whooping 66d8+6d6+28
@@SharkfightersSH your Dm at that point would just sob quietly while calling forth a terasque to kill you lol
@@davidpellecchia4360 if your team has a grave domain cleric, this would ONESHOT the Terrasque, provided the Cleric goes before you and uses Path to the Grave, which would DOUBLE that damage again. also you'd propably have a magic weapon by then, adding maybe a couple more dice and base damage.
For your consideration, my favorite character in 5th edition: The Grapple Bard! By itself, a potent fighter with some bard abilities, but in a group, devastating. You can also do it as a rogue instead of a bard, but it's just more FUN as a bard!
Any race can work, but you'll want to prioritize Strength, Constitution, and Charisma. Also the variant Human feat at first level gets the shenanigans going right away, so that's what I did.
First level is fighter, for all the weapon and armor proficiencies, and you choose Tavern Brawler as your feat if you go with Variant Human. Strength as high as you can get it.
Next you want to get to Bard level 3 and Fighter level 2 as soon as possible, in whatever order you like best. Bard 3 gets you College selection (I love Lore, but if you have a favorite, go with that), and Expertise (Athletics and whatever other skill you prefer). Fighter 2 gets you the always amazing Action Surge.
From there, I recommend Bard 4 for the ability score increase (Tavern Brawler if you're not a variant Human, Strength if you are).
Now get ye to Fighter 5. Along the way choose Battle Master archetype and increase your Strength again. As a new Battle Master, choose Trip Attack and two other maneuvers that you like (Riposte, Feinting Attack, Parry, and Commander's Strike are great fun).
Now you're level 9 with Extra Attack, 4 Superiority d8's, Charisma Modifier Bardic Inspiration d6's, some nice utility and support from Bard spells, proficiency in all armor and all weapons. Your Athletics skill should be +13-ish at this point (variant human using standard array for abilities and following the build has 20 Strength now for +5, and double proficiency bonus for +8). You don't lose grapple checks very often anymore, because very few enemies in the game have high Athletics/Acrobatics skill bonuses.
After level 9, you can finish the build any way you like, but I recommend more Lore Bard levels to grab Enlarge/Reduce with Additional Magical Secrets at level 6. Cause grappling Large and smaller enemies is fun and all.. but grappling HUGE and smaller enemies is WAY better! Wrassle with giants and some dragons!
Here's how you start combat:
move to enemy
Attack Action - attack 1 hit enemy with either an unarmed attack or an improvised weapon (bar stool was my go to) & use superiority die to make it a Trip Attack (DC 17 to avoid falling down)
attack 2 if the enemy is prone (probably) smack it with advantage, if it's NOT prone, Trip Attack again
Bonus Action - grapple the prone enemy
Action Surge if you need to trip and grapple a second enemy. (only takes 1 free hand to grapple, after all!)
if you have any movement left, drag enemy closer to the Rogue/Barbarian/anyone else that wants to attack with advantage.
A prone & grappled enemy has zero movement speed, and cannot stand up. It has disadvantage on all attacks it makes, and all attacks against it made from within 5 feet have advantage. The ONLY things the enemy can do are attack with disadvantage, or try to break your grapple (and you don't lose very often). You can do all kinds of nasty things from here, like drag enemy to a nearby cliff edge then use the Shove attack (also based on Athletics, teehee) to send them over. Or you can just stand beside the Rogue and make sure they get to Sneak Attack with advantage EVERY round, sometimes with Bardic Inspiration even! Did the Rogue SOMEHOW miss with advantage? Commander's Strike says they should try again, right now, with an extra d8 damage!
You wont do a ton of damage yourself, but you make everyone in the party better and deal damage more often, particularly in melee heavy parties. And when necessary, draw a proper weapon and do the normal Fighter thing, which you're still excellent at. You can even heal your friends when they need it. You are the ultimate hype squad for your party. Go, make them AWESOME!
I love this
@@OffbeatOutlaw it's a TON of fun to play. The only party members that it doesn't hugely amplify are the ranged-attacks-only folk. And for those ones, you can just skip making the enemy prone.
Yass love the 19 * cough* 9 levels in sorcer lol 🌈. Your such an amazing guy 😍 and keep up the quality content and for our God dang Beach episode 🤣 ( I only play D&D for the beach episode my dirty little secret lol )
This is why the PHB says in it you have multiclass prerequisites, and most DMs rule that you can only have 3 classes.
I definitely need to see more of these, this was awesome!
Long one here but mean combo... level 17
Requires 3 casters 1 of wich is a deviner wizard holding a low roll portent
Caster 1 casts hold monster monster either fails the save or the deviner wizard uses his reaction to use low roll portent to make it fail the save.
Caster 2 casts prismatic wall 50 ft above the target in a sphere
Caster 3 then casts reverse gravity.
Target gets flung upward and must make a constitution save or be blinded
Then automatically fails Dexterity saving throws and proceeds to pass through all 7 layers of the wall
Taking
10D6 fire, 10D6 acid, 10D6 lightning, 10d6 poison 10D6 cold
Then is restrained and every round must make a constitution saving throw until ether 3 successful saves or 3 fails
On 3 successful saves they are no longer restrained on 3 fails they are turned to stone and petrified.
And then they are blinded and must make a wisdom save at the beginning of the next round or be
planeshifted to another plane.
They then pass through the upper part of the sphere doing all of this a second time. Once they pass through the upper barrier of the sphere and reach the top of the reverse gravity Caster 2 stops concentration on reverse gravity...
Causing the target to go through the barriers 2 more times for a total of 40D6 fire, 40D6 acid, 40D6 lightning, 40d6 poison, 40d6 cold damage, and 10d6 falling damage, they are blinded, restrained and at the start of their next 3-6 turns they must make 4 saves each round to determine if they are no longer restrained or turned to stone. Then at the start of caster's next 3 turns they must make 4 wisdom saves or be planeshifted to a plane of the DMs choice.
Similar concept but with point buy. 3 levels of Hexblade Warlock, 4 levels of Bard, 2 levels of Paladin, 3 levels of Fighter, and 8 levels of Wizard. Turn 1 he can set up Haste and Echo Knight. With that set up, turn 2 his average damage if he uses his Divine Smite’s, Unleash Incarnations, Action Surge, Hexblade’s Curse, and Blade Flourishes, it can do about 500 damage that turn (taking the averages from damage rolls)
I like you you don’t seem to have TH-camr burn out like others do you actually like what you are doing and are excited about everything
I love making videos. What can I say 😁
@@OffbeatOutlaw omg I love your videos keep up the good work I will watch you to the end
Really like this format. Love to see more broken/unusual builds
Me and my friends came up with a idea for our characters to have a ultimate attack, we call these attacks Opaque Arts, my character’s Opaque Art is called “Primordial Punisher”. My character summons a Primordial and makes it slam its fists into the battle field, this causes a shock wave of air, fire, water, earth, and lightning energy across the battle field for a range of 50ft. The fist damage is d20, the energy wave is 4d10+d8+3.
can i pursuade you to change the sorcerer to a bard college of whispers, you still get a bunch of spell slots but once per turn you can add psycich blades make it a level 20 character and you get 5 d 6 you can throw down per turn, you can still smite 4 times and on the round after you still have more spells to swap around. id also say that an aasimar is a good character to go with because of the necrotic shroud at level 20 you can have 20 extra damage per round because why not. just a little crispier of a character i think. great damage none the less
The key point in Sorcerer is the ability to convert sorcery points to spell slots
@@EvanFarshadow i mean you have 3 4th levels 2 5th levels and a 6th at level 10 with bard. You can also cast haste before hand and get in an attack every round and a second attack in the turn with action surge. Making it possible for 2 more smites, which if both are still criting would be 10 more d 8 as well as I said earlier 10d6 as well from crited psychic blades. But if you dont want nuclear paladin i get that
@@EvanFarshadow it averages a 350 and up before adding in things like regular damage from base attacks so its probably fairly higher
if you go with bugbear too on the sneak attack youll get its +2 d6 and since it crits from the rogue stuff its +4d6 so 18total d6 and 66total d8
And this ladies, gentlemen and friends of the technicolor rainbow, is why I need to give enemies 300+ Health on average for my encounters. Mind you, I have 6 level 11 players, but they can pull crazy numbers like this in a single turn when they work well together
with the manual of bodily health/manual of quickness of action/manual of gainful exorcise, and a sphynx in its lair, you can essentially gain infinite constitution/dexterity/strength
Fun Fact: A Hexblade Bladelock 12/Oathbreaker 8 multiclass can, with feats, a Haste buff, and a couple rounds of set up (possibly out of combat), NOVA for 33d8 + 14d6 + 128, an average of 326 damage in a single turn. An Ancient White Dragon has 333HP. This assumes all attacks hit along with a single crit to activate the GWM bonus action attack. With this build you also have very high magical non-NOVA damage, viable magical ranged damage, healing, minimum 19 AC with plate, high health, minimum +4 in saving throws, decent utility, and great RP skills. You can also achieve all this with just about any race, as this is a SAD CHA build. It’s definitely my favorite build I’ve come up with so far because literally the only thing you need to pull off that NOVA is a Potion of Haste or another party member. Any other magic items are just gravy for this build.
I can only like this so many times!!! And I’ve already subscribed 😅
I don't recall the exact build because it was several years ago, but in 3rd edition I cobbled together a 20th level character designed solely to maximize strength. If memory serves, I got him up to 76 Str or so. He wasn't terribly good at most things, but he could throw a small building a fair distance if he wanted to...
I noticed that as per the example given, with Devourer being a Fiend, there should have been an extra 1d8/smite on him. but that would only go for Fiends and Undead. so if the maths is right, isn't that 64d8 after everything is all said and done?
this style of video is a good go for you
I love this idea and we continue with craziness
Love the build I would tweek somethings to sprinkle some more D8's in the mix. First would select the spell shadow blade ( xanathar's guide to everything) Subtle spell (meta magic) so they can't hear me casting and upcast it with the 5th lvl spell slot 1 of 2 as when multiclassing you are a lvl 10 spellcaster. so the weapon is a 4d8 weapon not the 1d8 raiper with that change you would get 72D8 and 4D6. Using the 3 lvl 4 spell slots and 1 lvl 5 spell slot for smite. If xanathar's is not on the table you can quicken spell(meta magic) hast to add an extra action but not a double atk that would give you 30d8 4d6 with using all of the lvl 4&5 spell slots on smite and a 3rd lvl slot on hast
this video is awesome, and if you spike you can score well over 400 damage with your build, i have a few you can showcase if you are interested, as i took a different path for my delivery of damage, and it is less on the first round, but the sustained damage per round cuts most things down by the end of the first round
ranged Damage Per Round (dpr for short):- race tabaxi, warforged or wood elf(all are good but do different things).3 levels rogue-assassin 11levels fighter-battlemaster get you online and doing lots of damage at level 14, fighter levels give 3 asi which go into SharpShooter, then +2 dex to get to a 20 if possible, then crossbow expert, assuming you have a 20 dex and a 16-18 wisdom you will have a +8/+9 initiative bonus, 6 crits in the first round whilst using the -5 to hit SS provides +10 damage per shot, assuming +2 weapon by 14 you should be doing 17 damage per hit before double dice damage, for a hand crossbow this is 2x(6d6+2d6)+(1d6)+119 damage assuming you have to use precision attack to connect every hit, or a possible 8d10 bonus damage after crit over the 4 attacks, it is not quite as high a damage output but rounds 2 and 3 this will be dealing 18 minimum damage per shot that connects. 3 shots per round puts hurt on anything within 120 ft.
for a tank build i went with 17 levels barbarian totem bear, bear, eagle and assuming you didnt dump charisma 3 levels of pact of the fiend and chain warlock, your invocations are gift of the oldones ensuring any healing you recieve is maximised and devilsight for 120 ft darkvision that lacks the keyword taking average hp you end up with 12+7x16+5x17 or 197 hp, you half all incoming damage during rage other than psychic but that can be compensated for via race or magic item (jade ring of resistance) and any healing you recieve so long as your familiar is within 100 ft is maximised
there is more but this is already pretty long and probably boring for people who arent into the numbers of it, but oh dang is it rough to drop
Mah boi sure does love his Persona 5 music! I am all here for it!
This video is amazing from front to end
Max damage, not counting any bonuses from magical items are 484. 460 from the 56d8 and 24 from the sneak attack, add in the damage modifier for each of those hits (Strength IIRC) and potential bonus from equipment and that can be pushed past 500 without too much issue.
Me as an intellectual, cast 9th level conjure animals to have 32 wolves all attacking with advantage. Wild Shape with circle of the moon druid into OP beast or element then go ham and hope you succeed on constitution saving throws.
No need to wait till combat to burn the sorcery points to make spell slots, do that when your character wakes up. Use your bonus action for a quickened haste
I have a suggestion: a rogue, fighter, cleric multiclass. Now, first, you need an assassin rogue with some sort of ranged weapon. Next fighter, this is literally just for action surge. Finally cleric, now some may ask why, but the answer is simple, be a grave cleric. Channel divinity path to the grave, action surge, hit, with sneak attack, instant critical, if your high enough level rogue I think it instantly doubles the damage and path to the grave means they are now vulnerable to that attack
Last night a friend and I were theorizing how to make a halfling who can shoot an enemy flying 40 feet with a single punch.
You take 3 levels in paladin, choosing the oath of the open sea. Then you need at least 3 levels each in way of the open hand monk and battlemaster fighter, making sure to take pushing attack.
You can now throw your enemies 40 feet with a single punch, or 25 feet by throwing a dart at them.
We theorized that this character's backstory would be that they were a bouncer at a bar. They just sit in the corner, and if somebody acts up, they throw a peanut or something at them to throw them out the door.
They would actually be pretty well suited to a sea fairing campaign. That knock back would be quite effective at knocking people off of a ship. When attacking an enemy vessel, you can either use a crossbow to shoot people off the other ship, or once you get in close, you can fire your allies onto the enemy ship.
You can even squeeze more damage by dropping 1 level in rogue and 1 in sorcerer. Add 2 levels of warlock. Use quicken spell to use agonizing eldrich blast. You’re trading 1d8 from smite and gaining 4d10. 2 levels from paladin adds 1 spell level slot higher per multiclassing rules.
And yes that 4d10 will also be a critical hit. Making it 8d10.
If you use the spell Shadow blade, that is 4d8 to start. you can get up to 12d8 that way. Love your videos and hope that helps. Bye!
This was just beautiful
The Bonus action for a level 4 spell is cute, but is really the worst part of this build . Level 9 Sorcerer you can just use your level 5 spell for one of the 5d8 smites, then offhand and smite at level 3 for another 4d8(8d8). Or go Bard instead and grab radiant smite through magical secrets and use that as your bonus action for another 3d8(6d8). Or grab hex through magic initiate for another 4d8(8d6) on your bonus action. Best yet go Bard of whispers, and offhand for another 4d8(8d8) +psychic blades for 2d6(4d6) . Go one more level for bard 10, for a level 20 build and grab Banishing smite from magic secrets for 5d10(10d10) on your bonus action and still have the psychic blades. If you are rolling the 18 in Dex, don't forget going half orc for another 4d8 damage.
Your build is also rad! I just like the draconic sorcerers 18 AC. Helps make it feel like a more viable character instead of a one off gag ya know
Can forever DM face off against the Nuclear Paladin for his GODDAMN BEACH EPISODE!?!?!?
Me half asleep. Outlaw this is how to make a nuke
Please do 1 of 2 things. Or both if you feel good about em.
1. GIVE US THE GREATSWORD OF UNPARALLELED EVIL STATSHEET
2. Do a demonstration of either the peasant cannon, or the demon infinity cannon.
You only need 8 levels of Sorc. Because of the way multiclassing spellcasters work in 5e, you combine spellcasting classes to determine number of spell slots. 2 levels of Paladin (count as 1/2 level each) + 8 levels of Sorcerer = 9 levels of full spell slot progression. You wouldn't know any 5th level spells yet despite having a 5th level spell slot, but you didn't care about spells known anyways.
Hey Offbeat, take a look at this INSANE HEALING build that functions as early as level 4, and scales stupendously beyond that (and sorry for the long text if you read this whole thing. Have an apology cookie 🍪):
Race: Mark of Healing Halfling (Flavor: Win. Also Spells of the Mark)
Background: Outlander or Orzhov Representative (Orzhov gives some great spells for you, and Outlander is one of the best support background features in the game, up there with Sage)
Stats: At least 13 Wisdom and 13 Charisma, but max both ASAP. Con is always useful, and if you want heavy armor, go to 15 strength, no more.
Level 1: Druid. Take those delicious God- i mean, Goodberries.
Level 2: Cleric. Take the Life Domain. You can now wear heavy armor, and each Goodberry heals 4 HP, so 40 HP off of a level 1 spell. Not quite Godberry tier yet, but close.
Level 3: Literally any Warlock Patron. I prefer the control abilities (on a short rest. Very important!) and flavor of the Archfey personally. This allows the Goodberry supply to be back in only an hour. Getting close
Level 4: Druid 2. You may think for the best healing go Dreams Druid. You would be wrong. Shepherd Druid can (as a bonus action once per short rest) summon a Unicorn Totem Spirit. What this does is allow any number of creatures you choose within 30 feet of it be healed by your Druid level whenever a spell of yours heals a creature. At this point it is only 2 points, but it is 2 points to any number of creatures. You eating a Godberry (yes we have achieved Godberry now) heals you for 6 HP, and all allied creatures in the Totem Aura for 2. This scales with Druid level. In a party of 4, this amounts to (4+(2*4))*10 healing per short rest, or 120 healing per short rest, all without touching your long rest spell slots.
Level 5: Warlock 2. Yes, this may delay your healing, but hear me out. At this level in Warlock you receive 2 very important things: First, your number of short rest spell slots DOUBLES. That 120 HP per short rest? Now it is 240 (as long as someone else in the party is eating the other 10 berries you can make each short rest while the Unicorn Spirit Totem is active). You also get Invocations. Many healing spells require sight. Know what makes your eyes useless? Darkness. Take Devil's Sight and all of that goes away. Your second invocation does not matter in the slightest, so up to you what to take.
Level 6-20: Druid 3-17, picking up Inspiring Leader feat and possibly Healer feat along the way if you can afford to. By level 20 with max Charisma you will be providing 25 Temp HP after each short rest, as well as restocking your (4+(17*4))*20 HP/SR (1440 Healing per Short Rest).
All while never touching your long rest spell slots, which at this point are that of a 17th level Shepherd Druid who can Conjure Animals to summon 8 Wolves that can ALSO benefit from the Unicorn Totem healing AND get healing even if you don't eat the berries. They also have more HP than normal wolves, have magical damage, AND you get all the other stupid shenanigans a druid has access to that isn't their gamebreaking capstone.
Could probably function at level 3, but i like getting the short rest Goodberries sooner, as in actual play it can help a lot more to have them readily available and not mess with your ability to use other spells.
Depending on the logistics (I don't know if there's a rule that says you can't, at any time, have more spell slots than the number you're given on a long rest), you could already have that extra 4th level spell slot and, with some finagling, a 5th that you could use to quicken either booming or green flame blade. That and, depending on the creature type of what you're hitting, your hits could be doing another d8 each before crits
That would add an additional 18d8 (and possibly 3d8 to this thing's friend). Neglecting the possible 10d8 of damage based on creature type, were looking at 74d8 + 4d6 + 5 x Dex mod + 10 off of duelist + Cha mod because green flame blade is a fire spell and you are a fire dragon sorcerer. That averages out to around 421 damage without knowing your charisma mod. Tack another 50 on there if they are a fiend or undead. That's a minimum of 114 damage not accounting for resistances and assuming bare minimum charisma.
Also accounting for the fact that race only existed for flavor reasons, you could, instead, build a half orc to take advantage of the brutal critical-like ability, adding another 5d8 (25 average) damage. Also factor in the piercer feat, which might cost a charisma score increase, would do much the same thing, adding another d8 to damage per hit and the ability to reroll some of your low dice. Alternatively, instead of piercer, you could cast shadow blade and use that, buffing your base weapon damage from 1d8 piercing damage to 2d8 psychic for a 2nd level spell slot or 3d8 psychic damage for a 3rd. Unlike the orc extra dice, these would be doubled as well, adding, at best, 20d8, at worst, 10d8. If you somehow still have the spell slots, you could also be hasted, capable of making yet another attack, but that requires friends or potions, so I won't count that. Optimistically, were looking at 25d8 additional from these comments, setting you rolling with more that 100 dice, 99 of which are d8s. The new average damage (with the likely maxed out Cha mod) would come out to 543 without racial prejudiced. New minimum of 131 and a maximum of 834, 914 if they're undead or a fiend ... But I think we can do better
Level 3 rogue, level 4 fighter, level 6 wizard, level 2 paladin, level 4 sorcerer. Go half orc so you can start with a 13 in con and strength. Assassin rogue for surprise crits. Fighter for echo knight. I don't know if that's against your rules, but I never see you use it anyway, so ... Bladesong Wizard because Bladesong Wizard. Finally, sorcerer. It doesn't really matter what you go for from sorcerer. I just really want Metamagic options. Important things to note are unleash incarnation from fighter, giving you some extra attacks that we'll be using up (take the resilient to buff con to 14), Bladesong extra attack and my preponderance toward melee cantrips, and most everything else was listed in previous comments. As far as ASEs go, max out you dex asap, take resilient, and do whatever you want with that third one, I suggest taking observant so people can't use this build on you as easily. Okay, so you'll try to initiate combat with your echo in range of moving to your enemy and with your shadow blade already cast with a 5th level spell slot. Smites here won't work out so nicely as you'll have more attacks than you'll have spell slots above 3rd level, so math might go a little interestingly. I'll try to go step by step. Off the bat, your shadow blade will deal 4d8+dex per normal hit, shooting up to 9d8+dex+2 from duelist with racial abilities on a crit. You'll be adding weapon damage to a total of 7 attacks, so that's 63d8+49. Next, because of blade singer, 3 of your attacks are going to be we'll say booming blades, adding a total of 18d8 because of crits and duplicates, so we're up to 81d8+49. We still have sneak attack and shadow blade is a finesse weapon, so 4d6 is added, just like above. Lastly, we have smites. We've expended a 5th level spell slot for our sweet sword, so we have a total of 5 spell slots for max smite damage, equating to 30d8 before crits. We'll smite with two 3rd level slots, too, adding 10 more d8. 40d8 becomes 80d8 after crits. In total that all adds up to 161d8 + 4d6 + 49, averaging out to 870 damage with minimal racism, 380 of which being psychic damage, 90 of which being thunder damage, and 400 of which being radiant damage.
Actually, you can't booming blade with shadow blade ever since Tasha's changed the rules of those cantrips. Because of that, you'll just have to attack normally cause the sword's a beast and should out damage most of your cantrips. Your bonus action can get interesting though. You can't quicken booming blade or even steel wind strike because you need to be using a weapon worth at least one silver piece. My solution is to free action drop the shadow blade. Still concentrate on it, but then pull out one of those weird real swords and cast a quickened spell that way. With a normal sword, you'll still approximately get the damage of the shadow blade with a quickened booming blade, but you can possibly get better damage from using steel wind strike. All these addendums will shift my previous damage calculation down by 35d8+7, but, as consolation, you can instead cast steel wind strike and deal 12d10+6d8 (2 less d8s than expected because you're using a spell slot previously intended for smiting), making it 132d8+4d6+12d10+42. Still nothing to scoff at, but yeah (averages to 790). Still really good. For the record, I have not seen many of your videos and if I just accidentally ripped you off, I apologize. This also clearly gives you a direction for your final ASE I didn't know what to do with: buff intelligence. SWS is a spell attack learned by wizard and you're not always gonna get the assumption that you hit
Okay, addendum number two, you can't smite on the SWS, because it's a spell attack, not a weapon attack. 12d10 averages worse than the 19d8+7 of a quickened booming blade. Just do that. (That attack averages out to 102 damage instead of the 72 average of 12d10. It also has a higher minimum and maximum damage than that attack. Just do booming blade.)
Let’s see you challenge yourself by taking only 2 classes that don’t work well together with a race and somehow make it over powered
Done : drive.google.com/file/d/1gkSpz7KFpP0h8MmmSox7K7sWkbv8RbO7/view?usp=sharing - works with any race.
Lvl 5 battlemaster (Variaint human) with archery, sharpshooter, and crossbow expert. Have 18 or 20 dex and hand crossbow. Precision attack for increase to hit or something else for more damage and if everything hits thats 5d6+70 or 5d6+75.
So I had made my first d&d character about a month ago, he is a stoner atificer goblin. He has a 19 on strength because of some gauntlets of oger strength I found. An 18 on intelligence, a 16 on dex, a 15 on charisma, and 13 on the rest. Strongest goblin I have ever seen, but also one of the few goblins I have seen. Just hit lvl 6 the other day
Awesome build. The Barbarian still lives
Class crafting is fun. I dig it
This is a really good video. Please do more
Hey offbeat outlaw, so I have a power build that on average will do 322 points of damage. This will only work 1 time per long rest, but you should need it more than this ever.
It's a warforged lvl 17 sorcerer, a lvl 2 fighter, and a lvl 1 cleric. He will use plate armor and a shield. His fighting style will be defense, so he will have a 23 AC. Then once per long rest, he will cast Meteor Storm possible 240 (40d6) damage with his action, quicken spell and cast inflict wounds as a bonus, another inflict wounds as a hastes action, action surge and cast inflict wounds, and overdrive cast inflict wounds so posible 340 (34d10) damage. For a total possible 580. Then if someone had cast hold person or hold monster the inflict wounds attacks would be auto crits. So 680 from inflict wounds. For a total possible of 920 points of damage in one round.
Of course this only works, if you kind of ignore the 1 spell 1 cantrip per turn rule in the PHB.
With everything new out power build.
Lvl 2 paladin, lvl 3 assassin, lvl 15 whisper bard, and throw in hand of vecna for for an extra 2d8 cold damage and 20 strength.
Divin smite 5d8, starlight smight for 5d12 , bardic insperation 8d6, assissin ability for crit and sneak for an extra 2d6, rapier 1d8+7, vecnas hand for 2d8.
Approx 382 damage first hit
Without vecnas hand aprox 350 damage if max strength.
Love this, forever amazed by your 2000iq plays
So I did the math and the minimum he could roll is 60, but the maximum he could have rolled is 472. Good god man.
Love your content UwU
I’m just imagining a party of four level 19s with this build hitting a Tarrasque.
Rip
... Also unless my math is wrong, the normal average for that number and type of dice would actually be more like 236, but anyone else in the comments, please check my work! For the 56d8’s I was using 4 as the average for each die individually and then for the 4d6 I assumed they each rolled a 3. I Think that’s how one is supposed to do that, but I could totally be wrong, so please let me know. Still an amazing video and I look forward to seeing more!
Average die roll for a d8 is actually 4.5 rounded up to 5. D6 is roughly 3.5 so your math is a little off. Average comes out more to about 290
@@OffbeatOutlaw Oh, that makes more sense. Thank you for the correction 🙂
So on the note of the Devourer: divine smites add a d8 for undead. It's even MOAR crazy explosions😋
I love this, I need more!!! Need to impress my brother and his friends next session. Any chance of a Call of Cthulhu character?
Keep it up. You do great as a creator
I’m gonna be honest, you’re the biggest reason that I like d&d
So little alteration to yours because you can use sorcery points to make spells slots at the beginning of the day and you can use them warlock pact magic 5lvls figher 5 warlock (hexblade pact of the blade take eldritch smite) 5 sorc 3 rogue 2 pally sacrifice and make slots to have 8 3 lvl spell slots giving you 8d8 smites per attack plus the 1d8 from a rapier plus the 2d6 for a total of 36d8 and 2d6 before crit depending on stats and invocations you can add a total of 32 damage on top of it for (if you are very lucky 632 damage)
The power of the subscription and liking prevails.😁
Also you have a 5th level spell slot you could just use that as a Smite it's still capped at 5d8 but you can use it which would free up your bonus action to I don't know Quicken cast Haste for an extra attack Dropping a LV 3 smite adding another 10d8 damage
Here’s the best part, you can recreate this kind of damage *at level 8* by taking sharpshooter + crossbow master (thank god for variant human) on a fighter 5 (take your pick, samurai for non-theory crafting versatility via full turn advantage 3 times which also helps all the attacks hit, or battle master like here for raw damage via maneuvers) rogue 3 (assassin obviously) with a heavy crossbow with sharp shooter called shot. You’re looking at something in the ballpark of 8d10 + 4d6 + 40 + mod, archery style (and the aforementioned samurai) makes this more consistent too, and some simple magic items like a +1 crossbow/ammo or beavers of archery make this even crazier in a hurry. If you happen to have a DM that uses more punishing crits (such as doubling flat damages like mod or sharpshooter bonus, or people that roll max damage on the first set of dice to ensure crits hit hard) this gets even crazier.
And remember, this is at _level 8_ and with a ranged weapon, with sharpshooter so that this can be pulled off from up to 400 feet away.
Sorcerer's get Haste as a spell. Cast it, sneak up, and hit the creature for an additional 2 attacks. Expend your other 3rd level spell slots for a possible additional 10d8.
Sorcerer's also get Absorb Elements. Pour acid on yourself using a free action and cast a 5th level absorb elements for an additional 10d6 acid damage on hit.
Oh you'd best believe I'm grabbing a 'For The FIREBALL!' mug so I can sip tea while destroying my enemies hopes and dreams with 56d8 damage LOL
Since it's a lvl 19 build, you could get that last level in fighter, so you're a lvl 6 fighter, and therefor have an extra feet.
56d8+4d6 =
theoretical minimum damage: 60,
theoretical maximum damage: 488.
(That's BEFORE crit calculations, and WITHOUT adding in damage bonuses, etc, etc)
Most common range of damage points rolled (crest of the bell curve) will fall between 184 - 244, with the midpoint peak of the bell being 214-215.
I have suitable threatened my group with this character for a one shot and I can't wait for whatever bullshit happens as a result
Cloud kill and web! 🤗. Wait lol 😂. This is some gnarly damage you’ve got there!
Use shadow blade from xan, cast it at level 5, then instead of a d8 base from your rapier it's 4d8 from your shadow blade. so instead of 7d8 per attack, it's 10d8, so instead of 56d8 damage, it's 80d8... which has an average damage of 360 before modifiers, or sneak attack.
I'm making the gods of my world these stats.
My bestie ran off into the other room to play around with your character build. XD
You can add 2 more attacks if you do echo knight unleashed incarnation
use shadow blade as 3rd level sloth for a finess weapon dealing 3d8, +5d8 with the smite, so each hit deal 8d8 base damage + dex as psychic damage, for the 4 hit, + use a quicken spell to make a greenflame blade + smite with a 3rd lv sloth to increase damage even higher (4 hit of 8d8 + 1 extra hit of 7d8+ greenflame blade cantrip damage of 3d8 fire) for 42d8 not using the battlemaster and not as a sneak attack. Remember that a sorcerer can use flexible casting to make the slot way prior the round of combat, no rule prevent a sorcerer from having more then is normal daily limit of spell slot at a time, the only thing that flexible casting limit is the number of sorcery point limit. so 42d8, +4d8 from battle master (if it dont go to 5d8 from the extra hit from the quicken cantrip using a melee attack) using the distracting strike for 46d8+ one hit with extra 2d6 sneak attack for a final of 92d8 damage + 4d6 from sneak attack in critical hit
Throw a pinch of Grace Cleric in there to add vulnerability to the first hit
This is amazing and do I have permission to use this character and pair it with the hammer of justice? Seems too fun to pass on
Add a single hexblade warlock level to it for even more damage
You forgot since a devourer is a fiend and that what your example is based on you would add an additional d8 per smite, 2d8 because crit so an extra 8d8 against a devourer
Use that bonus action for Haste with Quicken
You only need 8 levels of Sorcerer to get the required amount of spell slots, because Paladins are half casters. If you look at page 164/165 of the PHB you can see you will gain 3, 4th level spell slots anyway, and you still have the needed sorecery points, to get the extra 4th level spell slot.
You could also not use the bonus action for making another spell slot but using a bonus action attack, with the two weapon fighting feat, and another rapier, and just use 3rd level spell slots for the last two attacks.
If you do this you go 8 sorcerer, 7 fighter, 3 rogue, paladin. 7th level battlemaster fighter gets an extra technique die, so you can use techniques for all 5 attacks, and assuming all those hit, the damage is 66d8, in a single turn, instead of 56 with the bonus action spent on making another spell slot. However, this is a 20th level build instead of the 19th (*cough*18th*cough*) build.
But the idea is still effing amazing, and if I'm ever gonna play a 20th level campaign/oneshot, Imma do this.
My friend once made something we call the Tabaxi taxi... it could run over 200 feet of movement in a turn. our dm was having a rough night when combat started lol
Gorgeous my dude