D&D 5E The highest sustained DPR build I could make

I definately get to bop a baddie for casting next to me more than 1/short rest. Probably average of 1/encounter, when the adventure has a lot of spellcasters.

Then enemy casters are much much more common in your games than in mine (And when they do show up they usually have a wall of minions keeping them out of melee range).
 

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doctorbadwolf

Heretic of The Seventh Circle
Then enemy casters are much much more common in your games than in mine (And when they do show up they usually have a wall of minions keeping them out of melee range).

I like to specialise in not caring if there is a line of minions. Drunken Master Monk is slightly better at it, since they disengage as part of using Flurry of Blows, but any rogue can do so as a bonus action, if there are too many minions to just hit twice with dual wielding and not have OAs from them as a Swashbuckler.

Either way, endangering myself by going behind enemy lines to lock down that caster has historically been of great benefit to the team, even when it puts me in a bad situation a round or two later.
 

TwoSix

Dirty, realism-hating munchkin powergamer
Then enemy casters are much much more common in your games than in mine (And when they do show up they usually have a wall of minions keeping them out of melee range).
Once you're past tier 1, you really need a caster or two in a fight to keep in interesting.
 

khcst5

First Post
This will probably be a long post, hopefully I can condense it and just get to the important parts though. A couple things to mention first though:


  • Personally, I am not interested in dpr builds at level 20. That's why this character is level 12. I feel like the game is less about damage at level 20, and it's just a less often played tier of the game.
  • This character does not utilize feats to increase damage output, but it goes without saying that those are very valid options.
  • When considering the damage output of this character, none of the stats really matter except the dexterity.
  • This character is intended to scale harder than other classes, and benefit more from magical effects like haste and magical weapons.

Onto the build.
Level 12 Monklock - Proficiency +4
7 Kensei Monk, 5 Hexblade Warlock Multiclass
| 10 STR | 20 DEX | 10 CON | 10 INT | 20 WIS | 10 CHA | 7 Ki Points | 2 Spell Slots |
Invocations: Thirsting Blade, Improved Pact Weapon, Sign of Ill Omen​

The biggest sources of damage for this build are: Multiattack, Flurry of blows, Hex, Thirsting Blade, High Dex Mod, and surprisingly the proficiency bonus. As far as my thought process when building this character, I really wanted to incorporate the hex spell. It's a classic for dealing damage. This character focuses on simply having more attacks than anything else though, because more landed attacks is more guaranteed damage. With hex and baleful curse places on the same target, every landed attack is another dex bonus, proficiency bonus, and 1d6 necrotic damage on top of the attack itself. I feel like this damage is significant, and can scale much harder than Rogue's sneak attack. I will compare this build to rogue a lot throughout this. But Rogues don't really benefit greatly at level 12 by having more attacks. Multiple attacks for rogues, or having two weapons, is really more about ensuring sneak attack lands. A level 12 rogue with two weapon fighting has two attacks, but the difference in damage between one attack landing and both attacks landing is the difference of 1d8 weapon +5 dex of damage.

So what kind of damage outputs can this class output?
To start, we will have rapier as a kensei weapon and pact of the blade weapon in the mainhand, and a free offhand. With every attack action, Monklock gets 2 rapier attacks, and an extra that can be either another weapon attack or an unarmed strike. The only reason this distinction matters is with the kensei's Agile Parry feature for +2 ac. Flurry of blows for 1 ki point gives 2 unarmed strikes as a bonus action. Hex deals 1d6 necrotic for every landed attack. Baleful Curse adds proficiency bonus to damage rolls. For now, I am assuming this only applies to each attack, not each source of damage. I am doing this because I don't think it would add to the attack landed, as well as the hex damage, but I could be wrong. Finally, since the rapier is a +1 pact weapon, each rapier hit does an extra point of damage.

(Assuming Every Attack Hits)
So far this damage in terms of number and dice looks like this:
Attack ActionFlurry of BlowsHexDex ModProficiencyPact Weapon
3d8 M Slash+2d6 M Bludg.+5d6 Necrotic+25 M Slash/Bludg.+20+3
A big part of the damage is simply the amount of times that the dex mod and proficiency bonuses are added to the damage. That's a minimum of 58 damage from all of these sources. Minimum. I believe the average would come out to 85 damage. Someone correct me if I am wrong.

In comparison:
Level 12 Rogue |2 Rapiers | +5 Dex | Sneak Attack | (Don't add an extra dex mod to the crit damage, just double sneak attack and an extra d8)


Assassin Autocrit3d8+12d6+10Minimum 25 damageAverage 65 damage
No autocrit2d8+6d6+10Minimum 18 damageAverage 40 damage

Now, there is a noticeable difference in these damage outputs, but certainly not utterly absurd in my opinion. But I mentioned earlier that this class is designed to scal harder than other classes with certain damage boosts applied to them. Let's start with haste. What we're interested is the extra attack action. This does not boost the level 12 Rogues damage by much, it just gives another swing of a rapier for 1d8+5, it doesn't let them proc sneak attack any more often. But if you remember from before, each attack action gives the Monklock 3 more attacks. 1 default, another from thirsting blade, and another from extra attack. It looks like this:

Monklock​
ActionHasteFlurry of BlowsHexDexProficiencyPact WeaponMinimumAverage
3d8+3d8+2d6+8d6+40+32+694111

Rogue​
ActionHasteSneak AttackDexMinimumAverage
Assassin3d8+1d8+12d6+153175
No Crit2d8+1d8+6d6+152447

As you can see, the haste action just lets Monklock absolutely outpace the Rogue in terms of damage. Now let's look at this Monklock with a Flametongue. Just to be nice, we will give one to the rogue as well. Hopefully the autocrit bring it back to comparable with Monklock.


Monklock with Flametongue and Haste
ActionHasteFlurry of BlowsHexFlametongueDexProficiencyPact WeaponMinimumAverage
3d8+3d8+2d6+8d6+12d6+40+32+6106172



Rogue with Flametongue and Haste
ActionHasteSneak AttackFlametongueDexMinimumAverage
Assassin3d8+1d8+12d6+8d6+1539103
No Crit2d8+1d8+6d6+6d6+153070


That's basically it, I really just wanted to showcase the damage breakdowns. There are a few things to consider as well. My rationale is for haste is that DnD is usually a game about an adventuring party, therefore it's not usual for at least one party to know haste and cast it on Monklock. Of course, Monklock is not god. Obvious weaknesses are enemies that have darkness at will, dispel magic at will, or counterspell. Enemies with high ac can be a bit annoying, because missing means less damage, but faerie fire could potentially make up for this.

I admit, having all 8 attacks land is not really a good way to measure the average damage. That's more for the possible damage. However, I can see that measuring the damage assuming around 5-6 of the attacks landing might be a better average. This also does not take into account any utility or tankiness of the Monklock vs other characters.

A few last things I want to say about Assassin vs Monklock: The assassin does lots of damage, this is true. However, they deal a lot of damage once. I don't think it's likely that an assassin will find more than one opportunity to get an autocrit off on a surprised enemy once an all out fight breaks out against the bbeg or something. Monk can do this as long as they have flurry of blows, which at this level is 7 times. That's a lot of times. Also, if Monklock actually manages to land bestow curse for the 1d8, that could be even more damage.

Some other thoughts: Crits are probably more effective, or add more damage, to rogues. A single attack critting for monk adds more but not as much as rogue. Assassins may find it harder to find more sneak attacks in battle since they need advantage or a nearby ally. As compared to a swashbuckler at least, who gets it as long as they are in a duel essentially.

Okay that is actually the end of the post. Let me know what you think: Of Monklock, of damage, of multiclassing martial classes in 5e, balance, etc. Let me know if I missed or overlooked anything, or have incorrect mins/averages. I certainly hope not - I really don't want to redo them. Also, I would appreciate advice on formatting posts. This is my first one on a forum, so I tried to make it as digestible as possible. So yea, what do you guys think?

Sorry I'm late to this party but I'm making something like this right now. The problem with most all the numbers is that you can only take one bonus action per turn (so either martial arts OR flurry of blows but not both). Note that this martial arts will increase from 1d4 -> 1d6 -> etc. This results in:
- 2d8 and not 3d8 for action at Monk 5. Also effects if you have haste as well.
- Bonus damage from Hex, Dex, Curse, Pact, Proficiency, Sneak, etc. decrease accordingly.
- It's questionable whether Flametongue adds 2d6 to the martial art or flurry of blows since the flame isn't hitting anyone?

It should also be noted that the Assasin's Autocrit feature relies on "Surprise." It seems to be someone messy but what I gather is that it's rather easy to get around. If any of the enemies are alerted, they can put everyone else on alert and there is no surprise. Surprise is a special case where enemies get no actions or reactions and is not synonymous with when you have advantage.

Lastly, I don't think they're mutually exclusive. My monk3/rogue1/Warlock2 with Flamesword has the invocation Devil's Sight and can cast monk darkness. So every round
- Gets advantage and enemy has disadvantage.
- Gets sneak attack AND Hex damage.
- +2d6 from Flamesword.
I usually don't use Flurry of Blows since it's just one more hit and the Ki points are better saved for either Darkness or for Stunning IMHO.
 

ECMO3

Hero
This will probably be a long post, hopefully I can condense it and just get to the important parts though. A couple things to mention first though:


  • Personally, I am not interested in dpr builds at level 20. That's why this character is level 12. I feel like the game is less about damage at level 20, and it's just a less often played tier of the game.
  • This character does not utilize feats to increase damage output, but it goes without saying that those are very valid options.
  • When considering the damage output of this character, none of the stats really matter except the dexterity.
  • This character is intended to scale harder than other classes, and benefit more from magical effects like haste and magical weapons.

Onto the build.
Level 12 Monklock - Proficiency +4
7 Kensei Monk, 5 Hexblade Warlock Multiclass
| 10 STR | 20 DEX | 10 CON | 10 INT | 20 WIS | 10 CHA | 7 Ki Points | 2 Spell Slots |
Invocations: Thirsting Blade, Improved Pact Weapon, Sign of Ill Omen​

The biggest sources of damage for this build are: Multiattack, Flurry of blows, Hex, Thirsting Blade, High Dex Mod, and surprisingly the proficiency bonus. As far as my thought process when building this character, I really wanted to incorporate the hex spell. It's a classic for dealing damage. This character focuses on simply having more attacks than anything else though, because more landed attacks is more guaranteed damage. With hex and baleful curse places on the same target, every landed attack is another dex bonus, proficiency bonus, and 1d6 necrotic damage on top of the attack itself. I feel like this damage is significant, and can scale much harder than Rogue's sneak attack. I will compare this build to rogue a lot throughout this. But Rogues don't really benefit greatly at level 12 by having more attacks. Multiple attacks for rogues, or having two weapons, is really more about ensuring sneak attack lands. A level 12 rogue with two weapon fighting has two attacks, but the difference in damage between one attack landing and both attacks landing is the difference of 1d8 weapon +5 dex of damage.

So what kind of damage outputs can this class output?
To start, we will have rapier as a kensei weapon and pact of the blade weapon in the mainhand, and a free offhand. With every attack action, Monklock gets 2 rapier attacks, and an extra that can be either another weapon attack or an unarmed strike. The only reason this distinction matters is with the kensei's Agile Parry feature for +2 ac. Flurry of blows for 1 ki point gives 2 unarmed strikes as a bonus action. Hex deals 1d6 necrotic for every landed attack. Baleful Curse adds proficiency bonus to damage rolls. For now, I am assuming this only applies to each attack, not each source of damage. I am doing this because I don't think it would add to the attack landed, as well as the hex damage, but I could be wrong. Finally, since the rapier is a +1 pact weapon, each rapier hit does an extra point of damage.

(Assuming Every Attack Hits)
So far this damage in terms of number and dice looks like this:
Attack ActionFlurry of BlowsHexDex ModProficiencyPact Weapon
3d8 M Slash+2d6 M Bludg.+5d6 Necrotic+25 M Slash/Bludg.+20+3
A big part of the damage is simply the amount of times that the dex mod and proficiency bonuses are added to the damage. That's a minimum of 58 damage from all of these sources. Minimum. I believe the average would come out to 85 damage. Someone correct me if I am wrong.

In comparison:
Level 12 Rogue |2 Rapiers | +5 Dex | Sneak Attack | (Don't add an extra dex mod to the crit damage, just double sneak attack and an extra d8)


Assassin Autocrit3d8+12d6+10Minimum 25 damageAverage 65 damage
No autocrit2d8+6d6+10Minimum 18 damageAverage 40 damage

Now, there is a noticeable difference in these damage outputs, but certainly not utterly absurd in my opinion. But I mentioned earlier that this class is designed to scal harder than other classes with certain damage boosts applied to them. Let's start with haste. What we're interested is the extra attack action. This does not boost the level 12 Rogues damage by much, it just gives another swing of a rapier for 1d8+5, it doesn't let them proc sneak attack any more often. But if you remember from before, each attack action gives the Monklock 3 more attacks. 1 default, another from thirsting blade, and another from extra attack. It looks like this:

Monklock​
ActionHasteFlurry of BlowsHexDexProficiencyPact WeaponMinimumAverage
3d8+3d8+2d6+8d6+40+32+694111

Rogue​
ActionHasteSneak AttackDexMinimumAverage
Assassin3d8+1d8+12d6+153175
No Crit2d8+1d8+6d6+152447

As you can see, the haste action just lets Monklock absolutely outpace the Rogue in terms of damage. Now let's look at this Monklock with a Flametongue. Just to be nice, we will give one to the rogue as well. Hopefully the autocrit bring it back to comparable with Monklock.


Monklock with Flametongue and Haste
ActionHasteFlurry of BlowsHexFlametongueDexProficiencyPact WeaponMinimumAverage
3d8+3d8+2d6+8d6+12d6+40+32+6106172



Rogue with Flametongue and Haste
ActionHasteSneak AttackFlametongueDexMinimumAverage
Assassin3d8+1d8+12d6+8d6+1539103
No Crit2d8+1d8+6d6+6d6+153070


That's basically it, I really just wanted to showcase the damage breakdowns. There are a few things to consider as well. My rationale is for haste is that DnD is usually a game about an adventuring party, therefore it's not usual for at least one party to know haste and cast it on Monklock. Of course, Monklock is not god. Obvious weaknesses are enemies that have darkness at will, dispel magic at will, or counterspell. Enemies with high ac can be a bit annoying, because missing means less damage, but faerie fire could potentially make up for this.

I admit, having all 8 attacks land is not really a good way to measure the average damage. That's more for the possible damage. However, I can see that measuring the damage assuming around 5-6 of the attacks landing might be a better average. This also does not take into account any utility or tankiness of the Monklock vs other characters.

A few last things I want to say about Assassin vs Monklock: The assassin does lots of damage, this is true. However, they deal a lot of damage once. I don't think it's likely that an assassin will find more than one opportunity to get an autocrit off on a surprised enemy once an all out fight breaks out against the bbeg or something. Monk can do this as long as they have flurry of blows, which at this level is 7 times. That's a lot of times. Also, if Monklock actually manages to land bestow curse for the 1d8, that could be even more damage.

Some other thoughts: Crits are probably more effective, or add more damage, to rogues. A single attack critting for monk adds more but not as much as rogue. Assassins may find it harder to find more sneak attacks in battle since they need advantage or a nearby ally. As compared to a swashbuckler at least, who gets it as long as they are in a duel essentially.

Okay that is actually the end of the post. Let me know what you think: Of Monklock, of damage, of multiclassing martial classes in 5e, balance, etc. Let me know if I missed or overlooked anything, or have incorrect mins/averages. I certainly hope not - I really don't want to redo them. Also, I would appreciate advice on formatting posts. This is my first one on a forum, so I tried to make it as digestible as possible. So yea, what do you guys think?
A few comments

A. 5 Attacks is wrong. Martial Arts, Flurry and Ki-fueled attack all use a bonus action, so you can not do all of them on a turn. Assuming you go with flurry that is 4 attacks a turn, ki fueled attack ormartial arts is 3.

B. Using Ki is not sustained - If you are using Ki to make a flurry of blows or attack with your Kensei weapon then this is not sustained damage.

C. Hex and Hexblade Curse - I don't think it is fair to consider these for three reasons -
1. Hex uses a spell slot, and Hexblade curse is limited uses so they are not really sustained
2. The math does not work. It uses a bonus action to cast Hex and a BA to move to a new enemy which cuts heavily into your flurry damage. Also being concentration you will have to recast it every time you lose it. Baleful Curse can't be moved to a new creature once the first is dead. Considering most enemies only last 2-3 turns, most turns you will be using your bonus action to put these up instead of making the extra attacks. I think your flurry damage (along with the Hex and Curse riders) needs to be cut by at least 80% to account for this.
3. Assuming you are playing with feats any character can get Hex, so it is not unique to warlock and could be added to any build.

C. Rapier - Why are you using a Rapier when a longsword or warhammer will do more damage?

Using these changes you have:

(2d10 Longsword+10 dex+8 prof + 2d6 Hex+2d6 curse)+0.2*(2d6 Flurry+10 dex +8 prof +2d6 Hex+2d6 curse)

That is an average of 50 DPR. That probably only lasts one combat though before you are out of both Ki and Baleful Curse uses.

A 12th level Rogue could use TWF and can further add dex to both attacks with the fighting initiate feat, which would put him at 45, not 40. Further with a 5-level Fey Wanderer dip (5 Ranger/7 Rogue), he loses 2d6 Sneak but gains 1d8+2d4+dex for extra attack, dreadful strikes and favored foe. This would be 52 average against 1 creature or 57 average if you split the attacks between 3 creatures and unlike hex and baleful curse these do not require a non-attack bonus action to add the damage.
 
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crashtestosi

Villager
i think the answer might be a little underwhelming but, yk: lvl 12 hexblade warlock, pact of the blade
half-elf (half-drow)

scores at 1st level
dex 13+1
con 15+1
cha 15+2

take elven accuracy (cha 18), polearm master and great weapon master feats at lvl 4, 8 and 12
take improved pact weapon, thirsting blade and lifedrinker and use a pike or glaive

3 times per short rest you can cast shadow of moil, once per long rest darkness (being a half-drow) (devils sight)
giving you advantage on your attack rolls (3d20s due to elven accuracy) and enemies disadvantage against you
if you use the -5 +10 on all attacks your chance of hitting will be an avg of about .78 (with improved pact weapon)
you make 3 strikes (thirsting blade + polearm master, pike or glaive)
on a hit you deal 1d10/1d4 + cha (4) + cha (4)(lifedrinker) + 1 + 10 (+4 if you have hexblades curse up)
after the preparation round (spell + hexblades curse) you deal about 64.68 (and 55.27 without hexblades curse) dpr without considering crits (eldritch smite on crits is delicious)

the biggest factor making this build 'unsustainable' would be concentration but the eldritch mind invocation can help with that
 
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