D&D 5E What Level 20 Class Would Win?

Which Class Would Win?



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If the Armored Shadow Sorcerer is under his Darkness (Yes, It can see through it), Umbral form and cast shield.

It's attack Fighter +11 with disadvantage x 25 AC Armored Sorcerer.

It's 23% chance to hit.

Greatersword and 20 STR.
3*0,23 = 0,69 damage
8 attacks x 0,69= 5 damage with action surge.

Resistence after reduction.

8 damage with action surge
4 without action.

The fighter will need 50 turns to defeat the shadow sorcerer.
 
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The warmage (or diviner)'s meteor swarm toast your sorcerer because he'll get initiative on you. Meteor swarm for the win baby. Even at half damage your shadow sorcerer dies. But I would bet for the diviner.
 

The warmage (or diviner)'s meteor swarm toast you because he'll get initiative on you. Meteor swarm for the win baby. Even at half damage your shadow sorcerer dies. But I would bet for the diviner.
well, The shadow sorcerer has 210 hp and Meteor Swarm hits the ground, a flying creature is immune against a meteor swarm.
The best damage is 70 if It's on ground, 35 if successful.
Need more power, I bealive.
Distant Empowered Meteor Swarm at 2mile is more impressive and fun.
 

If the Armored Shadow Sorcerer is under his Darkness (Yes, It can see through it), Umbral form and cast shield.

It's attack Fighter +11 with disadvantage x 25 AC Armored Sorcerer.

It's 23% chance to hit.

Greatersword and 20 STR.
3*0,23 = 0,69 damage
8 attacks x 0,69= 5 damage with action surge.

Resistence after reduction.

8 damage with action surge
4 without action.

The fighter will need 50 turns to defeat the shadow sorcerer.

Grapple the sorcerer (no attack roll) and drag him out of the darkness.
 

well, The shadow sorcerer has 210 hp and Meteor Swarm hits the ground, a flying creature is immune against a meteor swarm.
The best damage is 70 if It's on ground, 35 if successful.
Need more power, I bealive.
Distant Empowered Meteor Swarm at 2mile is more impressive and fun.
Ishhhh the mage can detonate the meteors at leisure. One can be a direct hit, the other ones will only be 30d6 for a total of 10d4 + 40d6 and a probably failed save if the diviner had the initiative (as in you fail, I saw it). The sorcerer is not proficient in dex save and will most likely miss the save. This bring you more in the lines of 95 damage. Assuming no feat and no magic the sorcerer is, at best, at 182hp. He is now in the range of a PW kill. With a nice contingeny, the mage should be able to avoid the sorcerer first magical onslaught and finish the job on round two. Remember the diviner can say you miss your save (ok, it depends on the dice, but since you insist on your perfect case, so am I).
Edit: Ho and do not forget simulacrums. I did not even accounted these...
 

Double post...
I would really like to see the diviner lose. But all our tests at the tme showed us that he almost always win one on one. I would have like to see a monk obliterate the damn thing to smithereen but it is not so. The d20 x3, in an adventure day is strong but ok. But on one on one, it is a killer in the hands of a passable player. Imagine in the hands of a good one. And my favorite char, the avenging paladin is a joke against the diviner. 100% loss.

Of course it is still white room. A lot of factors can change the results.
 

What a fun thread.

Sorcerer vs Wizard is fun to speculate. Seems Sorcerer would win the counterspell war whether the wizard went first or last. The wizards option at that point is to outrange a distant counterspell (120 ft range). Very few spells work that far out. Meteor Swarm is the most notable but sorcerer draconic subclass can fly and avoid that while also getting resistance to the fire damage portion.

As always it depends somewhat on starting positions, the arena size, etc. I think the dragon sorcerer will beat the wizard more times than not.
 

What a fun thread.

Sorcerer vs Wizard is fun to speculate. Seems Sorcerer would win the counterspell war whether the wizard went first or last. The wizards option at that point is to outrange a distant counterspell (120 ft range). Very few spells work that far out. Meteor Swarm is the most notable but sorcerer draconic subclass can fly and avoid that while also getting resistance to the fire damage portion.

As always it depends somewhat on starting positions, the arena size, etc. I think the dragon sorcerer will beat the wizard more times than not.
In our tests we used 10d4 x 10 feet starting range if both combattants were ranged. If one (or both) of them was melee, we would use 2d4 x10 feet. Characters were on a plain. No hills, sunny day.

In close quarters testing (a 60 x60 room), all casters were failing save the f***ing diviner. The use of contingency in close quarters was saving the bas***d's asses more often than not. Those three dices are real killers.
 

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