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D&D 5E What Level 20 Class Would Win?

Which Class Would Win?



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DND_Reborn

The High Aldwin
Were the actual dueling terms established yet? What distance, if any? What lighting or cover, if any? With different lighting or cover options, a hide with a bonus action character can wreck casters.

My personal choice is a Firbolg lore bard with Alert and Lucky. They have a 13 initiative bonus, can change the Portent roll forced on them by a diviner after the diviner can no longer change it and also subtract a d12 from the opponents initiative and add a d12 to their own initiative. Very high chance of going first.

No matter what starting range ( engaged, 30 feet, 120 feet, a mile, etc ) they can use a bonus action if needed to turn invisible and therefore make their first cast immune to counterspell. They get 8 spells from ANY lists to decimate opponents, along with the full bard list.

My personal first spell in these conditions would be Time Stop. This gives a minimum 2 turns and up to 5 to buff, maneuver, or whatever else you feel like to set up the win.
No actual conditions, really. Some suggestions and thoughts by the OP. I was actually thinking about this earlier today and thought about starting another thread for "competition rules" etc.
 

Eyes of Nine

Everything's Fine
Were the actual dueling terms established yet? What distance, if any? What lighting or cover, if any? With different lighting or cover options, a hide with a bonus action character can wreck casters.

My personal choice is a Firbolg lore bard with Alert and Lucky. They have a 13 initiative bonus, can change the Portent roll forced on them by a diviner after the diviner can no longer change it and also subtract a d12 from the opponents initiative and add a d12 to their own initiative. Very high chance of going first.

No matter what starting range ( engaged, 30 feet, 120 feet, a mile, etc ) they can use a bonus action if needed to turn invisible and therefore make their first cast immune to counterspell. They get 8 spells from ANY lists to decimate opponents, along with the full bard list.

My personal first spell in these conditions would be Time Stop. This gives a minimum 2 turns and up to 5 to buff, maneuver, or whatever else you feel like to set up the win.

Yes at some point OP said 30' apart. Flat ground, with some rocks so rogues can hide.
 

NotAYakk

Legend
Here is what I'd aim for:

You have 2 hours to prepare for the fight. At the start of preparation, you have just finished a long rest, and all spells and effects and companions are stripped from you. At the end of the period, you and the area 10' around you are dropped into the area.

You begin 10' * 2^(1d6) apart, so somewhere between 20' and 640' feet (20', 40', 80', 160', 320' or 640').

You can have mundane equipment and spell components from the PHB list. Except for ammunition, you can have at most 2 of any one item or spell components. So no "I have 100000 caltrops" or whatever.

The terrain is a random map from some online repo, and you (the character) gets a paper copy of it. Which random map isn't known until you start the fight. But they are battle maps, so expect some blocking terrain, maybe a low ceiling (tunnels), etc.

If your foe is not dead within 2 hours, you lose. If you leave the map area, you lose. If you are more than 100' above the map area, or 100' under, you lose. Feel free to fly, but you aren't allowed to go up to the clouds and drop rocks or whatever.

If one player is a Ranger, the terrain counts as the Ranger's favored terrain.

Because Draws are relatively easy to force, A beats B if A can beat more other classes than B can. How A and B do against each other isn't part of their score; so saying "A Druid can burrow under ground and force a Draw against everyone, nobody beats the Druid" doesn't do anything for the Druid's score against any class; a Draw means the Druid loses and has a score of 0 against every other class; ie, is the worst.
 




NotAYakk

Legend
Distant counterspell doesn't work; the trigger for the reaction requires you to be within 60 ft.
And when you use Distant Spell on a spell with a range of touch, whose description says "the creature you touch", it doesn't extend the range to 30 ft either. Because all it does is change the "Range" line, right?

(That really isn't how 5e works.)
 

FarBeyondC

Explorer
And when you use Distant Spell on a spell with a range of touch, whose description says "the creature you touch", it doesn't extend the range to 30 ft either. Because all it does is change the "Range" line, right?

(That really isn't how 5e works.)

How did you reach that conclusion from what I wrote?
 

And when you use Distant Spell on a spell with a range of touch, whose description says "the creature you touch", it doesn't extend the range to 30 ft either. Because all it does is change the "Range" line, right?

(That really isn't how 5e works.)

Reaction spells require very specific parameters for when you can use them. Changing the range of a triggering circumstance is different than changing the range of a spell. The distinction is more obvious in the case of featherfall where the targets can be any characters falling within 60 feet (120 with metamagic) whether or not you see them but you must see one creature within 60 feet falling.

Rule as you like at your table. I would probably only be a stickler when it was being used against other players, but that is the situation here. There will be more than enough counterspelling in a mage fight without letting it be done at 120 feet.
 

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