D&D 5E Level 20 Class Competition Ideas

In my opinion. The arena separate and appear randomly on the map. Because initiative 30ft away and initiative does not fully exploit power. Rogue cunning action, warlock and archer range advantage, buffing himself. How the class interacts with the map to overcome obstacles. Pure initiative seems kind of dumb. And of course, no magic items.
 

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Unless you have hundreds or maybe even thousands of participants I think those or terrible suggestions.

They may very well be terrible suggestions, but they are suggestions. And I'd rather have options available (and have people ignore them) than to have any sort of default that'll have people not be interested (like say having magic items).

You are reading too much into it again. I don't have a preference whether the competition should include magic items, only that since it does I am out.

"I would (or might) be interested in participating in a competition of this type if it didn't have magic items involved" vs "I am not interested in participating in this particular competition because it has magic items involved" seems like a preference (and a hard preference at that) to me, but you're not me (nor I you). It (the words you wrote and the words you mean) are / would be of interest to the OP, seeing they've stated as much:

That's all I have for now. Any thoughts or interest?
 

They may very well be terrible suggestions, but they are suggestions. And I'd rather have options available (and have people ignore them) than to have any sort of default that'll have people not be interested (like say having magic items).

I disagree, I think diluting the competition with fairly few participants into a bunch of sub competitions with even fewer participants is pretty worthless.

"I would (or might) be interested in participating in a competition of this type if it didn't have magic items involved" vs "I am not interested in participating in this particular competition because it has magic items involved" seems like a preference (and a hard preference at that) to me, but you're not me (nor I you). It (the words you wrote and the words you mean) are / would be of interest to the OP, seeing they've stated as much:

Of course it's a preference but not a very important one. I don't have a preference for whether magic items should be included in the competition. That's the important preference, the one I was talking about, and the one that should be obvious to you by now.

You do understand that someone could not participate because magic items are allowed and still believe magic items should be allowed? Or that someone could not participate because magic items are allowed and be undecided about whether they should be allowed?
 

I do have one recommendation for the competition. Since initiative is so important perhaps some other aspects of the competition can be decided by opposed rolls as well. Perhaps the players do a series of opposed checks to determine starting map, starting distance, prebuff opportunities, etc.. instead of just having those be random, the player that wins the check gets to choose.
 

In my opinion. The arena separate and appear randomly on the map. Because initiative 30ft away and initiative does not fully exploit power. Rogue cunning action, warlock and archer range advantage, buffing himself. How the class interacts with the map to overcome obstacles. Pure initiative seems kind of dumb. And of course, no magic items.

No clue what you mean here, but I'll give it a go anyway:

Distance

All participants should state their preferred distance(s) in their character entry.
  • When the participants share a preferred distance, that distance should always used as the starting distance for the fight. (When both participants have more than one preferred distance, the starting distance should be determined randomly between said preferred distances.)
  • If the participants do not share a preferred distance, the starting distance should determined such that neither side has a significant advantage against the other.
  • In cases where it is determined to be impossible to avoid giving one side or the other a significant advantage due to starting positions, a judge may award a balancing boon or penalty, as appropriate, to make the match more fair.
Initiative

All matches should be ran at least twice, with each side given a chance to start the match with the initiative advantage. If initiative is determined to be a significant or overwhelming factor in a given side's victory, the relative chances of each side to win initiative in a given fight should be calculated and factored into their overall probability of success.
 

The Winner is obvious:


The Shadow Lord
View attachment 122792



Level 20 level:
Shadow Sorcerer level 20

Race: Scourge Aasimar


AC: 20 (25 if It casts Shield), the enemy always has disadvantage


Stats: Str 8 Dex 15 Con 13 Int 10 Wis 12 Cha 14


Feats: Warcaster, Light Armored, Moderadely Armored, Weapon Master +2 DEX


After Racials and feats: Str 8 Dex 20 Con 14 Int 10 Wis 12 Cha 16


Metamagic: Quicken, Empowered, Distant and Subtle


Background: Orshov Sindicate (For Spirit Guardians spell)


Magical Itens:

Uncommon: Winged Boots

Why: Flight

Uncommon: Eversmoking Bottle

Why: Countering Hard “You must see spells and effects” like Magic Missale, Diviner’s Portent (Bye bitch), Feebleming.

If you lose initiative the enemy can’t do nothing.

Rare Item:

Staff of Swarming Insects

Why:

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

You counter “you must see spells and effects” without blind yourself. The improved verson of Darkness.

Golds for Purple Worm Poison



Combos:


Melee Combo:
  • When the battle starts, use Umbral form as bonus action and enter on walls to get total cover and resistence against all damage and apply Purple Worm Poiso on weapon.
  • Cast Upcasted Quickened Empowered Spirit Guardians and Radiant Consumption
  • Go out, Quicken Dimention door and burst damage.

Highlight:

"Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action."


Invulnerability: This means that you can cast a spell and enter an object in the same turn to get the benefit of full cover.

You may still have resistance against radiant damage being aasimar.

In practice, you are invulnerable.

Long range and reliable damage: Distant spell for Insect Plague for 620ft range that can be insane combo with Aasimar Racials.
Empowered 5d10 + extra damage equal your level that ignore cover as your most reliable damage spell.

Spellcasting Superiority: Subtle Counterspell (Always win a counterspell battle) and Distant Spell for long range spell. You are a beast on spellcaster battle.


Incredible mobility: Subtle/Distant Dimension Door and Shadow Walk for insanity "Surprise Mother ****er, I'm here!"


Melee damage: Inside Insect Cloud, the enemy is blind.
+11 attack roll with advantage:

Upcasted Empowered Spirit Guardians (Level 9) + Aasimar’s Radiant Soul = 80 avg radiant damage.

Empowered Booming Blade: 1d8 +5 +42 Poison +7d8 Booming blade extra damage for 90 avg damage.

Quickened Empowered Booming Blade: 1d8 +5 +42 Poison +7d8 Booming blade extra damage for 90 avg damage.

Total NOVA DAMAGE: 260 damage.

If the enemy tries run alway, triggering warcaster for extra Booming Blade 90 avg damage.



Move inside a wall/ground again for total cover again.

Buffing himself instead Spirit Guardians for Haste and Warcaster feat for Sharpshooter feat.


The Shadow Lord.

Ranged damage: Inside Insect Cloud, the enemy is blind.
+11 attack roll with advantage at 600' distance:

Longbow attack: 1d8 +5+ 42 poison + 20 Aasimar damage.
Long Bow haste attack: 1d8 +5 + 42 poison

Quicken Time Stop.
Buff himself with True Sight, Blink and Mirror Image and apply poison again.

Attack again:

Longbow attack: 1d8 +5+ 42 poison + 20 Aasimar damage.
Long Bow haste attack: 1d8 +5 + 42 poison

Quicken Etherealness:

Action to reapear:
Quicken Empowered Insect Plague at 320ft for empowered 5d10 +20

Move inside a wall/ground again for total cover again.

Repeat until the enemy is dead.

The Quicken Spell is too versatile: Power Word Stun/PWK/Sleep/Dimention Door/Insect Cloud/Ethrealness/Time Stop/Mirror Image/Blink
Choose the best way.



Absolutely no way to defeat it.
 
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No clue what you mean here, but I'll give it a go anyway:

Distance

All participants should state their preferred distance(s) in their character entry.
  • When the participants share a preferred distance, that distance should always used as the starting distance for the fight. (When both participants have more than one preferred distance, the starting distance should be determined randomly between said preferred distances.)
  • If the participants do not share a preferred distance, the starting distance should determined such that neither side has a significant advantage against the other.
  • In cases where it is determined to be impossible to avoid giving one side or the other a significant advantage due to starting positions, a judge may award a balancing boon or penalty, as appropriate, to make the match more fair.
Initiative

All matches should be ran at least twice, with each side given a chance to start the match with the initiative advantage. If initiative is determined to be a significant or overwhelming factor in a given side's victory, the relative chances of each side to win initiative in a given fight should be calculated and factored into their overall probability of success.

I'm not a big fan there either. You'd have to know not just that initiative was a big factor but exactly how big to be able to factor it into victory chances via math. And besides the point of the competition is that we don't want to whiteroom win percentages - we want to let the competition decide.
 

You do understand that someone could not participate because magic items are allowed and still believe magic items should be allowed? Or that someone could not participate because magic items are allowed and be undecided about whether they should be allowed?

The only competition that should be considered is the one that the most people actually want to participate in. What should and should be (for any satisfaction of fairness or propriety requirements) is completely irrelevant, unless the majority / plurality wants the most fair / proper competition possible.

I do have one recommendation for the competition. Since initiative is so important perhaps some other aspects of the competition can be decided by opposed rolls as well. Perhaps the players do a series of opposed checks to determine starting map, starting distance, prebuff opportunities, etc.. instead of just having those be random, the player that wins the check gets to choose.

Opposed checks (preferably simple opposed d20 rolls without modifiers) could be a good way to determine these factors when there's no fair way to determine them otherwise.

I'm not a big fan there either. You'd have to know not just that initiative was a big factor but exactly how big to be able to factor it into victory chances via math. And besides the point of the competition is that we don't want to whiteroom win percentages - we want to let the competition decide.

As I said, you run the matches. If/when it becomes clear that initiative is why one side or the other wins, then you do math. If it's not clear that initiative is why one side wins, then math doesn't come into play.
 

Buffing himself instead Spirit Guardians for Haste and Warcaster feat for Sharpshooter feat.


The Shadow Lord.

Ranged damage: Inside Insect Cloud, the enemy is blind.
+11 attack roll with advantage at 600' distance:

Longbow attack: 1d8 +5+ 42 poison + 20 Aasimar damage.
Long Bow haste attack: 1d8 +5 + 42 poison

Quicken Time Stop.
Buff himself with True Sight, Blink and Mirror Image and apply poison again.

Attack again:

Longbow attack: 1d8 +5+ 42 poison + 20 Aasimar damage.
Long Bow haste attack: 1d8 +5 + 42 poison

Quicken Etherealness:

Action to reapear:
Quicken Empowered Insect Plague at 320ft for empowered 5d10 +20

Move inside a wall/ground again for total cover again.

Repeat until the enemy is dead.

The Quicken Spell is too versatile: Power Word Stun/PWK/Sleep/Dimention Door/Insect Cloud/Ethrealness/Time Stop/Mirror Image/Blink
Choose the best way.



Absolutely no way to defeat it.

Without winning initiative you still get wrecked pretty easily.
 


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