D&D 5E Level 20 Class Competition Ideas


log in or register to remove this ad


"As bonus action (Umbral form) The Sorcerer can enter on Wall and ground to get total cover, moving freely and It also gain resistence against all damage.
Well, It's over here."


[/QUOTE]

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.

Out of Arena: The Sorcerer can stay Etherealness forever with extended Etherealness spell and start the ambush still there.
 
Last edited:

"As bonus action (Umbral form) The Sorcerer can enter on Wall and ground to get total cover, moving freely and It also gain resistence against all damage.
Well, It's over here."

Why? All the wizard has to do is wait you out for a minute and that ability is gone. Any kind of invisibility/cover/hiding would likely suffice and that's just low level magical means of dealing with that.

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

What's that do?

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

Any bit of cover/hiding/invisibility/shield spell basically stops that.

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

Those won't win you the fight LOL.

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.

I just defeated your basic tactics with a level 2 spell + cover + hide action.
 

Well, for a Wizard, he has 2 7th, 1 8th, and 1 9th slot.
His simulacrum (#1) would have 1 7th, 1 8th, and 1 9th after casting the spell to make it.
The simulacrum #1 casts the spell itself, using its remaining 7th level slot. Sim #2 has only 1 8th and 1 9th slot.
Sim #2 uses its 8th level slot to cast the spell, making Sim #3.
Sim #3 has only a 9th level slot as uses it to make Sim #4.
Thus, the Wizard has 4 simulacrums.

If the wizard has time for multiple castings of simulacrum (a spell that takes 12 hours unless you're using wish to cast it), then said wizard has time to:
  1. Cast Simulacrum on self to create Sim #1 (12 hours) (This Simulacrum is only missing the 7th level slot you used to create it)
  2. Long Rest to regain 7th level spell slot (8 ~ 12 hours, depending on how soon after the previous long rest you cast Simulacrum)
  3. Have Sim #1 cast Simulacrum on you to create Sim #2 (12 hours) (Sim #1 now has no 7th level spells slots; Sim #2 has all of its spell slots, as it is a copy of the wizard after said wizard regained their spell slots via long rest)
  4. Have Sim #2 cast Simulacrum on you to create Sim #3 (12 hours) (Sim #2 now has one missing 7th level spell slot; Sim #3 has all of its spell slots, as it is a copy of the wizard after said wizard regained their spell slots via long rest)
  5. Repeat step 4, with the newest created Sim casting Simulacrum on the wizard this time, as many times as you want or can get away (some arbitrarily large number). When finished, this results in a Wizard with full spell slots, Sim #1 with 2 missing 7th level spell slots, Sim #2 through next to last with 1 missing 7th level spell slot, and the last Sim with all spell slots.

Personally, I prefer the quick method of clone army creation:
  1. Like above, Cast Simulacrum on self to create Sim #1 (12 hours) (This Simulacrum is only missing the 7th level slot you used to create it)
  2. Long Rest to regain 7th level spell slot (8 ~ 12 hours, depending on how soon after the previous long rest you cast Simulacrum)
  3. Have Sim #1 cast Wish ->Simulacrum on you to create Sim #2 (6 seconds) (Sim #1 now is missing 1 7th and 1 9th level spell slot; Sim #2 has all spell slots)
  4. Repeat step 3, with the newest created Sim casting Wish->Simulacrum on the wizard this time, as many times as you want or can get away (some arbitrarily large number). When finished, this results in a Wizard with full spell slots (or 1 7th level spell slot missing that can be regained after a long rest), Sim #1 missing 1 7th and 1 9th level spell slot, Sim #2 through next to last with 1 missing 9th level spell slot, and the last Sim with all spell slots.

Sure, all but the last sim in the latter method are technically weaker than the one's in the former method (lacking their 9th level spell slot instead of 1 of their 7th level spell slots), but considering you can get 3600~7200 clones via the second method in the same time it takes the 1st method to make one (after the initial day it takes both methods to start their respective production lines)...

That being said, these days, I'm leaning towards having "the state of having cast simulacrum" be a statistic for the purposes of the spell's duplication, which would make it impossible for a self simulacrum to cast simulacrum by the spell's own rules. While this wouldn't stop the infinite clone army through other (more convoluted) means, said means would require cooperation from other individuals, which would shut down most would-be users of this type of shenanigans.

The sorcerer must use Wish, his only 9th level slot, to cast the spell. He twins it, creating two simulacrums. But, neither sim has a 9th level slot and cannot recover it, so it ends there.

A Sorcerer 3/ Wizard 17 (or whatever) with twin spell can convert enough spell slots to make enough sorcery points (in theory, I could certainly be wrong here as I didn't work that part out). Thus the original sims are twined, as are each one made afterwards. If that doesn't work, you would certainly have less but you would definitely have more than a pure Wizard due to twin spell. If I have the time I might actually work out the spell slot conversions as well to make certain this is theoretically possible.

A Sorcerer or Wizard could use Wish to create a Sim first thing, but not bring one with them.

I don't think you're allowed to have more spell points at a time than what your level gives you, but if I'm wrong, then that works.

Regardless, you can't use twinned spell to target the same creature twice, so twinning Simulacrum would only work if you had someone else to twin with you (not legal before the fight and good luck trying it during the fight against an opponent actively trying to kill you / not be killed by you).
 

Why? All the wizard has to do is wait you out for a minute and that ability is gone. Any kind of invisibility/cover/hiding would likely suffice and that's just low level magical means of dealing with that.

Any bit of cover/hiding/invisibility/shield spell basically stops that.

Those won't win you the fight LOL.

I just defeated your basic tactics with a level 2 spell + cover + hide action.
The Wizard:
"OMG. I'm on cover! I will wait 1 minute here".

The Sorcerer:
"Hello"
Distant Empowered Insect Plague (It can be upcasted) at 620ft, hitting you at least Emp 5d10 +20 per turn. It ignores your cover.

Also, the Sorcerer can cast Subtle Dimention Door and Shadow Walk to change freely your position without reveal your position. Poor cover.
The Sorcerer has advantage on position and range, there isn't scape.
 

The Wizard:
"OMG. I'm on cover! I will wait 1 minute here".

The Sorcerer:
"Hello"
Distant Empowered Insect Plague (It can be upcasted) at 620ft, hitting you at least Emp 5d10 +20 per turn. It ignores your cover.

Also, the Sorcerer can cast Subtle Dimention Door and Shadow Walk to change freely your position without reveal your position. Poor cover.

The Wizard:
LOL, he thought I would still be there. I cast invisibility and stealthed to somewhere else.

Also, insect Plague still requires line of sight to the point you choose. Any building or large tree, etc could potentially block it.
 


Talking about insect plague. It's a level 5 spell that does 22 damage save for half. Can the sorcerer using all his slots even use enough insect plagues to kill the wizard?
 



Remove ads

Top