D&D 5E Level 20 Class Competition Ideas

That just means spells with those components shouldn't be taken lightly. That doesn't mean DM's should bend down and give the wizard what they want on their whim.
Well, considering when the Wizard reaches 13th level he can choose the spell, to have the DM deny the components for it is pretty lame. I'm not saying the DM needs to have powdered ruby or ruby dust on every corner herbalist shop, but you really only need it once when you are talking 17th or higher level Wizards.

Why not just either do one of two things:
1. The spell as written is broken. I am not allowing it in my game. Sorry, but that is it.
2. Make two tiny little changes:
A. You cannot Simulacrum a Simulacrum.
B. A creature cannot have more than one Simulacrum in existence at any time.
 

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Getting ruby dust should be easy for a 20th level character. In fact, currency should not be a problem at all. At this level they can even wish for some. Even doing the alchemical process of changing diamond dust into ruby dust or whatever you think of should be fairly simple. I support Dnd4vr on that one.

And forget Hohige delusions that the diviner would not win. He confuses turns with rounds. White room does not beat experience and as I have said, we did it. Diviner wins. And again, I don't like diviners.
True. The use on Initiative is not even during a turn as nothing has started yet. It doesn't guarantee a win, but it sure as hell helps!
 

True. The use on Initiative is not even during a turn as nothing has started yet. It doesn't guarantee a win, but it sure as hell helps!
If the Portent is once per turn and It isnt a turn so you cant use Portent.
Call DM Fiat.

However, The Sorcerer doesnt fear losing initiative.
 

And forget Hohige delusions that the diviner would not win. He confuses turns with rounds. White room does not beat experience and as I have said, we did it. Diviner wins. And again, I don't like diviners.
Me: The sorcerer counters everything that the diviner does.
Helldritch: The diviner wins.
Me: How?
Helldritch: Experience, because I want.
Me: :eek:
 

If the Portent is once per turn and It isnt a turn so you cant use Portent.
Call DM Fiat.

That is the incorrect ruling

However, The Sorcerer doesnt fear losing initiative.

For most starting positions a character will be able to walk beyond 60 ft away from the sorcerer. Winning initiative helps tremendously there.
 

That said, the sorcerer vs wizard is a relatively easy contest to run. Appoint a Judge, decide on a few start parameters and an arena and just run the combat.
 

That is the incorrect ruling



For most starting positions a character will be able to walk beyond 60 ft away from the sorcerer. Winning initiative helps tremendously there.
Well, Incorrect rulling? It requires be a turn.
"You must choose to do so before the roll, and you can replace a roll in this way only once per turn. "
Not a turn? No portent.

I really love play long range, because Distant Spell dominates the game.
Spells more than 60ft doesn't offer risk for the sorcerer.

And again, the sorcerer doesn't care about initiative.
 
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Well, considering when the Wizard reaches 13th level he can choose the spell, to have the DM deny the components for it is pretty lame. I'm not saying the DM needs to have powdered ruby or ruby dust on every corner herbalist shop, but you really only need it once when you are talking 17th or higher level Wizards.

Why not just either do one of two things:
1. The spell as written is broken. I am not allowing it in my game. Sorry, but that is it.
2. Make two tiny little changes:
A. You cannot Simulacrum a Simulacrum.
B. A creature cannot have more than one Simulacrum in existence at any time.
I'm not saying the DM should never allow Ruby Dust. I'm saying that someone complaining that it's broken should realize that the same argument could be said about a +3 weapon or a defender or any multiple of magic items.

For instance, is a fighter allowed to buy, say, magic rings with that money? I mean, if crushed rubies are on the market, why not magic items.

Can a paladin buy a mount? Like a wyvern? Or is it because they don't have a specific cost?

Is it unbelievable that a rogue would buy the deadliest poisons? Can a fighter bring his siege weapons?

I feel that the argument that "a spellcaster should have these items or else the DM is a meanie" doesn't truly represent the limitations of a spellcaster. They need DM fiat yet a fighter would also need DM fiat to buy magic items, and I can't imagine 25 potions of healing would be difficult to acquire at level 20.
 

I'm not saying the DM should never allow Ruby Dust. I'm saying that someone complaining that it's broken should realize that the same argument could be said about a +3 weapon or a defender or any multiple of magic items.

For instance, is a fighter allowed to buy, say, magic rings with that money? I mean, if crushed rubies are on the market, why not magic items.

Can a paladin buy a mount? Like a wyvern? Or is it because they don't have a specific cost?

Is it unbelievable that a rogue would buy the deadliest poisons? Can a fighter bring his siege weapons?

I feel that the argument that "a spellcaster should have these items or else the DM is a meanie" doesn't truly represent the limitations of a spellcaster. They need DM fiat yet a fighter would also need DM fiat to buy magic items, and I can't imagine 25 potions of healing would be difficult to acquire at level 20.
Personally, I agree with you that other characters should have the things that they would reasonably have by tier 4:

+3 weapons? you bet!
magic rings? why not?!

And maybe a DM might make the accumulation of 1500 worth of ruby dust take time, but not impossible or an unreasonable amount time.

The point is, in such a competition, the Simulacrum spell means (at best) others will be fighting 2 vs. 1.

Outside of the competition, the spell is utterly broken as a Wizard (or Bard actually!) could have as many simulacrums as he has time and the inclination to make.
 

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