• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E 20th level Sorcerer vs the world


log in or register to remove this ad

prabe

Tension, apprension, and dissension have begun
Supporter
So far @Hohige only seems to have plans for the "Wizard is walking down the middle of the road not paying attention or defending themselves in any way like an idiot and I have been waiting for them for 5 minutes in hiding knowing exactly where they would be" scenario
There has also been the "I know exactly there the wizard's home is and I can find it when I get there" scenario. Which is ... laughable (though that's beside the point).
 

So far @Hohige only seems to have plans for the "Wizard is walking down the middle of the road not paying attention or defending themselves in any way like an idiot and I have been waiting for them for 5 minutes in hiding knowing exactly where they would be" scenario
His whole strategy depends on his opponent being at best a complete idiot or at worst a mannequin that never gets a turn.
 

I'm an English major, but it seems to me that Trance of Order makes the most common roll 10. The average would be 15 (or 15-point-something possibly) but the median roll would still be in the 10-11 range.

Ish?

I'm ... not a huge fan of mechanics that obscure probabilities, probably because the math is difficult for me and I'm reduced to something less intellectual.

Mmmm... you're be right. The possibles rolls are 10,10,10,10,10,10,10,10,10,10,11,12,13,14,15,16,17,18,19,20 so the total is 225 for an average of 12.75. I don't now about the median. I suppose it's still 10.5. Well, I was probably giving too much credit to Trance of Order. It abolishes "bad" rolls but doesn't improve good rolls.
 

Hohige

Explorer
You have asked that too many times without resolving the issues presented. So I'll assume that we will let them in the hands of the referee.

So, for a duel based on the build I quoted in post #2,246, with his own simulacrum, mounted on two Planar Bound nightmare, flying at 650 ft above the wizard, with no hiding shenanigans, and taking into account that nothing outside of what his mentionned in the builds happened, here is a build. It is not very strong, so you should be able to defeat easily.

Name and race: Shaasssarass, Yuanti Pureblood.
Class: Chronurgist Wizard 20

Abilities (point-buy based): STR 8, CON 16, DEX 14, INT 20, WIS 14, CHA 9
Feats: 2 ASIs in INT, 1 ASI in CON, Metamagic Adept (Distant, Empower) and Alert.
HP: 142.
Noteworthy abilities: magical resistance (racial), speaks common, abyssal, draconic, poison immunity (racial)


Cantrips: Poison Spray (racial), Mending, Toll the dead, Firebolt, Prestidigitation, Mage Hand

Spell mastery: longstrider (cast hourly on him, sim, and mounts), Tasha's Mind Whip.
Signature spell: Hypnotic Pattern, Bestow Curse.
Prepared spell list on the day of the fight (for the wizard, on the day of the fight): longstrider, tasha's mind whip, feather fall, absorb elements, crown of madness, dispel magic, haste, dimension door, hypnotic pattern, resilient sphere, mental prison, otherwordly form, fireball, power word stun, freezing sphere, ravenous void, planeshift, teleport, dark star, demiplane, imprisonment, timestop, wish, chain lightning, time stop.
[plus Suggestion (racial) Animal friendship (racial)]

For the sake of simplicity, let's assume that on the day the simulacrum was created, the spell list was the same, except that simulacrum replaced the demiplane. If the sorcerer can prove some kind of success against this build, I'll perfect it.



Preparation before the fight: both him and his simulacrum are riding Found Greater Steed Pegasi. They start at 300 ft up, on their way to Candlekeep, hoping to make it safely there before the night, as some rumours speak of a lunatic sorcerer operating in the vicinity (that makes the Sorcerer starting at 950 ft, since he's 650 ft above the wizard). Has an emergency demiplane with a copy of spellbook, magical focus, usual components and so on along with a clone ready. Contingency : "Distant dimension door whenever I hear the words Karoukatchiketaf doubidou stash stash" for the Simulacrum and the same for the wizard for the Wizard (should free-flowing dim door be allowed). In the contrary, it's 500 ft up.

Anyone willing to arbiter this match?

Edit: Miscalculation of HP. I am still undecided if it's worth an ASI in CON to drop Lucky, but let's start with an underoptimized build as a starter for our would be world dominator.

Nice!!
1612921593432.png



Now a question, this Yuanti-Pure blood with 9 CHA is ridiculously a theorical character, these levels would never reach being a monstrous creature with 9 CHA. It'd die at most at level 3 in 100% of tables.

You have pure blood (Metamagic adept):
I'm actually fighting a Sorcerer who studied (Voldemort???)

He ironically says, that no wizard accepted the combat, except pure blood. It was already expected.

Bastion is already tired of destroying the Wizards silently (It's your main strategy). He looked at the Wizard that is a sorcerer and thought. "This garbage would be easily defeated normally".

But today I want an epic fight.

1612922135085.png

Today I will have fun.




2 fights.
One when I win the initiative and another when you win the initiative.

You start.
All of my thread assumptions are valid, except for hiding shenanigans.
@Galandris I believe you made a big mistake.





You act first. (The next duel is me the first) Your turn.


His Simulacrum is 600fts from him.
Total of 1450ft of you.
 
Last edited:

JiffyPopTart

Bree-Yark
Sounds like @Hohige agreed to a battle with @Galandris. I'm willing to GM this battle. The first step is for each player to lay out their PC including the following information and using the following limitations.
1. All race, class, background features must be listed including spells known. Once the game starts this will be UNALTERABLE. Do not include in your stats any active spells besides those lasting longer than 1 day. Those will be cast when the game starts.
2. All NPCs that will be accompanying you must be stated out and included similar to 1. Similarly any ability they have not listed will be UNAVAILABLE.
3. All spell components with a cost that are pre-used as part of your write-up must be calculated and reported. Your opponent will get to spend the difference in cost purchasing magic items.
4. Once both characters are OKed by the community we will begin the game.

The setup of the battle includes the following rules...
1. Sorcerer and Wizard both finish a long rest at 6am and wake.
2. Each can spend as many or as little spell slots/points or delay as they want before they leave camp (which can be any time after 6am).
3. The Sorcerer is going to be headed North along a road knowing that at some point that day they will encounter the wizard.
4. The Wizard, similarly, will be breaking camp and heading South along the same road knowing they will at some point encounter the Sorcerer.
5. If you do not encounter and battle the enemy by Midnight that day, then the battle is a DRAW.
6. The distance between the two will be determined secretly by myself, which will determine when the two parties encounter each other.
7. Any rules interpretations "up to the GM" will be decided by myself.

I can already tell you that these interpretations are going to be important.
1. [House Rule] You may only short rest two times in between each long rest.
2. [GM Interpretation] If a target succeeds or fails their save versus a harmful effect, they will know something tried to affect them. They may or may not know the origin, or the actual spell cast depending on the circumstances.
3. [GM Interpretation] Hostile actions trigger initiative. If you are determined to be "surprised" the rules from the PHB/DMG are in effect.
4. [GM Style] I am not using Sage Advice. I am GMing from the books only.
5. [GM Style] I reserve the right to append extra requirements for posting your character, extra set-up conditions, and extra rulings as things develop. If you are going to do something that involves "creative" use of the rules then it would be wise to ask how I would rule before assuming it will work the way you think it should before you try it. If you try to do something that obviously wouldn't work because of my interpretation I will tell you that your character would know that it wouldn't work and let you change your action.
6. Parts of the game will be double blind (up until we roll initiative) but from that point we can play out on the forums in public.
 

Hohige

Explorer
I can already tell you that these interpretations are going to be important.
1. [House Rule] You may only short rest two times in between each long rest.
2. [GM Interpretation] If a target succeeds or fails their save versus a harmful effect, they will know something tried to affect them. They may or may not know the origin, or the actual spell cast depending on the circumstances.
3. [GM Interpretation] Hostile actions trigger initiative. If you are determined to be "surprised" the rules from the PHB/DMG are in effect.
4. [GM Style] I am not using Sage Advice. I am GMing from the books only.
5. [GM Style] I reserve the right to append extra requirements for posting your character, extra set-up conditions, and extra rulings as things develop. If you are going to do something that involves "creative" use of the rules then it would be wise to ask how I would rule before assuming it will work the way you think it should before you try it. If you try to do something that obviously wouldn't work because of my interpretation I will tell you that your character would know that it wouldn't work and let you change your action.
6. Parts of the game will be double blind (up until we roll initiative) but from that point we can play out on the forums in public.
Emphasis mine,
I couldn't expect anything different. :ROFLMAO: :ROFLMAO: :ROFLMAO: :ROFLMAO:.
I'm already putting aside the greatest power of the Bastion which is Stealth casting (which literally rubs the wizard's face on the floor.)
and now the Sorcerous Restouration shenanigans. :ROFLMAO:


I'm sure that when the defeat of the wizard(That is a sorcerer) is obvious he will do:
Wish: DM help me! :cautious: and our friend will accept. HAha
And then he'll say: You lose.
 
Last edited:

2 fights.

We didn't decide on the DM to referee this match. I accept Sabathius42's offer, mentionning that I don't know him or her.

One when I win the initiative and another when you win the initiative.

With +12 Initiative vs +3, the first situation occurs 83% of the time. Anyway, since you claim to be able to defeat "the world", you'd need to win in both situations for your claim to hold.


His Simulacrum is 600fts from him.
Total of 1450ft of you.

You seem to again have difficulty with positioning. You decided to start 650 ft right above the wizard. If the simulacrum is 600 ft away from the sorcerer, the farthest he can be from the wizard is 650+600 = 1250 ft (which mean he's flying directly above the sorcerer). Was that a typo?
 

prabe

Tension, apprension, and dissension have begun
Supporter
Emphasis mine,
I couldn't expect anything different. :ROFLMAO: :ROFLMAO: :ROFLMAO: :ROFLMAO:.
I'm already putting aside the greatest power of Bastion which is Stealth casting and now the Sorcerous Restouration shenanigans. :ROFLMAO:

I'm sure that when the defeat of the wizard(That is a sorcerer) is obvious he will do:
Wish: DM help me! :cautious: and our friend will accept. HAha
And then he'll say: You lose.
Given past results, I'd guess something more like the rules don't work in the ways the Bastion is built to exploit, so the Bastion loses, but the Bastion's player claims victory.

But I'm just a voice in the peanut gallery.
 


Remove ads

Top