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

Binky has the ultimate power. :eek:
As far as the sorcerer is concerned, he is. The sorcerer will never leave his fortress and is therefore not relavant to the world. If he wants Binky, he will have to come looking for him and that will not happen because the sorcerer depends on the his fortress to be neigh unstoppable. I think if Binky ever makes 4th, he will take Bard Initiate for Vicious Mockery and cast it in the general direction of the sorcerer every morning at sunrise.
 

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In the first place, it's not clear that they even have a direction (please see the rest of the post now that I've fixed the formatting). Next, you have not made the link between "know direction" to dead. A straight line covers a lot of distance, and the wizard can move.

Yes, it is questionable that the Retriever has a sense of direction in his abyssal mind. Since his normal mode of action is to planeshift toward its victim, and since planeshift doesn't guarantee arriving near the target, it must have some way to know where to walk to. I'd grant the benefit of the doubt in this case, since all the other problem (impossibility to communicate location with the DMM and said DMM not being personnaly acquainted with the Wizard (or Binky who could be acquainted with the DMM, who is a serious reader of romantic love stories), neither of them can be designated as a target for the retriever...

If by chance a retriever was sent at the Wizard 20 (so the DMM is personnally acquiainted with the wizard, who couldn't have met her outside of the Private Sanctum since she never leaves, so the Wizard 20 knows the place...), and planeshifted near enough the Wizard 20 cottage, he would have cast 2 occurrence of planeshift (one to move to a different plane of existance from the prime, one to get back, relatively near his quarry -- planeshift doesn't let you teleport within the same plane), and therefore... could fight, and subdue the Wizard 20 (who could probably just elect to fail its saving throw on the paralyzing beam). The retriever would then get back to its master... either by walking (so the only inconvenience for the wizard would be to be carried among the village in which his cottage is located for 10 minutes before the retriever disappear) or, in the worst cast, the retriever would stupidly cast his last daily planeshift to leave the material plane for a transitional plane from where he could get back to its master... the next day. So the wizard would have to planeshift back home to the material plane then teleport circle back home. In no case does meeting the retriever and not resisting arrest can result in death. It was designed to bring back its prey alive and unharmed after all.

To the OP: since you mentioned several time that a retriever was sent after the Wizard 20 (who, so far, hasn't taken any hostile action against the Holed Up, Nameless, Hovering, Absent-minded Target (HUN-HAT)), can we establish that the DMM simulacrum and the Wizard are personal acquaintance and therefore the Wizard knows where the sorcerer and the DMM lives, as of post #312?
 
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Yes, it is questionable that the Retriever has a sense of direction in his abyssal mind. Since his normal mode of action is to planeshift toward its victim, and since planeshift doesn't guarantee arriving near the target, it must have some way to know where to walk to. I'd grant the benefit of the doubt in this case, since all the other problem (impossibility to communicate location with the DMM and said DMM not being personnaly acquainted with the Wizard (or Binky who could be acquainted with the DMM, who is a serious reader of romantic love stories), neither of them can be designated as a target for the retriever...
If the DMM wants an autographed copy of one of his books, Binky will would be happy to send him one. Binky always enjoys meeting fans.
 

delph

Explorer
Can anybody explain to me how sorcerer will know wizards pozition to send retriver?

edit: correction of mobile autocorrect.
 
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Muscle Blade Dander would do OK as well wouldn't he?

Feat (expertise Athletics), Alert and Int and Strength 20. Currently concentrating on an AMF.

Wins initiative, Runs over, Grapples the Sorcerer trapping him in the AMF (ending all his buffs and totally shutting down spellcasting). Proceeds to slowly shiv him to death using extra attack, a longsword and his bonus damage from his Int and Str mods.

We can assume each parties summoned/ created entities (Magens and Simulacra) are dealing with each other and out of the fight.
 

Hohige

Explorer
Yes, it is questionable that the Retriever has a sense of direction in his abyssal mind. Since his normal mode of action is to planeshift toward its victim, and since planeshift doesn't guarantee arriving near the target, it must have some way to know where to walk to. I'd grant the benefit of the doubt in this case, since all the other problem (impossibility to communicate location with the DMM and said DMM not being personnaly acquainted with the Wizard (or Binky who could be acquainted with the DMM, who is a serious reader of romantic love stories), neither of them can be designated as a target for the retriever...

If by chance a retriever was sent at the Wizard 20 (so the DMM is personnally acquiainted with the wizard, who couldn't have met her outside of the Private Sanctum since she never leaves, so the Wizard 20 knows the place...), and planeshifted near enough the Wizard 20 cottage, he would have cast 2 occurrence of planeshift (one to move to a different plane of existance from the prime, one to get back, relatively near his quarry -- planeshift doesn't let you teleport within the same plane), and therefore... could fight, and subdue the Wizard 20 (who could probably just elect to fail its saving throw on the paralyzing beam). The retriever would then get back to its master... either by walking (so the only inconvenience for the wizard would be to be carried among the village in which his cottage is located for 10 minutes before the retriever disappear) or, in the worst cast, the retriever would stupidly cast his last daily planeshift to leave the material plane for a transitional plane from where he could get back to its master... the next day. So the wizard would have to planeshift back home to the material plane then teleport circle back home. In no case does meeting the retriever and not resisting arrest can result in death. It was designed to bring back its prey alive and unharmed after all.

To the OP: since you mentioned several time that a retriever was sent after the Wizard 20 (who, so far, hasn't taken any hostile action against the Holed Up, Nameless, Hovering, Absent-minded Target (HUN-HAT)), can we establish that the DMM simulacrum and the Wizard are personal acquaintance and therefore the Wizard knows where the sorcerer and the DMM lives, as of post #312?

Do you think the Retriever will kill the Wizard alone? You will be on fire all the time. You will choose to fail at Paralyzing Beam. Well, it's cool. Fail every dex saving throw. It's Instant Death.
 

To date, no one has been able to discover the location of his fortness and who the sorcerer really is. All attempts have failed.
I mean, he spent years making it - and nobody knows...
HAhaha, OMG. Thank you very much. The Sorcerer's Twinned Simulacrum, infinite. I didn't know if you noticed, but the Sorcerer can do it. Glyph of Warding is a cleric spell (divine soul also gets it) The sorcerer now has access to any magic he didn't have and has infinite twinned and with metamagic. All Simulacrum with Wish Spell. Your Theory Crafting is really boring
You give the Sorcerer a Simulacrum-Cheese with Twinned and Metamagic.
So - you are cheating - No infinite loops allowed!


Anyway, my wizard is board. I wish the wish spell out of existence. Now he's quite manageable given enough time! :-D
 

Hohige

Explorer
Muscle Blade Dander would do OK as well wouldn't he?

Feat (expertise Athletics), Alert and Int and Strength 20. Currently concentrating on an AMF.

Wins initiative, Runs over, Grapples the Sorcerer trapping him in the AMF (ending all his buffs and totally shutting down spellcasting). Proceeds to slowly shiv him to death using extra attack, a longsword and his bonus damage from his Int and Str mods.

We can assume each parties summoned/ created entities (Magens and Simulacra) are dealing with each other and out of the fight.
Assemble your complete build, not half a build.

So, we have an incomplete Bladesinger, in the build using AMF against Sorcerer.

You are a clear target, easy to kill and very slow and easily counterspellable.

Galven Magen's Static Discarge kills this guy instantly. Your tactic would never work


Bladesinger is especially quickly killed by the Lighting Demigod with Aasimar ability.
You take every turn, no save / no attack roll. 50 damage.
Storm Fury + Aasimar 'skill.

Another wizard build dead.
 
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Hohige

Explorer
I mean, he spent years making it - and nobody knows...

So - you are cheating - No infinite loops allowed!


Anyway, my wizard is board. I wish the wish spell out of existence. Now he's quite manageable given enough time! :-D
I am not using this. Hahaha, just countering his argument. Infinite loops like Simula-cheese, Coffelocking is banned.
 

FireLance

Legend
20th level human Wizard (Diviner) with the Sage background and the Prodigy feat to get proficiency in Investigation and to double the proficiency bonus on Intelligence (Investigation) checks.

Using the Sage's Researcher feature:
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

If the wizard cannot appeal to the DM to rule in his favor, the sorcerer cannot appeal to the DM to rule that the information cannot be found.

Using the Diviner's Portent feature:
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s (note: this increases to three d20s at 14th level) and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

On a day that the Diviner rolls a 20, he makes an Intelligence (Investigation) check to find out the identity and loction of the sorcerer and how he managed to create an unspecified number of galvan magen without losing hit points and gets a check result of 20 + 12 (proficiency) + 5 (Intelligence) = 37. A "nearly impossible" check is DC 30, so a 37 should allow the diviner to learn everything.

Armed with this knowledge, the Diviner proceeds to dream the original, non-elf version of the sorcerer to death.
 

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