D&D 5E (2024) Best Blaster 2025. When 30d6 damage at level 7 Isn't Enough.

Zardnaar

Legend
So idea of this thread s a deep dives into the best blaster. As some may be aware I've written about Chromatic Orb vs Fireball. This wont be a DPR comparison in a white room. We can do that 7 ways to Sunday. Blasting in conjunction with summoning is also fine.

In a real game to maximum damage I think you have to use chromatic orb, scorching ray and fireball or lightning bolt to pull it off in a real game. Hex may be useful as well to get to 30d6. These 3 spells cover single target, some targets and potentially lots of targets so regardless of what encounters you come across you're fine. Lightning bolt can also sub for fireball situationaly. Fire resistance can also be a pain along with immunity and its the second most resisted damagebut is it worth investing a feat into elemental adept? I wont be crowning a winner as its to situational.

Here are my nominations. Feel free to add any I've missed. I will also cover some oddball choices.

Dragon Sorcerer. Kinda obvious here. Metamagic and boost to elemental damage. Casual glance obvious winner already but a deep dive may be able to beat it no idea. Seeking and empower spell are great for chromatic orb shenanigans while energy transmutation+empower are great for Fireball type build. Chromatic orb also opens up acid, lightning and frost more as well. Fireball as an acid also appeals. Sorcerous Burst is also great cantrip espicially on crits its a lot of fun.

Invoker.
Makes AoE easy. Personally I lean towards Sorcerer but at higher levels conjure Minor Elementals with or without errata exists. Turns up early enough that its not some level 13 or 14 bad valor bard build. I don't dislike wizards as such contrary to popular belief they just take a while to wind up. When and where do they pass that break even point is interesting.

Fiendpact Warlock. Gains scorching ray and hex along with Eldritch blast. Potentially lots of level 4 and 5 chromatic orb or fireballs cast. Hex+Scorching ray into a paralyzed target gets you 30d6 with a level 4 scorching ray. Also here because of chain pact summon undead combo that can paralyze with no save. That's only 20d6 self contained though but its still 20d6 damage. BG3 taught me the glory of paralyzed +hex+Scorching ray. Works in tabletop as well. Warlocks stupidly front loaded as well tier 1.

Light Cleric.
Lacks some key spells. In a real game since 2015 I've seen them walk into a group of enemies with spirit guardians running and unleash a radiance of the dawn. Or lob a fireball first then walk into a group of enemies. Its a boatload of damage. Radiant damage> fire as well. Bless+chromatic orb via origin feat and scorching ray+hex via Fey touched is also an option. Light cleric+warlock working in tandem could be terrifying. Prayer of healing also resets warlock spell slots. Conjure Celestial if you hit level 13.

Druid. Circle of the Sea. Maybe land druid.

Conjure animals+ Wrath of the sea combo. A land druid can also pick up scorching ray along with Chromatic Orb and hex. Faerie Fire followed up with a chromatic orb works. I don't think Druids will carry but they deserve a mention at least and I may have missed something. The other classes that gets Conjure Minor Elemental.

Lore Bard.

Another odd ball choice. However at level 6 they can steal two cleric, wizard or druid spells abd pick up hex/chromatic orb via feat,. Scorching ray, fireball, lightning bolt and spirit guardians are all options.

Level 10 they can steal 2 more and 11+ start swapping them in. They lack class abilities to ramp up danage however. Conjure Celestial is another spell worth mentioning. Does being good enough+ bard abilities make them vest blaster in a real game vs white room DPS?

So that's it atm. Did I miss any? In a real game what do you think would be best or you like?
 

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Tempest Cleric + Chromatic Orb = auto bounce.

Also, I expect a very lucky Wild Sorcerer will beat anyone. I once did
Charm Person-> they succeed,
+Surge: disadvantage on next spell.
Sleep (with disadvantage) -> 2 sleep, one lost a turn
+Surge: Max Damage
Chromatic Orb (Max): 4d8(max) 32*2 crits* 2 targets + 32 on third target
= 160 damage at level 3.
 

Tempest Cleric + Chromatic Orb = auto bounce.

Also, I expect a very lucky Wild Sorcerer will beat anyone. I once did
Charm Person-> they succeed,
+Surge: disadvantage on next spell.
Sleep (with disadvantage) -> 2 sleep, one lost a turn
+Surge: Max Damage
Chromatic Orb (Max): 4d8(max) 32*2 crits* 2 targets + 32 on third target
= 160 damage at level 3.

Nice mixing 5.0 and 5.5. I would have to reread the Tempest Cleric.

CO via nagic initiate?
 

Dragon Sorcerer. Kinda obvious here. Metamagic and boost to elemental damage. Casual glance obvious winner already but a deep dive may be able to beat it no idea. Seeking and empower spell are great for chromatic orb shenanigans while energy transmutation+empower are great for Fireball type build. Chromatic orb also opens up acid, lightning and frost more as well. Fireball as an acid also appeals. Sorcerous Burst is also great cantrip espicially on crits its a lot of fun.
Extended Cloudkill into any enclosed room or just down into a cave. A lot of enemies are immune to poison, but when they are not, things get very spicy.
 

Nice mixing 5.0 and 5.5. I would have to reread the Tempest Cleric.

CO via nagic initiate?
Or dragon sorcerer 17/ Tempest 3. With Transmute metamagic. For a partially maxed Meteor (lightning) Swarm for 20d6+120+5 damage.

Tempest don't get any other damage boost, unless you count the 1 extra channel divinity at 6 is tempting. They don't even get lightning bolt as a spell (call lightning, but that's multiple rolls and doesn't synergies with max damage).


Just to toss out another idea. If you can pre-cast before combat, then you can use one of those action to move spell (flaming sphere, Dragons Breath, Cloud of Daggers, Moonbeam) + Quicken to cast another blast. Getting around the 1 slot per level limit.

Similar to a summon.
 

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