D&D 5E Level 20 Class Competition Ideas

The Shadow Sorcerer dont fear losing initiative.
Again.
If the Sorcerer goes on, Its over.

All your tactics are countered by something as simply as waiting 1 minute for a couple of abilities to run out. I think the wizard can force that situation to happen.
 

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All your tactics are countered by something as simply as waiting 1 minute for a couple of abilities to run out. I think the wizard can force that situation to happen.
Good lucky, but I dont think so.
The Wizard can't do it. Again. The best it can do try run alway, but It will fail.
Distant Insect Plague hits you everywhere.
It can't even survive against a single turn of burst.
 
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Good lucky, but I dont think so.
The Wizard can't do it. Again. The best it can do try run alway, but It will fail.
Distant Insect Plague hits you everywhere.
It can't even survive against a single turn of burst.

Then you are not giving the wizard his due.

You constantly make points that just aren't true.
1. Wizard doesn't have to run away - he can hide, use a spell, etc.
2. Distant insect plague cannot hit anywhere. You cannot target a point you can't see with it. So a great deal about how well that works is the terrain.
3. You vastly overestimate your burst potential.
 


Then you are not giving the wizard his due.

You constantly make points that just aren't true.
1. Wizard doesn't have to run away - he can hide, use a spell, etc.
2. Distant insect plague cannot hit anywhere. You cannot target a point you can't see with it. So a great deal about how well that works is the terrain.
3. You vastly overestimate your burst potential.
1. The Wizard can't do it on same turn. Or hide or cast a spell. Hide is useless against Insect Plague.
2. Shadow Walk or Subtle Dimention door disagreed.
3. The Sorcerer don't need burst potential to defeat the Wizard.
Longbow damage/Cantrip + Quicken Power Word Stun.
The Sorcerer has 4 hits +11 of it with advantage before a power word kill/Power word stun
It's over.
 
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1. The Wizard can't do it on same turn. Or hide or cast a spell. Hide is useless against Insect Plague.
Howso, how do you hit the invisible hidden wizard that is moving around?

2. Shadow Walk or Subtle Dimention door disagreed.

You can't cast insect plague on the turn you cast those.

3. The Sorcerer don't need burst potential to defeat the Wizard.
Longbow damage/Cantrip + Quicken Power Word Stun.
The Sorcerer has 4 hits +11 of it with advantage before a power word kill/Power word stun
It's over.

Between total cover, invisibility, hiding and moving around and higher level spells you won't hit the wizard 4 times until your minute long abilities run out.
 

Howso, how do you hit the invisible hidden wizard that is moving around?



You can't cast insect plague on the turn you cast those.



Between total cover, invisibility, hiding and moving around and higher level spells you won't hit the wizard 4 times until your minute long abilities run out.
Invisibility isnt hidden. You need 2 actions for it.
Get Insect Plague damage and you lose concentration.

Quicken See Invisible + 2 Longbow attacks.

I can use Shadow Walk and cast Distant Insect Plague, why not?

Stealth need a Skill check every turn, total cover is situation and still countered for Shadow Walk and Insect Plague 20ft radius.
The best part is never will accept the losing. There no way to scape.
 

Force damage extends from the prime to the etheral, always did, always will. If you go to the border etheral, you can only cast force damage into the prime. You lose your connections to anything that is left on the prime. So your insect plague would not move. I would even rule that the insects just leave the area as you have no way to maintain the connection to control their cohesion.

You would also have disadvantage on your perception to find the wizard as what you see on the prime is hazy and blurred. If you say you go to deep etheral to avoid force damage retaliation you lose the duel. You left the arena.

Claim it with biased and false truths as much as you want, you will still lose to the diviner. You would also stand a losing match against the champion above and even a monk with way of the open hand, mobility, sentinel and mage slayer stands a good chance to blow you to smithereens where the diviner will only yawn as he saw the future. Portent for the win.

What you propose is not bad. But it is a white room. We did it. I told you. The diviner won every single match (to my utmost and absolute dismay). Experience is way better than white room and conjectures. Experience proves you wrong.
 

Force damage extends from the prime to the etheral, always did, always will. If you go to the border etheral, you can only cast force damage into the prime. You lose your connections to anything that is left on the prime. So your insect plague would not move. I would even rule that the insects just leave the area as you have no way to maintain the connection to control their cohesion.

You would also have disadvantage on your perception to find the wizard as what you see on the prime is hazy and blurred. If you say you go to deep etheral to avoid force damage retaliation you lose the duel. You left the arena.

Claim it with biased and false truths as much as you want, you will still lose to the diviner. You would also stand a losing match against the champion above and even a monk with way of the open hand, mobility, sentinel and mage slayer stands a good chance to blow you to smithereens where the diviner will only yawn as he saw the future. Portent for the win.

What you propose is not bad. But it is a white room. We did it. I told you. The diviner won every single match (to my utmost and absolute dismay). Experience is way better than white room and conjectures. Experience proves you wrong.
Maybe not. Forgot 3.5 rules.

"Etherealness
You ignore all Objects and Effects that aren't on the Ethereal Plane, allowing you to move through Objects you perceive on the plan you originated from. "

"Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon. "



Diviner Win every match. I beg to disagreed.

I can stay on Etherealness 16h regaining resources freely with Sorcerous Recovery, if the enemy just want play covardly.
 
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Force damage extends from the prime to the etheral, always did, always will. If you go to the border etheral, you can only cast force damage into the prime. You lose your connections to anything that is left on the prime. So your insect plague would not move. I would even rule that the insects just leave the area as you have no way to maintain the connection to control their cohesion.

You would also have disadvantage on your perception to find the wizard as what you see on the prime is hazy and blurred. If you say you go to deep etheral to avoid force damage retaliation you lose the duel. You left the arena.

Claim it with biased and false truths as much as you want, you will still lose to the diviner. You would also stand a losing match against the champion above and even a monk with way of the open hand, mobility, sentinel and mage slayer stands a good chance to blow you to smithereens where the diviner will only yawn as he saw the future. Portent for the win.

What you propose is not bad. But it is a white room. We did it. I told you. The diviner won every single match (to my utmost and absolute dismay). Experience is way better than white room and conjectures. Experience proves you wrong.

I think your competition was a bit biased though. So I don't think it's an overall good gauge.
 

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