aramis erak
Legend
At my table this becomes one giant encounter, not eight separate encounters.
Same here... tho' I try to keep those in LOS to no more than 2x the deadly threshold at any given point.
At my table this becomes one giant encounter, not eight separate encounters.
I'm afraid I don't recognize what any of those items/classes are.
(giant ape at level 7 is bananas)
Would you be willing to go through that math in a little more detail? My brain is tired and I'm having a hard time identifying all the sources.
Concentration chains don't work. The action of casting a concentration spell cancels the effects of any concentration spells you are maintaining. So before the new effect lands, the old effect is already gone. They don't linger or stack in any way. Hex, Bestow Curse, and Hold P/M are all concentration spells. Their effects end when you cast another concentration spell.
Attack with longsword: 1d8 (longsword) + 1d8 (improved smite) + STR, x2 dice for critical because target is paralyzed in melee range = 4d8 + STR
Rider/smite (4th level slot, cost: 6 SP): 5d8 (base) + 1d8 (improved smite), x2 dice for critical = 12d8
Total damage on hit: 16d8 + STR
Extra attack means he does the longsword twice, so 32d8 + Str x2 = 32 * 4.5 = 144 + Str x 2, with Str 16 is 150 damage. You could swap out your longsword for a greatsword to boost your damage slightly but it hardly seems necessary.
Scorching ray has 3 rays + 1 per extra level, so 8 rays at level 7 (3 + 5). (My original post was in error, I miscounted and thought there would be nine rays.) Each ray does 3d6 damage, x2 dice for crit in melee range, +CHA for being a dragon sorc, so 6d6 + CHA. Roll 6d6 + CHA and multiply by the number of rays that hit. If eight rays hit and CHA is 20, that is 8 * ((6 * 3.5) + 5) = 208 points of damage.
150 + 208 = 358. Max damage would be (32 * 8 + 3 * 2) + 8 * (6 * 6 + 5) = 590, but then of course max damage is less interesting than average damage anyway.
So, 358 points of damage, give or take, and you still have a reaction. You spent four 4th level slots (6 SP each), one quickened 5th level slot (2 sorcery points and 7 SP), and one 7th level slot (10 SP IIRC), for 4 * 6 + 7 + 10 = 41 SP and 2 sorcery points total cost.
You could boost this damage total slightly (by 20 points) by using Sacred Weapon + GWM + greatsword, adding approximately 20 points of damage per round. That's not really interesting from the nova perspective but cheap, consistent damage is more my style, so I like that way. Also, as mentioned previously, the nova version relies on your enemy failing his saving throw against Hold Monster, and any enemy who easily fails a save isn't worth spending a nova on anyway, so that is more something you do when someone manages to land a lucky Hold Monster on someone who normally would pass, but has depleted all of his Legendary Resists and also rolled a natural one on his save or something.
If you're assuming a previous round of setup and a target that fails its saves like in this example, Quivering Palm can reduce any creature directly to 0, and a monk can do that all day. If someone casts haste on her, she can do it to a new target every round. Stunning Strike is also extremely powerful -- you can lay it on quickly enough to overwhelm even Legendary Resistance. It wins fights, though it doesn't show up as high DPR.So, 358 points of damage, give or take, and you still have a reaction. You spent four 4th level slots (6 SP each), one quickened 5th level slot (2 sorcery points and 7 SP), and one 7th level slot (10 SP IIRC), for 4 * 6 + 7 + 10 = 41 SP and 2 sorcery points total cost.
Not quite "any caster." A warlock, bardlock, etc. can scout and kill as well or better than a rogue at negligible cost.