Level Up (A5E) Silly powerbuilds

Anyone got any cheesy powerful builds?

Heres one I pondered:

Iron Wizard

Race Dwarf gets you no reduced speed in heavy armor
Culture; Tunnel halfling gets you 35 feet speed
One level of Cleric - Warpriest gets you spell progression, heavy armor proficiency and some healing spells
The rest in the overpowered Wizard Arcanist, with Flash of insight and Energy retention. Using the boatload of extra slots from energy retention and arcane recovery to spam flash of insight,

Result: A Wizard in heavy armor and shield with 35 feet speed, spamming spells and dictating rolls with some healing

The cheeze is strong with this one. Good luck getting this one allowed in your campaign! :D
 

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VanguardHero

Adventurer
I think you're forgetting about the Strength Requirement for Heavy Armor, as well as the (technically optional) stat prereqs for Multiclassing. Easy build to make you pay for xD
 

I assume the penalty for doning an armor without meeting the strength requirement is a speed penalty (not stated but thats how it works in O5E) that is negated by the Dwarf race speed ability, If not then the dwarf speed ability does nothing.
The stat prereqs are optional in Level up so you might get out of "wasting" a 13 in Wisdom.

I will report the lack of rule of donning an armour without meeting the strength requirement,
 



Machine gun archer

Fighter lvl 12 Sharpshooter, - 3*ASI, Extra attack 2, Archery Fighting style, Shoot in melee
Rogue lvl 2, Combat tactic sniper: + prof to damage
Feat - Crossbow expertise, no loading property on crossbows
Feat - DeadEye 2x prof to damage,

Dual fight with hand crossbow doing 3 attacks with action: 1d6 + dex + 3*prof damage and 2 attacks with bonus action: 1d6 + 3 * prof damage

Alternatively with bow if your group is silly enough to allow "Press the attack" with ranged weapon targetting a foe next to your ally that does not want to do "Fall back" risking an opportunity attack:
Bonus action "Press the attack" granting advantage on your attacks doing 3 attacks with action: 1d8 + dex + 3*prof damage

Takes a long while to come online and most campaigns never reach tier 3 so not that useful.

Any more tricks to boost archery?
 

Vexxmyst

Villager
The Adzerker

REQUIREMENTS

At least Level 11 Adept- Paralyzing Strike, Pressure Point Secrets, Additional Attack
At least Level 2 Berserker- Relentless Attack
Greatclub

To make this work, the idea is to use your unarmed strikes before your greatclub to inflict paralysis, but it's theoretically possible without. Because Paralyzed makes every hit within 5ft that lands a critical hit, you'll automatically proc Relentless Attack when using the greatclub (which triggers Furious Criticals as a versatile weapon, and counts as an Adept weapon); in fact, you'll proc Relentless' full chain on every hit you make with it.

So to do the math with a level 20 character (17 Warrior Monk 3 Tempest), you would lead with your Flurry of Blows unarmed strikes. Assuming the first hit lands and they fail the save, you have 3 attacks this turn that all trigger Relentless. Once you land a Relentless Attack, you can do so again (because it crit) to a maximum of 4 (base + prof mod/2). Furious Critical can proc on every separate weapon attack you make, for a total of 17 possible attacks (2 Unarmed, 15 greatclub) on your turn. This costs 5 Exertion on the first turn, 1 on the second (as the paralysis wears off after your second turn), and with Way of the Fist, you regain 3 Exertion from each unarmed strike while they're paralyzed (for 9 if all three hit, meaning it feeds you more than you put in).

You can also use Perfect Fist to paralyze an enemy for a minute, although they have a chance to make the save each turn and don't have disadvantage, so I'm not as big on it.

So, damage. Assuming all hits land, your Unarmed Strikes deal 1d10 damage, 2d10 if you spend 1 Exertion on each to double it as per Way of the Fist, which we will for all strikes past the first in this calculation. Two-handing your greatclub makes it deal 1d10 damage, plus 1d6 thunder/lightning if you raged on the turn before. So the base damage across two turns is 1d10 + (2d10)*3 + (1d10+1d6)*30. The average damage of that is 308.5, but remember that all but one of these are crits, so the actual damage is doubled to 611.5. And this spent 9 Exertion which was regained for the three unarmed crits, meaning it's effectively zero cost and you could do it repeatedly.
 

tetrasodium

Legend
Supporter
Epic
AG 492 : "A spellcaster can’t cast spells while wearing armor in which they’re not proficient. "
AG 318:"When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws using Strength or Dexterity, and you are unable to cast spells."



Is a wizard wearing armor they are proficient in really that revolutionary?
 

AG 492 : "A spellcaster can’t cast spells while wearing armor in which they’re not proficient. "
AG 318:"When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws using Strength or Dexterity, and you are unable to cast spells."



Is a wizard wearing armor they are proficient in really that revolutionary?
One level of Cleric - Warpriest gets you spell progression and heavy armor proficiency
 


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