Dessert Nomad
Adventurer
People often talk about power-gaming builds that come in and break the game, either trivializing encounters to the point that the DM has to account for them, or being so effective the rest of the party becomes practically spectators. But I don't actually see them turn up, even when I play a lot of games in Adventurer's League format (one-shots, character rebuilds allowed between sessions, no house rules) that is well suited to trying out and/or using weird broken builds. My experience is that simple builds used well tend to cause more DM headaches than weird multiclasses grabbing special feat combos - a fighter with a vicious weapon action surging or a rogue that automatically makes DC25 sleight of hand and DC 20 deception and stealth checks tend to throw DMs for a loop more than the 'X levels of this, y levels of this, z levels of this' combinations.
So what are some complex builds you've seen someone use that actually blew up at a real table? To qualify, it needs to be valid under 5.0 or 5.5 rules (with errata included). It must have been used in an actual game with a different DM than the player (in-person or online is fine, solo isn't). It has to actually work with someone reading the rules RAW. It should specify what rules sources it uses, and those should not be straight homebrew. It should be excessively overpowered compared to a simple-but-effective build with a similar idea. The character should be able to function through a typical adventure, and the brokeness should be able to occur in normal circumstances.
I'm asking this because I don't think this is really a 5.0/5.5 problem - 3/3.5 had a lot of trouble with super-combos and their base classes were weak compared to other options, but it doesn't seem to be the case now. To me it seems to be more of a 'gaming legend' thing, but I'll be interested to be shown wrong.
Some examples of what doesn't qualify:
Things like Paladin with 1 level of Hexblade (5.0) or 1 level of Warlock + Pact of the Blade (5.5) - that makes a character that can focus Charisma instead of dividing between Strength or Dex. It's certainly useful, and some people don't like it story-wise (especially since Hexblade is notoriously lacking in narrative) but it's not something that just throws off encounters or makes the game just about that PC.
Coffeelock (take sorcerer and warlock with the invocation that allows you to go without sleep to get unbounded sorcery points) could qualify, but the 'I rest for 8 hours to take 8 short rests instead of one long rest and keep converting my warlock slots to sorcery points and never ever take a long rest ever' is not RAW and is something I wouldn't expect a real DM to keep allowing.
So what are some complex builds you've seen someone use that actually blew up at a real table? To qualify, it needs to be valid under 5.0 or 5.5 rules (with errata included). It must have been used in an actual game with a different DM than the player (in-person or online is fine, solo isn't). It has to actually work with someone reading the rules RAW. It should specify what rules sources it uses, and those should not be straight homebrew. It should be excessively overpowered compared to a simple-but-effective build with a similar idea. The character should be able to function through a typical adventure, and the brokeness should be able to occur in normal circumstances.
I'm asking this because I don't think this is really a 5.0/5.5 problem - 3/3.5 had a lot of trouble with super-combos and their base classes were weak compared to other options, but it doesn't seem to be the case now. To me it seems to be more of a 'gaming legend' thing, but I'll be interested to be shown wrong.
Some examples of what doesn't qualify:
Things like Paladin with 1 level of Hexblade (5.0) or 1 level of Warlock + Pact of the Blade (5.5) - that makes a character that can focus Charisma instead of dividing between Strength or Dex. It's certainly useful, and some people don't like it story-wise (especially since Hexblade is notoriously lacking in narrative) but it's not something that just throws off encounters or makes the game just about that PC.
Coffeelock (take sorcerer and warlock with the invocation that allows you to go without sleep to get unbounded sorcery points) could qualify, but the 'I rest for 8 hours to take 8 short rests instead of one long rest and keep converting my warlock slots to sorcery points and never ever take a long rest ever' is not RAW and is something I wouldn't expect a real DM to keep allowing.








