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A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. Apr 20, 2018 Extra Attack (6th level): Like other fighter casters you get a single 6th level extra attack. This feature can bring some hurt in one round, and maybe the next round. More I think about it though, this is a full caster, so running out of Bardic Inspiration dice isn’t that big a deal. Fight with sword/switch to spells.
From D&D Wiki
Sep 09, 2015 The final improved Monster Quick Stats Table, if you want to skip the rest of the math and reasoning behind it. How to use: You should get a 'Medium' difficulty fight if you create as many monsters as there are player-characters, of the same level.
Before we start, get a green light from your DM to use the 'Revised' Ranger Class. WotC basically called a 'do-over' for the 5e Ranger after it was deemed to be far too underwhelming. Additionally, this build is improved with access to Xanathar's Guide to Everything (also by WotC). XGtE is allowed by most DMs since it was a re-balancing expansion, but never assume you have access to additional content. LET'S BEGIN!
Class[edit]
- Take your 1st Lvl in Ranger for the weapon proficiencies. The Revised Ranger gives access to ALL WEAPONS (yes please!).
>>> Take Longbow and 2 Daggers
- Take at least 3 Lvls in Fighter by the time you are Lvl 9. This gives us a second Fighting Style, Action Surge, and a Martial Archetype. All important for this setup. Second Wind is also nice to have.
>>> You can take a 4th in Fighter if you need to cap off any stats with that extra Ability Score Improvement (ASI). You aren't missing out on much from the higher Ranger Lvls, and that's assuming your campaign even gets you that far.
- Take Ranger the rest of the way.
- Once you get to Lvl 9 (10 if you took 4 in Fighter), you could potentially deal 250 Dmg with a standard longbow in a single turn. Yes, it's possible..
Awesome Alternative:
- After you hit Ranger Lvl 6 & Fighter Lvl 3 (or 4), take the rest in Rogue.
>>> Dipping into two extra classes is usually not worth it because you give up some awesome high-lvl abilities, but Ranger 7+ is pretty poor compared to what you gain from just a few levels in Rogue (Sneak Attack Dmg, Expertise, Cunning Action, Uncanny Dodge). Once you're Lvl 13+, you will have a pretty incredible build in both combat and roleplay.
Race[edit]
Wood Elf
- +2 Dex (duh!)
- +1 Wis, a nice bonus after the Ranger's casting stat is Wisdom.
- Darkvision, Speed of 35ft, Prof. in Perception, plus all sorts of other Elfy goodness.
- Elf allows access to an awesome archery Feat (explained later).
Stats[edit]
Max out Dex! I mean, it is a Ranger. More Dmg, better Initiative, better saves against Fireball Dmg..it's all good.
We only need one Feat for this build, so hopefully, the +2 Dex bump from Elf and +1 from a Feat (see below) max you out. If not, maybe it's time to think about taking that 4th Lvl in Fighter to top off. You can always cap off later if you cannot reasonably do so by Lvl 9/10.
Secondary Ranger stats should be Constitution (HP) and Wisdom (Spells). Intelligence and Charisma are always nice for roleplay. Rangers are NOT a Strength Class, this should be your dump stat. If you are relying on Strength with this build, you're doing it wrong.
Feats[edit]
- Elven Accuracy(XGtE): +1 to Dex and essentially Advantage+ on your Dex-based (ranged) attacks. Basically, instead of rolling two dice and taking the higher when you have advantage, you roll three dice!
- Sharpshooter(optional): If you have an extra ASI to burn, take this. Around Lvl 9+, you will have a +12 to hit with your bow, so taking a -5 to hit for +10 Dmg when you also have three rolls to determine hit..what could go wrong? The 250 Dmg does not even take this Feat into account, it's just bonus.
Skills/Traits/Spells[edit]
- 1st Fighting Style (Ranger/Fighter): Archer for +2 to hit on bow attacks.
- 2nd Fighting Style (Ranger/Fighter): Close Quarters Shooter (if DM allows - Revised Ranger is UA and so is this) for +1 to bow attacks, ignoring cover, and no disadvantage for ranged weapons at 5ft range. If the DM says no to this, then just take the Defense Fighting Style for the +1 AC.
- Favored Enemy (Ranger): Humanoids - Another reason the Revised Ranger is crucial. +2 Dmg to ALL HUMANOIDS..this is insane!
- Greater Favored Enemy (Ranger):(Campaign Specific Enemy Type) - +4 Dmg to your Humanoids (above) and another boss type. Your campaign's setting should dictate which type you choose. If you have no clue what you'll encounter, just take Giants or Dragons. Most campaigns have both.
- Spells (Ranger): Hail of Thorns & Hunter's Mark - These are huge for your additional Dmg. All other prepared spells are user preference.
- Ranger Conclave (Ranger): Hunter Conclave - Revised Ranger makes your other conclaves better, but Hunter is still king and mandatory for this build.
>>> 3rd Lvl: Colossus Slayer for the 1d8 extra Dmg per turn
>>> Do whatever you want for your other Conclave Features at higher levels.
- Martial Archetype (Fighter): Arcane Archer
>>> Take Bursting Arrow as one of your two Arcane Shots (huge potential damage)
>>> Take any other shot you fancy. I like Grasping Arrow. Really nice for crippling a caster with low Strength.
250 Dmg???[edit]
By the time you are Lvl 9+, you are ready to deal some INSANE DAMAGE. I will now break down 'how' and 'why' if you did not do the math as we went through the build. There are a lot of modifiers, so I assume you did not.
Hitting Targets:Your Revised Ranger will have advantage on Initiative rolls (Natural Explorer) and you have +5 Dex, so that should get you an early turn order, hopefully first. You will also have advantage on attack rolls against creatures that have not yet taken a turn (Natural Explorer). We have Elven Accuracy which makes missing with your bow almost impossible.
Damage:Your Ranger will be doing some sweet Dmg in day-to-day combat, but there is a scenario where your Ranger can do upwards of 250 Dmg in the first round of combat. If you have enemies that are closely grouped (took them by surprise or your DM keeps them grouped for reasons), your stacked features/abilities will be a miniature nuke before the enemy has a chance to act.
Here are the steps, assuming you have a center target flanked by four enemy allies, and assuming you have advantage with your beast Initiative:
1. Bonus Action - Cast Hail of Thorns (If you cast @ Lvl 5).
2. Fire your longbow at the center target.
3. When it hits, elect to cause the damage from both the Colossus Slayer (Hunter Conclave) and Bursting Shot (Arcane Archer).
4. Shoot any target. Choose any enemy on the field since there is no bonus Dmg in play here for this attack. Since Colossus Slayer Dmg and Bursting Shot are once per turn, not per action.
toothache. Does ivern e count as his dmg.
5. Action Surge and Shoot 2 more times
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For this potential damage, we are (1)assuming everything hits a Humanoid, (2)you get max Dmg on rolls (I know this is unlikely, but we are talking potential damage after all), and (3)nothing crits. Yes, you will likely crit at least once with Elven Accuracy and four shots, but assume you don't for now.
- Four enemies hit by arrows: 17 (Bow + Dex + 4 to Humanoids) Dmg per enemy = 68
- Colossus Slayer once = 8
- Hail of Thorns splash Dmg = 50 Dmg to 5 targets (could be as much as 8, but let's be real) = 50 x 5 = 250
- Bursting Shot = 12 Dmg to 5 targets (again, could be more) = 60
- That puts our total past 386! If you factor in higher level Hail of Thorns, crits, magic weapons, Sharpshooter Feat Dmg, and possibly Sneak Attack Dmg if you dipped into Rogue, we could easily reach 450, maybe more..
Another way to look at this:
- 25d10 + 5d8 + 10d6 + 36
Hope you enjoy, have fun!
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