Post date: Feb 01, 2017 10:40:7 PM
A compilation of some of the most powerful character concepts I have encountered.
Barbarian have danger sense level 2. Let's them have advantage on any dex save. Shield master feat gives you evasion. Plus you add the shield bonus to your dex save and when you attack you shove things as a bonus action.
Advantage to Athletics checks for a Barbarian means that at level 1 (str 16), a barbarian could have Athletics +5 (advantage) vs the opponent Athletics/Acrobatics.
A 5th level barbarian might do this. Round 1: move 10 feet to foe, 1st attack [grapple] (impose grappled condition), drag foe 15 ft, 2nd attack [shove] (improse prone condition). Round 2: attack as desired with advantage.
Mage Slayer allows reaction attack for any spellcasting, gives the spellcaster disadvantage on concentration checks, and gives you advantage to saves.
While raging, resistance to all but psychic added to a Rogue's Uncanny Dodge gives amazing durability. Level 5 Barbarian gives you extra attack, so switching over after that is good.
Magic Initiate (Wizard) for Booming Blade and Find Familiar. War Caster for the advantage on concentration checks and the Booming Blade synergy.
Normal attack at 5th lvl: Booming blade +6 [advantage] (2d8+3 damage, +2d8 if moving away)
Opportunity attack at 5th lvl: Booming blade +6 (2d8+3 damage, +2d8 if moving away)
Reaction vs hit: Wrath of the Stom Dex DC 14 (2d8 damage)
Wisdom modifier to each goodberry, so at level 2 with Wisdom 16, this gives 4hp x10 berries (40hp).
Cast spells as Opportunity attack reaction, thus allowing more than one 1st level spell/turn. In addition, spellcasters with holy symbol shields need this to be able to cast spells that have somatic, but no material components.
At 5th level, a human battlemaster fighter (dex 16) with these two feats and using a bonus action can make 3x (5x with action surge) hand crossbow +3 (1d6+13 damage). Precision attack allows a +1d8 to hit for near misses.
Stop your enemy before they can close with you.
AC 21 (jumps to 26 with shield spell) and enemies get disadvantage. 3/day have a chance to negate a critical. Magic armor, shield, protection magic item just raises it from there. Spells that can help include Haste.
You can reroll an natural 1's on any d20. Ability check minimum is 10. You get to roll 2d20's at the start of the day and keep them to replace rolls later. You get to roll a additional 1d20 3/day.
Disadvantage turns into super advantage (especially with a 20 on one of the two original dice).
You can use the flexible casting feature of a 2nd level sorcerer during a short rest to turn unused warlock spells into extra sorcerer spell slots.
Gain heavy armor, letting you potentially run with low Dex. Ability to trade out spells for Healing Word to keep allies going.
AC 19 (jumps to 24 with shield spell). Arcane Ward gives extra spell health buff that can be refueled by using the Alarm ritual. When using action surge and polearm master combined with haste and booming blade (or green flame blade), in a single round you can cast 2 spells, attack upto 3 times (haste attack, butt end of staff, and AoO on someone coming to engage you). A powerful combo for sure for a warmage.
Going Paladin level 2 instead, trades out Action Surge for potential 2 spells in a round, for the ability to channel your spells into Smite attacks or healing spells.
Get +1d4 to any ability check. Very nice. Many GMs wont allow this to be used constantly over extended periods.
Enemies have disadvantage to hit you and you do area damage plus bonus action attack.
Clones can cast Clone on you. So you make a clone, then you long rest. The clone has all your spells minus the slot used to cast clone, and can use any other 7+ spell slots to cast clone on you, making a clone of you with all its spell slots for each casting.Â
Simulacrum yourself and then have your simulacrum make another of YOU and rinse and repeat (and if you have wish the simulacra can cast that)...