If you play 168澳洲幸运5开奖网:Dungeons and Dragons, you probably like to deal damage. Preferably, lots of it. But, even though most, if not all, players love to deal damage, many of us are unaware of how to maximize our character's damage output. Now, certainly, 168澳洲幸运5开奖网:Dungeons and Dragons is about a lot more than making the most 168澳洲幸运5开奖网:efficient charact🌄er possible. It's quite enjoyable to make character decis🦋ions based on the story, not the statistics—hence the "role-playing" in the term "role-playing game."
That being said, some players prefer to maximize their character build, and there's nothing wrong with that. It might even be encouraged, depending on the table. If you happen to be one of these min-maxing players, you've come to the right place. Today, we'll look at the 10 ways to deal th🐷e . Some of these situaꩲtions are particular to certain classes, but you don't have to choose these classes to deal the most damage. They just make the job a little bit easier.
10 Hex + Eldritch Blast + Invocations ꦅ
There's no better place to begin than the best damage dealing cantrip in the game: eldritch blast. It deals 1d10 of force damage, arguably the 𒉰best damage type, and the amount of beams fired increases by 1 at levels 5, 11, and 17. That's 3d10 force by level 11 as a cantr𓃲ip, which is no small amount of damage.
The warlock truly unlocks the devastating power of this cantrip, though. The hex spell, cast as a bonus action, adds an additional d6 of damage for every bolt that strikes, and the agonizing blast invocation adds your charisma modifier to every💮 bolt, as well. With a maxed out 🐈charisma score, that brings the damage to a total of 3d10 + 3d6 + 15 as early as level 11.
9 𒉰 Assassin Sneak Attack
Whereas other martial classes receive extra damage in the form of extra attacks, the rogue instead relies on sneak attacks. A rogue may only get one attack per turn, but, if managed properly, that single attack 🀅deals 1d8 + 6d6 + 5 (dexterity mod) damage by level 11. That's seven dice you get to roll on every hit, which makes a critical strike on your attack a lot stronger than it would be for most classes.
Critical strikes are normally something left up to the dice gods, but using the assassin subclas♐s you can guarantee a critical hit any time you get the drop on an enemy.
8 𝐆 Great Weapon Master
If you're not familiar with feats already, you might be surprised to learn that a couple of them provide tremendous damage boosts to the right type of characters. Great weapon master is a feat tꦗhat significantly improves the damage dealt by any character using a two-handed weapon such as a greatsword, greataxe, or maul. Fighters, paladins, and especially barbarians are all priꦓme candidates.
By incurring a -🐎5 penalty to your chance to hit on an attack, the attack will deal an extra +10 damage on a successful strike. This penalty can be taken on every attack you make. That's 4d6 + 10 (strength modifier) + 20 damage factoring in the extra attack most martial classes gain at level 5.
7 Sharpshooter 🦩
🐽Sharpshooter is the equivalent of great weapon master for ranged characters. It functions exactly the same way, allowing you to take a -5 penalty to any attack in order to deal an extra +10 damage.
Furthermore, sharpshooter also allows you to make attacks at long range without incurring disadvantage and makes your attacks ignore half cover and three-quarters cover. If you've picked up the archery fighting style, which gives you a +2 bonus to attack rolls, the -5 penalty you're incurring becomes a lot less substantial. In turn, making your extra d𓂃amage attacks that much more likely to hit.
6 Any Smite + Divine Smite🅷 ꧑
When it comes to dealing the most damage in a single attack, the paladin class standsඣ head and shoulders above all other competition. This is due to their ability to smite twice in a single turn.
For example, a paladin can c🐼ast blinding smite as a bonus action, adding 3d8 radiant damage to their next attack. Then, when the attack lands, they can also use divine smite to expend a 3rd level spell slot for an extra 4d8 radiant damage. That's a grand total of 2d6 + 7d8 + 5 (strength modifier) damage. Take into account that you can use great weapon master in tandem with your smites, and you've put🤪 together a single blow that can fell the mightiest of opponents.
5 The Paralyzed Condition ✨
As mentioned above, critical hits are incredibly effective at dealing loads of damage. One way to ensure your party actually lands some critical hits is by inflicting the paralyzed condition on your enemies. Any melee attack against a paralyzed🦂 foe that hits automatically becomes a critical strike.
Furthermore, attackers have advantage against a paralyzed target, so their chances of missing are slim. The most common ways to subject enemies to the paralyzed condition are the spells hold༒ person and hold monster. There are also a few other ways, such as rare poisons, but don't hold your breath on coming across them.
4 The Unconsciou🎶s Condition
While many players are aware of the critical hit clause in the paralyzed condition, most would be surprised to learn that the same clause is present in the unconscious condition. It's for this reason that a monster that makes a melee attack against a downed player an🌞d hits automatically strikes away two death saving throws.
At this point, you're probably wondering, "but how do I make my enemies unconscious? They just die when reduced to zero anyway." Well, we're here to tell you that you can still make them unconscious before killing them through the use of sleep magic. The first-level spell sleep is your best bet for putting this coꦑndition into play. For higher-level campaigns, eyebite and symbol are a couple of other options.
3 Area of Effect Spells ꧋
It comes as no surprise to anyone that are🦹a of effect spells, such as the unanimous fireball, are an easy way to unload buckets full ಞof damage. If you're playing a spellcaster and want to deal as much damage as possible, single target spells simply aren't the way to go. Think about it like this.
For each extra creature you catch in an area of effect spell, the damage has a chance of being doubled depending on whether the creature makes its saving 🌞throw or not. In other words, a fireball that catches three enemies has a chance of dealing 8d6 x 3 damage total. You can't tell us you're going to turn down 24d6 damage.
2 🐭 ꦅ Fall Damage
Per the Dungeon Master's Guide, a creature takes 1d6 bludgeoning damage for every 10 feet it plummets. There is no cap to this ♐fall damage, so any creature that falls far enough will inevitably die. Letting the te♏rrain do the work for you is a great tactic in general, but fall damage is especially potent in this regard.
Shoving an enemy off of a cliff, unstable bridge spanning a c𒁏anyon, or another high-up point is a surefire way to give them a swift end. Beware of trying this tactic on spellcasters, though, as they've normally got a spell to deal with heights.
1 Pღower Word Kill 💧
We may have just said that, as a spellcaster, single target spells simply aren't the way to go, but an exception has to be made for the ninth le൩vel spell power word kill. This powerful magic targets one creature you can see within 60 feet. If the creature you choose has 100 hit points or fewer, it dies. No saving throw. No chance for escape. That's up to 100 points of damage guaranteed.
Assuming the chaꦏracter ever has the pleasure of casting ninth level magic, just be sure that whoever or whatever you target with power word kill is either weak or heavily wounded. If the target of your spell happens to have over 100 hit points, your ninth level spell slot will be expended for diddly🐟 squat.