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AvatarVecna
2016-07-19, 07:41 PM
The intention of this thread is to gather together records of 5e accomplishments in certain fields; limits are being put in place to prevent TO from rendering the competition moot.

Rules for all entries
A 20-level build must be provided, with all choices relevant to your entry well-noted; you do not need to note every spell your 20th level Wizard has in their spell book, for instance, but your build must make note of the ones relevant to your goal.
The only prep-time allowed is that which can be accomplished within the time frame established in each entry; your build and the universe the situations take place in do not exist prior to the prep-time, so that's all the time you get.
The universes in which these situations take place are all featureless flat planes with no creatures other than you, your allies, and possibly a target.
You may have up to four allies with you, who can assist during prep-time, but not after, and are limited by the rules of each entry as well; allies are built with the same rules as the main build.
You may have as many magic items as you wish, of any rarity; attunement limits are not in effect for the purposes of these entries, although the rules on stacking are in effect.
Concentration limit is in effect.


These rules are subject to limitation in the future if it becomes warranted to add rules to clamp down on TO.

The goal here is to get your AC as high as possible against a single incoming attack; the attack bonus and range of the incoming attack is irrelevant to the discussion, what matters is how high you can get your AC against that one attack using up limited resources. You have a maximum of 1 minute (10 rounds) with which to buff up your build to prepare for that attack; after prep time is over, your allies cannot take any actions of any kind. Disadvantage, high HP, damage resistance, damage reducers, and other such additional defenses are irrelevant to this; only things that boost your AC matter.

Current Record Holder(s)

1st: Naanomi (AC 80) (http://www.giantitp.com/forums/showsinglepost.php?p=21017171&postcount=9)

The goal here is to get your AC as high as possible while also being able to maintain that AC for at least 10 minutes (100 rounds); the longer your super-AC can be maintained, the better it'll fair against super-ACs of the same value (since yours would last longer). You have a maximum of 10 minutes (100 rounds) with which to buff up your build to prepare for this extended assault; after prep time is over, your allies cannot take any actions of any kind. Disadvantage, high HP, damage resistance, damage reducers, and other such additional defenses are irrelevant to this; only things that boost your AC matter.

The goal here is to get your attack bonus as high as possible for a single attack; the AC of the target is irrelevant to the discussion, what matters is how high you can get your attack bonus for that single attack using up limited resources. You have a maximum of 1 minute (10 rounds) with which to buff up your build to prepare for that attack; after prep time is over, your allies cannot take any actions of any kind. Advantage, damage vulnerabilities, and other such additional offenses are irrelevant to this; only things that boost your attack bonus matter.

Current Record Holder(s)

1st: Naanomi (+107 to hit) (http://www.giantitp.com/forums/showsinglepost.php?p=21017132&postcount=4)

The goal here is to get your attack bonus as high as possible for attacks made over the next 10 minutes (100 rounds); the longer your super-attack bonus can be maintained, the better it'll fir against super-attack bonuses of the same value (since yours would last longer). You have a maximum of 10 minutes (100 rounds) with which to buff up your build to prepare for that attack; after prep time is over, your allies cannot take any actions of any kind. Advantage, damage vulnerabilities, and other such additional offenses are irrelevant to this; only things that boost your attack bonus matter.

The goal here is to deal as much damage as possible to the target with 1 minute (10 rounds) of combat. The target in question has AC 20, infinite HP, and +11 to all ability checks/saves; it has no creature type, and never takes any actions. You have 1 minute (10 rounds) with which to buff up your build or debuff the target; after prep time is over, your allies cannot take any actions of any kind. IMPORTANT NOTE: your allies can buff you up to high heaven during prep time, but no effect originating from your allies can affect the target at any point before, during, or after the fight. This includes targeted spells, AoEs, debuff spells, summoning creatures, or other ways for your allies to affect the final damage total beyond buffing your build up; you yourself are allowed to employ any of these tactics to hurt your enemy during the fight, but your allies cannot. Your build is free to debuff the enemy both during prep time and the actual fight, but damage dealt during prep time does not count towards your total, although any lingering effects caused by a damage-dealing spell during prep time would continue for their usual duration.

The goal here is to deal as much damage as possible to the target within 1 hour (600 rounds) of combat. The target in question has AC 20, infinite HP, and +11 to all ability checks/saves; it has no creature type, and never takes any actions. You have 10 minutes (100 rounds) with which to buff up your build or debuff the target; after prep time is over, your allies cannot take any actions of any kind. IMPORTANT NOTE: your allies can buff you up to high heaven during prep time, but no effect originating from your allies can affect the target at any point before, during, or after the fight. This includes targeted spells, AoEs, debuff spells, summoning creatures, or other ways for your allies to affect the final damage total beyond buffing your build up; you yourself are allowed to employ any of these tactics to hurt your enemy during the fight, but your allies cannot. Your build is free to debuff the enemy both during prep time and the actual fight, but damage dealth during prep time does not count towards your total, although any lingering effects caused by a damage-dealing spell during prep time would continue for their usual duration.

The goal here is to travel as far as possible within 1 minute (10 rounds) of movement, taking into account the Chase rules. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind. IMPORTANT NOTE: teleportation of any kind is banned for this challenge.

Current Record Holder(s)

1st: Axorfett12 (43200 ft in 1 min, or ~490 mph) (http://www.giantitp.com/forums/showsinglepost.php?p=21017331&postcount=18)

The goal here is to travel as far as possible within 1 hour (600 rounds) of movement, taking into account the Chase rules. You have 10 minutes (100 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind. IMPORTANT NOTE: teleportation of any kind is banned for this challenge.

The goal here is to jump as far as possible in a single jump. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind.

Current Record Holder(s)

1st: Naanomi (1080 ft long jump) (http://www.giantitp.com/forums/showsinglepost.php?p=21017089&postcount=2)

The goal here is to carry as much weight as possible. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind.

Current Recold Holder(s)

1st: Naanomi (14400 lbs) (http://www.giantitp.com/forums/showsinglepost.php?p=21017089&postcount=2)

The goal here is to maximize the bonus you can get to an ability check. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind.

Current Record Holder(s)

1st: Naanomi (Stealth +90) (http://www.giantitp.com/forums/showsinglepost.php?p=21017132&postcount=4)

The goal here is to maximize your saving throw against an incoming effect. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind.

Current Record Holder(s)

1st: Naanomi (Save +59) (http://www.giantitp.com/forums/showsinglepost.php?p=21017132&postcount=4)

The goal here is to maximize your Spell DC. You have 1 minute (10 rounds) with which to buff up your build; after prep time is over, your allies cannot take any actions of any kind.

Current Record Holder(s)

1st: Naanomi (DC 33) (http://www.giantitp.com/forums/showsinglepost.php?p=21017132&postcount=4)

Any suggestions for other challenges/records would be appreciated.

Naanomi
2016-07-19, 09:11 PM
Jump distance:

Base jump distance: STR score (30 ft), half if no running start
Base jump height: 3+STR mod (13 ft), half if no running start
Fighter/Champion 7: add STR mod to running long jump (+10 ft)
Rogue/Thief 3: add DEX mod to running jump (+10 ft)
Barbarian/Totem 3: Tiger; +10 ft distance, +3 ft height while raging
Jump Spell (Jump Distance x3)
Monk 2+: Step of the Wind; Spend Ki (Jump Distance X2)

Athletic feat allows running start from 5 ft of movement

Items:
-Ring of Jumping (as jump spell)
-Tomes have raised STR and DEX to 30 each
-Boots of Striding and Springing (x3 jump distance)

With 5 feet of running room; jump 1080 feet long
------------------

Carry weight - STR x15
Push/Pull: Double that

Goliath - double carry weight
Bear Totem Barbarian - Double Carry Weight

Enlarge Person (large size): double carry weight
Enhance Ability (strength): double carry weight
Manual of Gainful Exercize: 30 Strength

With maximum assistance:
Carry: 7,200 lbs
Push: 14,400 lbs

A rope and pulley can give a X4 if set up, so Mr. Steroid can lift 57,600 lbs solo with extensive magical and mechanical boosts prep time

AvatarVecna
2016-07-19, 09:20 PM
Jump distance:

Base jump distance: STR score (30 ft), half if no running start
Base jump height: 3+STR mod (13 ft), half if no running start
Fighter/Champion 7: add STR mod to running long jump (+10 ft)
Rogue/Thief 3: add DEX mod to running jump (+10 ft)
Barbarian/Totem 3: Tiger; +10 ft distance, +3 ft height while raging
Jump Spell (Jump Distance x3)
Monk 2+: Step of the Wind; Spend Ki (Jump Distance X2)

Athletic feat allows running start from 5 ft of movement

Items:
-Ring of Jumping (as jump spell)
-Tomes have raised STR and DEX to 30 each
-Boots of Striding and Springing (x3 jump distance)


With 5 feet of running room; jump 1080 feet long

Looks solid to me. I'll make it a new category, and it'll remain the record unless (until?) someone breaks it.

Naanomi
2016-07-19, 09:33 PM
Short Term Attack Bonus:

Dexterity 30: +10
Proficiency Bonus: +6 Hit
Ioun Stone of Mastery: +1 Hit
Archery Combat Style: +2 Hit
Battle Inspiration: +12 Hit
Precision Attack: +12 Hit
Channel Divinity: War Domain: +10 Hit
Bless: +4 Hit
Arrow +3: +3 Hit
Bow +3: +3 Hit
Bend Luck: +4 Hit
Precision Attack+ 12 Hit
Sacred Weapon: +10 Hit
Epic Boon: Peerless Aim: +20
Epic Boon: Boon of Luck: +10

A Devotion Paladin/Battlemaster Fighter with a Valor Bard, War Cleric, and Wild Sorcerer buddy and a host of magic items can get... +119 to hit, and thus with a 20 hit AC 139!

---------------------

Skill Maximums:

Appropriate Attribute 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Bardic Inspiration: +12
Guidance: +4
Epic Boon of Luck: +10
Dark One's Own Luck: +10
*Expertise: +7* (assuming Ioun Stone of Mastery is applied first)
**Gloves of Thievery: +5
***Pass without Trace: +10
***Epic Boon of Undetectability: +10
***Ranger's Camouflage: +10

A Rogue (or Bard)/Warlock/Ranger could potentially be rocking...

Tools (besides thieves tool) Total: +53... a beer brewed with a roll of 73!
Skill Total: +60... I know about Bears with a roll of Nature: 80!
Sleight of Hand Total: +65
Stealth Total: +90

-----------

Saving Throws:

Base Stat 30: +10
Proficiency: +6
Bardic Inspiration: +12
Aura of Protection: +10
Bless: +4
Staff of Power: +2
Cloak of Protection: +1
Ring of Protection: +1
Blessing of Protection: +1
Dark One's Own Luck: +10
Bend Luck: +2

Therefore, a Warlock with a Bard, Paladin, and Sorcerer buddy can get a save up to +59; and with a rolled 20 can get a Save of 79.

-------------

Spell DC

On the attack:
Base Save: 10
Charisma 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Robe of the Archmagi: +2
Pact Rod: +3

A comparatively pathetic save DC of 33. There are a few ways to lower an opponent's save (Bane, Bend Luck); or force a disadvantage on the save

AvatarVecna
2016-07-19, 09:34 PM
Carry weight - STR x15
Push/Pull: Double that

Goliath - double carry weight
Bear Totem Barbarian - Double Carry Weight

Enlarge Person (large size): double carry weight
Enhance Ability (strength): double carry weight
Manual of Gainful Exercize: 30 Strength

With maximum assistance:
Carry: 7,200 lbs
Push: 14,400 lbs

A rope and pulley can give a X4 if set up, so Mr. Steroid can lift 57,600 lbs solo with extensive magical and mechanical boosts prep time

I think I'm not going to count the rope and pulley for the purposes of the record for a couple reasons: firstly, a rope and pulley system isn't going to be super-portable (that is, it would take an extremely convoluted set-up to transport heavy things over a significant distance while still using the pulley); secondly, if we're involving pulleys, pulley systems allow for a theoretically infinite carrying capacity, as long as you have a significantly complicated multi-pulley system and a basically infinite amount of rope.

Klorox
2016-07-19, 09:46 PM
Not to derail this thread, because a level 20 build is certainly one way to gauge the power of a character, but a list of power tiers by level would also be useful.

I'm sure some of the proposed builds will be very powerful at level 20, but some of them may also be a bit weaker at lower levels and overshadowed by other characters.

JMO.

JNAProductions
2016-07-19, 09:49 PM
Short Term Attack Bonus:

Dexterity 30: +10
Proficiency Bonus: +6 Hit
Ioun Stone of Mastery: +1 Hit
Archery Combat Style: +2 Hit
Battle Inspiration: +12 Hit
Precision Attack: +12 Hit
Channel Divinity: War Domain: +10 Hit
Bless: +4 Hit
Arrow +3: +3 Hit
Bow +3: +3 Hit
Bend Luck: +4 Hit
Precision Attack+ 12 Hit
Sacred Weapon: +10 Hit
Epic Boon: Peerless Aim: +20
Epic Boon: Boon of Luck: +10

A Devotion Paladin/Battlemaster Fighter with a Valor Bard, War Cleric, and Wild Sorcerer buddy and a host of magic items can get... +119 to hit, and thus with a 20 hit AC 139!

---------------------

Skill Maximums:

Appropriate Attribute 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Bardic Inspiration: +12
Guidance: +4
Epic Boon of Luck: +10
Dark One's Own Luck: +10
*Expertise: +7* (assuming Ioun Stone of Mastery is applied first)
**Gloves of Thievery: +5
***Pass without Trace: +10
***Epic Boon of Undetectability: +10
***Ranger's Camouflage: +10

A Rogue (or Bard)/Warlock/Ranger could potentially be rocking...

Tools (besides thieves tool) Total: +53... a beer brewed with a roll of 73!
Skill Total: +60... I know about Bears with a roll of Nature: 80!
Sleight of Hand Total: +65
Stealth Total: +90

-----------

Saving Throws:

Base Stat 30: +10
Proficiency: +6
Bardic Inspiration: +12
Aura of Protection: +10
Bless: +4
Staff of Power: +2
Cloak of Protection: +1
Ring of Protection: +1
Blessing of Protection: +1
Dark One's Own Luck: +10
Bend Luck: +2

Therefore, a Warlock with a Bard, Paladin, and Sorcerer buddy can get a save up to +59; and with a rolled 20 can get a Save of 79.

-------------

Spell DC

On the attack:
Base Save: 10
Charisma 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Robe of the Archmagi: +2
Pact Rod: +3

A comparatively pathetic save DC of 33. There are a few ways to lower an opponent's save (Bane, Bend Luck); or force a disadvantage on the save

You have precision attack twice.

AvatarVecna
2016-07-19, 09:50 PM
Short Term Attack Bonus:

Dexterity 30: +10
Proficiency Bonus: +6 Hit
Ioun Stone of Mastery: +1 Hit
Archery Combat Style: +2 Hit
Battle Inspiration: +12 Hit
Precision Attack: +12 Hit
Channel Divinity: War Domain: +10 Hit
Bless: +4 Hit
Arrow +3: +3 Hit
Bow +3: +3 Hit
Bend Luck: +4 Hit
Precision Attack+ 12 Hit
Sacred Weapon: +10 Hit
Epic Boon: Peerless Aim: +20
Epic Boon: Boon of Luck: +10

A Devotion Paladin/Battlemaster Fighter with a Valor Bard, War Cleric, and Wild Sorcerer buddy and a host of magic items can get... +119 to hit, and thus with a 20 hit AC 139!

Pointing out that anybody can hit AC 139 with a 20, but that's beside the point; incidentally, I'm pretty sure JNA has a good point too. Added to OP.


Skill Maximums:

Appropriate Attribute 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Bardic Inspiration: +12
Guidance: +4
Epic Boon of Luck: +10
Dark One's Own Luck: +10
*Expertise: +7* (assuming Ioun Stone of Mastery is applied first)
**Gloves of Thievery: +5
***Pass without Trace: +10
***Epic Boon of Undetectability: +10
***Ranger's Camouflage: +10

A Rogue (or Bard)/Warlock/Ranger could potentially be rocking...

Tools (besides thieves tool) Total: +53... a beer brewed with a roll of 73!
Skill Total: +60... I know about Bears with a roll of Nature: 80!
Sleight of Hand Total: +65
Stealth Total: +90

Stealth bonus will hold the current number one record, then. Added to OP.


Saving Throws:

Base Stat 30: +10
Proficiency: +6
Bardic Inspiration: +12
Aura of Protection: +10
Bless: +4
Staff of Power: +2
Cloak of Protection: +1
Ring of Protection: +1
Blessing of Protection: +1
Dark One's Own Luck: +10
Bend Luck: +2

Therefore, a Warlock with a Bard, Paladin, and Sorcerer buddy can get a save up to +59; and with a rolled 20 can get a Save of 79.

Added to OP.


Spell DC

On the attack:
Base Save: 10
Charisma 30: +10
Proficiency Bonus: +6
Ioun Stone of Mastery: +1
Robe of the Archmagi: +2
Pact Rod: +3

A comparatively pathetic save DC of 33. There are a few ways to lower an opponent's save (Bane, Bend Luck); or force a disadvantage on the save

Indeed...sucks comparatively, but that's how it goes. Added to OP.

Naanomi
2016-07-19, 09:51 PM
Barbarian with 30 Dex and 30 Con: AC = 30
Bladesinging with 30 Int: +10 AC
Defender Weapon: +3 AC
Ring of Protection: +1 AC
Cloak of Protection +1 AC
Blessing of Protection: +1 AC
Shield of Faith: +2 AC
Haste: +2 AC
Combat Inspiration: +12 AC
Evasive Footwork: +12 AC
3/4 Cover: +5 AC
*Mariner Fighting Style: +1

AC 79; 80 with UA material allowed (we should clarify that)

AvatarVecna
2016-07-19, 09:52 PM
Not to derail this thread, because a level 20 build is certainly one way to gauge the power of a character, but a list of power tiers by level would also be useful.

I'm sure some of the proposed builds will be very powerful at level 20, but some of them may also be a bit weaker at lower levels and overshadowed by other characters.

JMO.

The implausibility that such builds could come about is irrelevant to the current situation: it's not about finding a record-holder you could play in an actual game, because a dude with a triple digit attack bonus is about as interesting to play as a dude who can basically do nothing other than bench press 7 tons.

AvatarVecna
2016-07-19, 09:56 PM
Barbarian with 30 Dex and 30 Con: AC = 30
Bladesinging with 30 Int: +10 AC
Defender Weapon: +3 AC
Ring of Protection: +1 AC
Cloak of Protection +1 AC
Blessing of Protection: +1 AC
Shield of Faith: +2 AC
Haste: +2 AC
Combat Inspiration: +12 AC
Evasive Footwork: +12 AC
3/4 Cover: +5 AC
*Mariner Fighting Style: +1

AC 79; 80 with UA material allowed (we should clarify that)

It's first party material, so it's viable for our purposes. Added to OP.

Naanomi
2016-07-19, 09:59 PM
It's first party material, so it's viable for our purposes. Added to OP.
Someone might want to comb through UA for improvements to my records then, I geneally don't take that into account

AvatarVecna
2016-07-19, 10:02 PM
Someone might want to comb through UA for improvements to my records then, I geneally don't take that into account

Possibly. Personally, I thought of a couple things that might upgrade the AC post (aren't even non-Core), but it's possible I'm forgetting about some kind of weird interaction that makes those things not work.

Naanomi
2016-07-19, 10:44 PM
If all 1st party sources are allowed, looking through published modules for non-DMG Magic items might also be useful. Shapeshifting/Polymorphing is also a likely avenue for improvement
----
Maximum initiative might be a category, but I don't have a build prepared
----
This is a 'first run' so very likely improveable but...

Max damage in one attack:
Fighter 1/Rogue (assassin) 19
Teammates: valor bards X4
Sharpshooter, Magic Initiate

Antimatter Rifle: 6d8 (48)
Elemental Weapon Spell: 3d4 (12)
Hex: 1d6 (6)
Enlarge: 1d4 (4)
Crusader's Mantle: 1d4 (4)
Elemental Bane: 2d6 (12)
Sneak Attack: 10d6 (60)
Combat Inspiration: 1d12 (12)

Critical Hit: double all dice sources
Half-Orc: get an extra die (d6): 6

Dexterity 30: +10
Sharpshooter: +10

Assassination: x2
Contagion: Flesh Rot X2

1408 damage in one hit, plus some poison but I don't have all my books to go find the best

AvatarVecna
2016-07-19, 10:47 PM
If all 1st party sources are allowed, looking through published modules for non-DMG Magic items might also be useful. Shapeshifting/Polymorphing is also a likely avenue for improvement
----
Maximum initiative might be a category, but I don't have a build prepared
----
This is a 'first run' so very likely improveable but...

Max damage in one attack:
Fighter 1/Rogue (assassin) 19
Teammates: paladin, valor bard X3
Sharpshooter, Magic Initiate

Antimatter Rifle: 6d8 (48)
Elemental Weapon Spell: 3d4 (12)
Hex: 1d6 (6)
Enlarge: 1d4 (4)
Crusader's Mantle: 1d4 (4)
Elemental Bane: 2d6 (12)
Sneak Attack: 10d6 (60)
Combat Inspiration: 1d12 (12)

Critical Hit: double all dice sources
Half-Orc: get an extra die (d6): 6

Dexterity 30: +10
Sharpshooter: +10

Assassination: x2
Contagion: Flesh Rot X2

1408 damage in one hit

All useful, but neither damage category is "in one shot", they are over the course of a period of time...and they take accuracy and critical hit chance into account.

Naanomi
2016-07-19, 10:52 PM
All useful, but neither damage category is "in one shot", they are over the course of a period of time...and they take accuracy and critical hit chance into account.
Fair enough, this was just me organizing my notes really... though critical hit chance doesn't matter if I'm assassinating on this opening salvo for what it matters

AvatarVecna
2016-07-19, 10:55 PM
Fair enough, this was just me organizing my notes really... though critical hit chance doesn't matter if I'm assassinating on this opening salvo for what it matters

It'll matter because the short-term is 1 minute (unless every attack is an assassination); beyond that though, even the assassination attack requires you to hit to get the free crit, meaning miss chance still matters.

But yeah, interesting thoughts; can't wait to see what comes from it. Just keep in mind that your allies can't directly affect the target, including via debuffs; only the main build can debuff or damage the enemy.

Axorfett12
2016-07-19, 10:56 PM
Speedy Gonzales:

Wood Elf Monk 15 / Barbarian 5

Assisted by: Druid 1/Wizard (Transmutation) 6

Magic Items:
Boots of Speed
Transmuter's Stone
Manual of Bodily Health

Base speed: 35
Unarmored Movement: +25 speed
Fast Movement: +10
Elk Totem: +15
Transmuter's Stone: +10
Longstrider: +10
Epic Boon of Speed: +30
Boots of Speed: x2
Haste: x2

540 Base Speed

Dash as a Bonus Action for 1 Ki (Has 15 Ki)
Additional Action from Haste can be used to Dash

Prep Time: 2 Rounds

1 Minute = 10 rounds

Round 1: Assistant casts Longstrider
Round 2: Assistant casts Haste. RUN!!!

Running: 10 Rounds

Constitution = 30 (+10)(Manual): Can Dash 13 times, must make DC 10 Con check or gain 1 level exhaustion.

Round 1: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 2: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 3: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 4: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 5: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 6: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 7: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 8: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 9: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 10: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet

Total feet: 43,200 feet, and it only cost 10 Ki Points

Edit:
That's 490.909 MPH
Or 790.042 KPH

AvatarVecna
2016-07-19, 10:58 PM
Speedy Gonzales:

Wood Elf Monk 15 / Barbarian 5

Assisted by: Druid 1/Wizard (Transmutation) 6

Magic Items:
Boots of Speed
Transmuter's Stone
Manual of Bodily Health

Base speed: 35
Unarmored Movement: +25 speed
Fast Movement: +10
Elk Totem: +15
Transmuter's Stone: +10
Longstrider: +10
Epic Boon of Speed: +30
Boots of Speed: x2
Haste: x2

540 Base Speed

Dash as a Bonus Action for 1 Ki (Has 15 Ki)
Additional Action from Haste can be used to Dash

Prep Time: 2 Rounds

1 Minute = 10 rounds

Round 1: Assistant casts Longstrider
Round 2: Assistant casts Haste. RUN!!!

Running: 10 Rounds

Constitution = 30 (+10)(Manual): Can Dash 13 times, must make DC 10 Con check or gain 1 level exhaustion.

Round 1: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 2: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 3: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 4: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 5: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 6: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 7: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 8: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 9: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 10: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet

Total feet: 43,200 feet, and it only cost 10 Ki Points

As long as this is compliant with the chase rules, it looks like it's a good record for the Sprinting challenge. Adding to OP.

AvatarVecna
2016-07-20, 12:54 AM
Can the target be polymorphed?
What conditions can be applied onto the target?
Specifically I'm looking at burst damage

1) Not for the purposes of changing AC/HP, but if you knew of a creature that had some kind of damage vulnerability you wished to exploit, you could use Polymorph to give it disadvantages like that. The AC and HP will remain the same regardless, though, barring a debuff that specifically targets AC (or HP, but I doubt there's an HP debuff spell that will change that infinite HP to anything other than infinite).

2) Any condition can be applied, as long as it's the primary build that applies it; if there's usually a save or check to resist, it still gets a save/check, but that's about it.

AvatarVecna
2016-07-20, 08:12 AM
Is a sleep that you cannot wake from considered being unconscious?

I would think so.

eldamir
2016-07-20, 07:46 PM
Barbarian with 30 Dex and 30 Con: AC = 30
Bladesinging with 30 Int: +10 AC
Defender Weapon: +3 AC
Ring of Protection: +1 AC
Cloak of Protection +1 AC
Blessing of Protection: +1 AC
Shield of Faith: +2 AC
Haste: +2 AC
Combat Inspiration: +12 AC
Evasive Footwork: +12 AC
3/4 Cover: +5 AC
*Mariner Fighting Style: +1

AC 79; 80 with UA material allowed (we should clarify that)

Mask of the <insert color> Dragon (RoT) with 30 CHA: +10 (add your CHA mod to AC when unarmored)
- This item requires attunement, knocking either Ring or Cloak of protection out of the mix.

AC 88; 89 with UA material

Buurg
2016-07-20, 10:02 PM
Ok, I'm going for the Burst Damage record.

The build is a Divination Wizard, level 20. Using various manuals and tomes, we get our STR and WIS up to 30 each. We need proficiency with the warhammer, so we will grab a feat for that along the way, or learn from someone. We also need the Staff of the Magi, a +3 warhammer, and the following boons:
Boon of Quick Casting (Will apply to Catapult)
Boon of High Magic, of which we will need many. There is no restriction on the number we can have though!

On top of all this, we will need to roll three proper rolls on our Portent dice. We can take the lucky feat to help with that. Our spell save DC is 8 + 10 + 6 = 24. The target has +11 to all saves, so we need the rolls to be 12 at most. This way we can guarantee that it will fail 3 saves.

We also need a friendly sorcerer or wizard to cast Haste on us before we start.

We're ready to begin!

In our prep time, we True Polymorph the target into a skeleton, just to give it vulnerability to bludgeoning damage. We guarantee failure using the FIRST Portent die.
We then cast Imprison on the target, and can guarantee it to fail using our SECOND Portent die. We will use the Slumber feature, and it will fall unconscious until the spell is dispelled.
Finally, we cast Bestow Curse upon the target, selecting the 1d8 necrotic damage feature. Reminder that we cast all spells as 9th level, since we have enough Boons of High Magic. Past 5th level, this spell doesn't require concentration, and at 9th level lasts until dispelled. We guarantee failure using our THIRD and final Portent.

Our friendly ally casts Haste on us, and we are ready to begin!

On the first round, we cast Animate Objects as a 9th level spell. This lets us animate 18 Adamantium eggs that we have brought with us. They are all Tiny and can fit all around the target, perhaps even on top. This is what we will concentrate on for the rest of the round. We use our Bonus action to command them to attack the target. We always use our Haste-granted action to strike once with our +3 warhammer, except on our last turn.

Because the target is unconscious, attack rolls against it have advantage. Also, any attack from within 5 feet is a critical hit, if it hits.

In all following rounds, instead of casting Animate Objects (we already did) we will cast Shocking Grasp. With our bonus action we will cast Catapult as a 9th level spell, and we can do this due to our Quick Casting boon. And let's not forget our Haste action, which is another hammer strike.

AND lets not forget, every time we or our spells hit the target, it takes an extra 1d8 necrotic damage from Bestow Curse.

Let's figure out how heavy we're hitting:

The 18 eggs will strike 18 times per turn, for 10 turns. 180 times.
The hammer will strike once every round, so 10 times.
Shocking Grasp will be cast 9 times.
The catapult spell will go off 9 times.

Each egg has a +8 to hit, but also advantage. According to AnyDice it will hit 70% of the time. So let's assume that of the 180 attempts 70% succeed, giving us 126.
The hammer has a +19 to hit, so it can only miss if it rolls two ones. We ignore this as this has a 1/400 chance of happening with our advantage.
Shocking Grasp has a +18 to hit. While it is more likely to roll a 1 or 2, the probability is still tiny. We ignore and assume it will always hit.
Catapult needs a Dex save, but unconscious creatures automatically fail those, so it also always hits (It can't crit, unfortunately...)

We're always critting when we can (all but Catapult), and we need to remember the vulnerability to bludgeoning.

Each egg deals: 2d4 + 4 bludgeoning + 2d8 necrotic. Max damage: 40.
Each hammer deals: 2d8 + 13 bludgeoning + 2d8 necrotic. Max damage: 45.
Shocking grasp: 8d8 lightning + 2d8 necrotic. Max damage: 80.
Catapult: 11d8 bludgeoning + 2d8 necrotic. Notice that we didn't double the bludgeoning dice because this spell can't crit. Max damage: 192. (Big component is the vulnerable 11d8)

Let's wrap it up!
126 * 40 + 10 * 45 + 9 * 80 + 9 * 192
5,040 + 450 + 720 + 1,728

7,938 damage.

If we always hit with our Adamantium eggs, this goes up to 10,098 points of damage in 60 seconds.

This of course assumes that you always deal max damage on all rolls. So if we make this assumption we may as well go with the latter digit!
Note: This can be improved by summoning some helpers (hounds, elementals, etc.) but I wasn't sure about the legality of having a helper.

AvatarVecna
2016-07-21, 12:38 PM
Ok, I'm going for the Burst Damage record.

The build is a Divination Wizard, level 20. Using various manuals and tomes, we get our STR and WIS up to 30 each. We need proficiency with the warhammer, so we will grab a feat for that along the way, or learn from someone. We also need the Staff of the Magi, a +3 warhammer, and the following boons:
Boon of Quick Casting (Will apply to Catapult)
Boon of High Magic, of which we will need many. There is no restriction on the number we can have though!

On top of all this, we will need to roll three proper rolls on our Portent dice. We can take the lucky feat to help with that. Our spell save DC is 8 + 10 + 6 = 24. The target has +11 to all saves, so we need the rolls to be 12 at most. This way we can guarantee that it will fail 3 saves.

We also need a friendly sorcerer or wizard to cast Haste on us before we start.

We're ready to begin!

In our prep time, we True Polymorph the target into a skeleton, just to give it vulnerability to bludgeoning damage. We guarantee failure using the FIRST Portent die.
We then cast Imprison on the target, and can guarantee it to fail using our SECOND Portent die. We will use the Slumber feature, and it will fall unconscious until the spell is dispelled.
Finally, we cast Bestow Curse upon the target, selecting the 1d8 necrotic damage feature. Reminder that we cast all spells as 9th level, since we have enough Boons of High Magic. Past 5th level, this spell doesn't require concentration, and at 9th level lasts until dispelled. We guarantee failure using our THIRD and final Portent.

Our friendly ally casts Haste on us, and we are ready to begin!

On the first round, we cast Animate Objects as a 9th level spell. This lets us animate 18 Adamantium eggs that we have brought with us. They are all Tiny and can fit all around the target, perhaps even on top. This is what we will concentrate on for the rest of the round. We use our Bonus action to command them to attack the target. We always use our Haste-granted action to strike once with our +3 warhammer, except on our last turn.

Because the target is unconscious, attack rolls against it have advantage. Also, any attack from within 5 feet is a critical hit, if it hits.

In all following rounds, instead of casting Animate Objects (we already did) we will cast Shocking Grasp. With our bonus action we will cast Catapult as a 9th level spell, and we can do this due to our Quick Casting boon. And let's not forget our Haste action, which is another hammer strike.

AND lets not forget, every time we or our spells hit the target, it takes an extra 1d8 necrotic damage from Bestow Curse.

Let's figure out how heavy we're hitting:

The 18 eggs will strike 18 times per turn, for 10 turns. 180 times.
The hammer will strike once every round, so 10 times.
Shocking Grasp will be cast 9 times.
The catapult spell will go off 9 times.

Each egg has a +8 to hit, but also advantage. According to AnyDice it will hit 70% of the time. So let's assume that of the 180 attempts 70% succeed, giving us 126.
The hammer has a +19 to hit, so it can only miss if it rolls two ones. We ignore this as this has a 1/400 chance of happening with our advantage.
Shocking Grasp has a +18 to hit. While it is more likely to roll a 1 or 2, the probability is still tiny. We ignore and assume it will always hit.
Catapult needs a Dex save, but unconscious creatures automatically fail those, so it also always hits (It can't crit, unfortunately...)

We're always critting when we can (all but Catapult), and we need to remember the vulnerability to bludgeoning.

Each egg deals: 2d4 + 4 bludgeoning + 2d8 necrotic. Max damage: 40.
Each hammer deals: 2d8 + 13 bludgeoning + 2d8 necrotic. Max damage: 45.
Shocking grasp: 8d8 lightning + 2d8 necrotic. Max damage: 80.
Catapult: 11d8 bludgeoning + 2d8 necrotic. Notice that we didn't double the bludgeoning dice because this spell can't crit. Max damage: 192. (Big component is the vulnerable 11d8)

Let's wrap it up!
126 * 40 + 10 * 45 + 9 * 80 + 9 * 192
5,040 + 450 + 720 + 1,728

7,938 damage.

If we always hit with our Adamantium eggs, this goes up to 10,098 points of damage in 60 seconds.

This of course assumes that you always deal max damage on all rolls. So if we make this assumption we may as well go with the latter digit!
Note: This can be improved by summoning some helpers (hounds, elementals, etc.) but I wasn't sure about the legality of having a helper.

This mostly looks good except for some of the stuff mentioned near the end: we are not assuming max damage on attacks, so averages would have to be calculated. This includes taking the minuscule miss chance on the hammer attack into account. Summoning helpers is legitimate, but you only have the 1 minute of prep time, your allies can't be the ones summoning creatures that attack the target, and you've only got the one concentration slot to work with.

One recalculations are done to account for these, I'll go ahead and put your record in the OP.


Level 20 half orc fighter with 30 str, vorpal greatsword, gwm, haste, hex by magic initiate.

W/ action surge: 4+4+1+1 = 10 attacks
No action surge: 4+1+1 = 6 attacks

If all attacks crit and -5/+10:
5d6 (half orc greatsword crit) + 2d6 (hex crit) + 10 (str) + 10 (gwm) + 6d8 (vorpal) = 110

In 100 rounds we can have 10 * 2 + 6 * 98 = 608 attacks
608 * 110 = 66880

Attacks don't automatically hit or crit, that's why AC is included at all; you need to calculate both miss chance and average damage to figure out what damage you can expect to get.

Moosoculars
2016-07-30, 04:17 AM
I think this is a great thread. Just a comment on the jump distance thread the jump still takes up your movement so if you can't move 1040 ft you can't jump 1040 ft.

Or did I miss part of the build?

AvatarVecna
2016-07-30, 04:26 AM
I think this is a great thread. Just a comment on the jump distance thread the jump still takes up your movement so if you can't move 1040 ft you can't jump 1040 ft.

Or did I miss part of the build?

My recollection is that you can jump the full jump distance, it just takes multiple turns to do so.

Finlam
2016-07-30, 04:49 PM
My recollection is that you can jump the full jump distance, it just takes multiple turns to do so.

Round 2: Maybe that was a bad idea?

Round 3: *waves to party as he sails out of combat*

....

Round 10: *Still flying over the earth* I should have brought a snack

Klorox
2016-07-30, 10:19 PM
Round 2: Maybe that was a bad idea?

Round 3: *waves to party as he sails out of combat*

....

Round 10: *Still flying over the earth* I should have brought a snack

LMAO, I love it.

Naanomi
2016-07-30, 10:42 PM
Just bring a good supply of javelins to throw at people during your jump.

The bad time would be when you jump off a cliff or something and you are doomed but have several rounds in flight to contemplate your death

Jjj111
2016-07-30, 10:48 PM
Speedy Gonzales:

Wood Elf Monk 15 / Barbarian 5

Assisted by: Druid 1/Wizard (Transmutation) 6

Magic Items:
Boots of Speed
Transmuter's Stone
Manual of Bodily Health

Base speed: 35
Unarmored Movement: +25 speed
Fast Movement: +10
Elk Totem: +15
Transmuter's Stone: +10
Longstrider: +10
Epic Boon of Speed: +30
Boots of Speed: x2
Haste: x2

540 Base Speed

Dash as a Bonus Action for 1 Ki (Has 15 Ki)
Additional Action from Haste can be used to Dash

Prep Time: 2 Rounds

1 Minute = 10 rounds

Round 1: Assistant casts Longstrider
Round 2: Assistant casts Haste. RUN!!!

Running: 10 Rounds

Constitution = 30 (+10)(Manual): Can Dash 13 times, must make DC 10 Con check or gain 1 level exhaustion.

Round 1: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 2: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 3: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 4: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 5: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 6: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 7: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 8: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 9: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet
Round 10: 540 Base Speed: Dash as Action, Dash as Bonus (-1 Ki), Dash a Haste Action: 4320 feet

Total feet: 43,200 feet, and it only cost 10 Ki Points

Edit:
That's 490.909 MPH
Or 790.042 KPH
Did you forget the mobile feat? Also, check out the Druid spell wind walk!

Axorfett12
2016-07-31, 06:45 PM
Did you forget the mobile feat? Also, check out the Druid spell wind walk!

I know knew there was something I was forgetting I calculate. I'll repost the numbers with that speed increase when I have more time

AvatarVecna
2016-07-31, 06:48 PM
I know knew there was something I was forgetting I calculate. I'll repost the numbers with that speed increase when I have more time

I've seen it debated whether a lot of speed stacking abilities actually stack with Wind Walk or not, so you'll probably wanna make sure that whatever you're using can stack with the spell.

Axorfett12
2016-08-01, 12:17 PM
I've seen it debated whether a lot of speed stacking abilities actually stack with Wind Walk or not, so you'll probably wanna make sure that whatever you're using can stack with the spell.

I was referring to forgetting to calculate mobile in. I'll look at wind walk. New numbers with mobile are:

Base speed 580
Per turn: 4640 ft.
Total: 46,400 ft in 1 minute.

~527.27 miles per hour.

uraniumrooster
2016-08-03, 07:32 PM
Alright, I have an entry for the Burst Damage (1 Minute) category. I'm sure someone can improve on it, it just occurred to me as a potential route to lots of damage.

There are three assumptions used in the build that need approval from the judges:

I rely on a specific Wild Magic Surge to achieve this build's theoretical potential (piercing vulnerability). As this is a theoretical exercise, I assume that I get that particular surge.
I assume that generic Bolts of Slaying exist, since the target doesn't have a creature type.
I assume that damage dice resulting from poison and bolts of slaying get doubled on a critical hit.

Changing any of these assumptions would reduce the damage total. Let me know and I can recalculate.

Now, without further ado:

Player Character
Halfling Fighter (Champion) 17/Ranger 2/Sorcerer (Wild Magic) 1
Starting Ability Scores: DEX 16, WIS 13, CHA 13, the rest are irrelevant.
ASIs/Feats (6 total): +4 DEX, Crossbow Expert, Lucky, Sharpshooter, the other two are irrelevant.
Ending Ability Scores: 30 DEX (5 Manuals of Quickness of Action read in advance), rest are irrelevant.
Fighting Styles (3 total): Archery, others are irrelevant.
Spells Used: Hunter's Mark, Magic Missile
Epic Boons: Boon of Quick Casting
Equipment: Bolts of Slaying (55), Purple Worm Poison (19 Doses), Ioun Stone of Mastery, Hand Crossbow

Allies
Bard (Valor) 20: Casts Elemental Weapon (@7th Level) and Foresight, and gives one Inspiration Die (d12)
Cleric 1/Sorcerer 19: Casts Extended Bless
Sorcerer 20: Casts Extended Enlarge
Sorcerer 20: Casts Extended Haste

Prep Time
Allies Cast their buffs on the Player Character.
The Player Character and Allies wait until the last 30 seconds of prep time to start applying the Purple Worm Poison to all of the Bolts of Slaying (1 Action to apply 1 dose of poison to up to 3 pieces of ammunition). The Player character keeps the bolts sorted such that the poison closest to wearing off will be used first, and the "freshest" poisoned bolts will be saved for the final round of combat. The Player Character also uses a Bonus Action at any time during their preparation to cast Hunter's Mark on the target. They also use their Tides of Chaos ability on a random ability check, just so it's exhausted before the start of combat.

Combat
The Player Character advances to within 30' of the Target, and casts a Bonus Action (Thanks to their Boon of Quick Casting) Magic Missile. Because they used their Tides of Chaos already, this triggers an automatic Wild Surge, causing the Player Character and all creatures within 30' to gain vulnerability to piercing damage for 1 minute.
For the remainder of the next minute, the Player Character will spend every Action (3 Attacks each), Haste Action (1 Attack each), and Bonus Action (1 Attack each) attacking the target. Over 10 Rounds, they have 12 Actions (2 extra from Action Surge), 10 Haste Actions, and 9 Bonus Actions (since one was used for Magic Missile) available, for a total of 55 attacks.

Hit Chance: 10(DEX) + 7(Proficiency) + 3(Elemental Weapon) + 2.5(Bless) + 2(Archery Fighting Style) - 5(Sharpshooter) = +19.5. All attacks are made at advantage (Foresight), for a 99.75% chance to hit AC 20. Since the Player Character can only miss on a roll of two 1s, and they can automatically reroll 1s (Halfling), and use Luck points to roll another die if needed, they have a very high probability of turning any miss into a hit, resulting in an effective 100% chance to hit AC 20 over all 55 attacks.
Critical Chance: With a roll of 18-20 resulting in a crit, and rolling all attacks at advantage, the Player Character has a 27.75% chance to score a critical hit.
Attack Damage: 1d6(Weapon) + 1d6(Hunter's Mark) + 1d4(Enlarge) + 10(DEX) + 10(Sharpshooter) = 29.5 * 2(Vulnerability) = 59 Piercing damage, + 3d4(Elemental Weapon) elemental damage = 7.5 more, for 66.5 average damage on a normal hit, 93 on a crit. Accounting for Hit/Crit Chance, .7225(66.5) + .2775(93) = 73.85375 expected damage per attack.
Bolts of Slaying (6d10 Piercing, DC17 CON for half) deal an average of 35 extra piercing damage on a normal hit, or 70 on a crit. With a +11 CON, the target will make its save 75% of the time, but all piercing damage is doubled anyway. Accounting for hit/crit chances and saves, .7225(.75(35) + .25(70)) + .2775(.75(70) + .25(140)) = 55.890625 more expected damage per attack.
Purple Worm Poison (12d6 Poison, DC19 CON for half) deals an average of 42 poison damage on a normal hit, or 84 on a crit. With a +11 CON, the target will make its save 65% of the time, taking half damage, 21 normal, 42 crit. Accounting for hit/crit chances and saves, .7225(.65(21) + .35(42)) + .2775(.65(42) + .25(84)) = 33.886125 more expected damage per attack
Combining the above damage, we get 163.6305 expected damage per attack, or 8999.6775 damage over all 55 attacks.
The Player character can also apply the Bard's Inspiration Die to their damage roll after scoring a crit, dealing an extra 2d12 piercing, which also gets doubled thanks to the vulnerability, for an average of 26 additional damage.
There was also that opening Magic Missile, for 10.5 force damage.


FINAL RESULT: 9,036.1775 damage in a minute.