Max Damage Rogue Edition (5e Optimized Character Build)
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Concept[edit]
This build is meant to cause the most damage possible in a single attack. This build will only use the rogue class.
Race[edit]
The race will be Goblin. The only features that matter for this build are:
- Ability Score Increase
Your Dexterity score increases by 2.
- Fury of the Small
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Ability Scores[edit]
The only Ability score that matters for this build is Dexterity. Try to get it to 20.
Class[edit]
The class you choose will be 20 levels in Rogue, Assassin archetype. These are the most important features for this build.
- Sneak Attack
Once per turn, you can deal extra 10d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
- Assassinate
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Death Strike
When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Feats[edit]
- Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Choose warlock and take the hex spell. Hex
1st-level enchantment
Casting Time 1 bonus action
Range 90 feet
Components V S M (Petrified newt eye)
Duration Conc. Up to 1 hour
Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
- Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
It doesn't matter which maneuver you choose as long as it works with ranged attacks and it deals extra damage.
- Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
- Piercer
You have achieved a penetrating precision in combat, granting you the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Equipment[edit]
Crossbow, light 25 gp 1d8 piercing 5 lbs. Ammunition (range 80/320), loading, two handed.
Strategy[edit]
This build is entirely dependent on sneak up on and surprising an enemy. If you do then first of all get within 90 ft and use your bonus action to cast Hex. Then, use the Attack action. You will have advantage from being hidden and from it not taking a turn yet. Because of Assassinate it's considered a critical hit. Because it is a critical hit, you gain an extra 1d8 damage from piercer. Use Sharpshooter to get a -5 to hit and a +10 to damage. On a hit use your maneuver and Sneak Attack.
- Damage
Crossbow: 3d8 + 5 (if Dex is 20)
Sneak Attack: 20d6
Hex: 2d6
Maneuver: 2d6
Sharpshooter: 10
Fury of the Small: 20
Assuming a failed Constitution save on Death Strike the damage you roll is doubled. The minimum damage is 124, the average is 264, and the max damage is 406. Talk about one shot, one kill.
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