Top 10 AoE Spells That Deal The Most Damage (at base level) in DnD 5E
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- čas přidán 24. 07. 2024
- In today's video, we will be going over some of the strongest Area of Effect spells (AoE) in Dungeons and Dragons 5e that deal the most amount of damage. For the purposes of this video, we will also be including some of the spells that have a lingering effect but can still do damage. For these spells in particular, we will be assuming 3 rounds of combat and up to 5 targets in the spell's area. This is because some spells, like the 2nd level spell Cloud of Daggers, don't deal its damage until the start of a creature's turn or when a creature first enters its area rather than being all up front damage. Also, all damage calculated will be rounded down for the sake of simplicity and the fact that the game rounds down decimals anyway, but mostly for simplicity's sake
Video edited by BV
Written by: Zephyr
├ The List
Intro: (0:00)
10. Sunbeam: 81 per target, 405 total: (0:34)
- Draconic Transformation: 81 per target, 405 total
9. Ravenous Void: 82.5 per target, 412.5 total: (2:41)
- Tsunami: 33, 27.5, 22 per target, 495 total
8. Insect Plague: 88 per target, 440 total: (6:58)
- Dawn: 88 per target, 440 total
7. Wall of Fire: 90 per target, 450 total: (9:10)
6. Blade Barrier: 99 per target, 495 total: (10:58)
5. Whirlwind: 105 per target, 525: (12:24)
4. Maddening Darkness: 108 per target, 540 total: (15:15)
3. Dark Star: 132 per target, 660 total: (16:26)
2. Meteor Swarm: 140 per target, 700 total: (17:40)
1. Incendiary Cloud: 180 per target, 900 total: (19:08)
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Firestorm, as a tempest cleric, metamagic adept, transmute spell, lightning. Boom, 70 damage in a huge range.
Running this exact thing in the campaign I’m playing in. It’s a monster way to deal damage. Most I got in a turn so far was 4 enemies who all failed their save. Flat 280 damage is so crazy
Fun update. Last night in our session I successfully hit 23 enemies with this combo. 1260 damage was the total, a new group record
I had the misfortune to play 7 years of campaigns with a psychopath dm. We played 2e back then so saving throws negated spell effects but more importantly almost every monster had magic restance.
No spell ever passed magic resistance, so fighters were the damage dealers of our parties and wizards provided utilities.
So no, in my experience magic does not inflict damage
Great videos! Keep up the good work.
Meteor swarm is and always will be the correct answer to the question "you and what army"
I got to make a DM cry with Meteor Swarm. He was really excited about this final battle in a one-shot he was running, my Wizard had high initiative so one 9th lvl spell later and half of the encounter was dead and the rest were one attack away from the end. First time casting a 9th lvl spell too and I did over 1000 damage total.
Spirit Guardians, upcast to 9th level (9d8 per target per turn, plus initial damage) would be 202 damage per turn and 808 damage over 3 turns (or 1212 damage if the creatures get out of the AoE and the cleric lawnmowers them back every turn). And wisdom saves are definitely not a bad save to target. Spirit Guardians is one of the best spells in the game, and it's only a 3rd level spell (the combos you can pull off with it with very basic warlock, druid, and ranger teamwork is absolutely stupid (especially if you have a cleric holding Spirit Guardians inside the ranger's Spike Growth, while the druid has Plant Growth over the area, and the warlock [Eldritch Blast + Grasp of Hadar/Repelling Blast] and druid [Thorn Whip] run targets through a cheese grater [nothing can move without flight/teleportation in the 3 different impeding effects], and these are all spells/abilities/features those classes are going to want to have anyways, so this isn't even some meme comp).
Don’t forget to cast Silence on the area so the target can’t teleport out. 😮
warlock could also cast silence to stop any teleportation or grant flight they would try to cast
edit: if it’s an undying or fathomless warlock
True but that's also burning a lot of spell slots in one go
@joeljensen6155 3 spell slots among 3 charatcers (and nothing above a 3rd) to control an NPC indefinitely? All 3 spells last 10 rounds (Plant Growth even more) and you're doing an asston of damage to it.
For each warlock pact do top 10 invocations
Upcasting moonbeam isn’t better than dawn? 5d10 against 4d10 (both spells using a 5th spell slot).
I don't think he counted upcasting. Spirit Guardians would be #1 since you can get 6 hits of damage in 3 rounds per target, since you can run out and back in to get the damage each turn (9d8 * 5 [targets] * 6 [instances of damage per] = over 1200 average damage).
So in your analysis you didn't really go into up casting which seems important as this list was set over a wide spectrum of spell levels.
Upcasting Spirit Guardians is one of the best things a cleric can do. 9d8 per target per turn. You get 4 (possibly 6, depending on your rulings) instances of damage since your cleric becomes a lawnmower of doom. Probably looking at 1200+ damage if you can get all 5 targets into and out of Spirit Guardians each round for 3 rounds.
You kind of need to add upcasting when you compare spells of different levels.
Does prismatic wall not make this list?
gee i wonder what number one it
Fireball?
Something I've noticed from a few of your videos recently: I think you're pronouncing 'albeit' wrong. It's kind of like saying "all be it" all crunched into one word.
15:15
yummy