One of the greatest strengths of Dungeons & Dragons is that it lets players create any number of fantastic characters with a wide range of abilities, and sometimes that means some truly overpowered builds get made. Even before considering things like backstories and roleplaying, DnD characters can be anything a player wants, especially when considering multiclassing combinations. When some feats are thrown into the mix, the fun can really begin, with even low-level characters capable of dealing massive damage. Most of these builds are multiclasses that proved their merits with the original 2014 version of Dungeons & Dragons 5e, but several are new additions based on the 2024 5.5e ruleset and will be indicated as such. There are plenty of decisions to make when creating a character, but with a bit of planning, it is possible to make an almost brokenly overpowered DnD character in just a few levels. Some overpowered builds can be achieved with a single class and clever use of race and feat, while others require players to dip their toes into multiclassing. Here are some of the most overpowered DnD builds players can create that are also tons of fun to play. 17 Giant Grappler Monk Grab & Drag While D&D's 2024 revisions proved harmful to some classic builds, they also opened up a few powerful new avenues. A number of the most abusable possibilities introduced in 5.5e involve grappling, which can offer a terrifying degree of battlefield control. While grapples go up against saving throws rather than contested rolls under the new rules, the revised condition has more of an effect on enemies, imposing disadvantage on all attacks against other targets. The best way to start grappling is to opt for an Elemental Monk with a Grappler feat, which offers movement advantages that make it easy to drag creatures around the battlefield. To double down on this approach, opt to play a Hill Goliath, which can enlarge to carry more creatures around. It's all very useful under virtually any circumstances, and paired with some strategic play from other party members, it can be one of the most overpowered options in the game. 16 An Enchanting Rogue Can Immobilize Enemies Blades Aren't Even Necessary Although there are a lot of different ways to play a rogue in DnD, most people tend to associate them with their violent sneak attacks capable of swiftly dealing devastating damage to enemies. By going a bit outside the box, however, it's possible to play a rogue character focused on quickly immobilizing enemies rather than dispatching them altogether. An Enchanting Rogue can be set up by taking two levels as a School of Enchantment Wizard and three levels as a Thief Rogue, throwing some magic into the mix. The killer move that this opens up is dazing enemies with the Enchantment Wizard feature Hypnotic Gaze before tying them up quickly with the Fast Hands bonus action, making it possible to move around a battlefield and take all foes out of combat without even having to knock them cold as long as the DM approves. Other wizard schools that can be fun paths for rogues are transmutation, conjuration, and bladesinging. If magic ends up being the focus, it's best to only take two or three levels of rogue and then commit to wizard, but any balance can be fun. 15 Any Build Can Benefit From A Potent Dragonmark Eberron Comes With Perks Most D&D campaigns likely won't dip into Dragonmarks, sigils that provide extra power to players in the Eberron setting. If you are playing an Eberron campaign, though, or your DM has incorporated Dragonmarks into a different concept, the potential for some overpowered possibilities is hard to ignore. Some great Dragonmark builds can be complicated, but it's hard to go wrong by incorporating a Potent Dragonmark. With an increased spellcasting ability score, access to constantly prepared spells, and an extra spell slot, the feature set is great across the board. The best option might be to choose a sorcerer, who can tap into a much wider spell list than normal. This isn't a niche or difficult build, but with most tables never playing a single Eberron campaign, it's one that most players have never tried. 14 Lightning Caster Shocks The Battlefield One Fantastic Attack Might Be Worth it Order of Scribes is an interesting wizard subclass that makes it possible to switch the damage type of one spell to the type of another equipped at the same level. This can be a lot of fun to play around with on its own, but playing an Order of Scribes wizard that dips into a couple levels of Tempest Cleric reveals just how far this concept can go. When rolling lightning and thunder damage as a Tempest Cleric, Channel Divinity can be used to deal the maximum possible damage. A Lightning Caster can consequently toss lightning bolts at max damage without much trouble, and things get especially powerful when fireball comes into the picture. Being able to hurl balls of lightning that deal max damage can be devastating, turning the tides of battle against even overwhelming odds. Playing a Lightning Caster requires some sacrifice, as getting to do this even once per day does require the loss of some more general wizard spell progress. In a campaign with infrequent encounters, however, the tradeoff is excellent. 13 Spore Ranger Attacks Twice Defeat Enemies However You'd Like This build depends on multiclass elements, and by the end, you will want around 15 levels in Druid and 5 in Ranger. Ranger is mostly there for some of the updated dual-wielding abilities, while your main focus will be on the Druid’s abilities. You will want to focus on the Spore Druid, which you can still use with the 2024 rules being backward compatible as long as your DM is fine with it. Using that, with a Human or Elf species, the Guide background and the Magic Initiate Feat will set you on your way to achieving greatness. Your use of two weapons will help you do more damage without burning spell slots, and you can get the added d6 to various rolls from the Symbiotic Entity. All of which leads to fun gameplay and the ability to turn any situation to your liking. 12 Echo Guardian Wastes Enemy Attacks Engaging Directly Isn't Necessary Echo Knight is one of the most interesting fighter subclasses in DnD, joining the game courtesy of Explorer's Guide to Wildemount. Echo Knight fighters can deploy echo copies of themselves that are equally capable of attacking enemies, offering an interesting extra layer of battlefield positioning possibilities. Combining this with with an Ancestral Guardian barbarian, however, is where things get really interesting. Ancestral Guardians can impose disadvantage on any attack roll originating from any other creature, a category that would include their echo. It's consequently possible to sit back at a safe distance and pick at enemies while keeping them distracted with an echo that they just can't seem to hit. The Sentinel feat boxes foes in even more, doubling down on the great multi-class. 11 Skill Monkey Is An All-Around Great D&D Build Pass A Variety Of D&D Checks Most overpowered DnD builds are focused on combat potential, seeking to exploit gimmicks of classes, races, and more to make uniquely strong combinations on the battlefield. Taking the Skill Monkey approach, on the other hand, is more focused on optimizing things outside of combat. A properly built Skill Monkey can pass many different checks with ease, making it easier for the rest of the party to focus on combat performance without worrying about the rest. The Skill Expert feat added in Tasha's Cauldron of Everything made building a DnD Skill Monkey easier than it ever was before. This feat allows for one ability score to gain a +1 boost, one skill to gain a proficiency, and one skill with proficiency to gain expertise. Although this is the best core feature for the build, there are a number of different ways to create a proper Skill Monkey with it. Half-Elf is a great racial choice for a Skill Monkey build thanks to Skill Versatility, and Hermit and Acolyte both offer helpful proficiencies as backgrounds. Beyond that, dabbling in multiple classes helps, such as taking at least one level in rogue, bard, and ranger alike. Skill Monkeys aren't intended to have perfect balance across all of their many strengths, so it's best to tweak the process according to individual preferences and party needs. 10 Warlock With A Little Fighting Action Just Enough Fighter To Gain Action Economy One of the classes that saw substantial upgrades in the 2024 Player Handbook is the Warlock. Previously, recovering spell slots in a class that already was quite limited could be quite difficult, but that has recently changed. Now Warlocks have more ways to recover their spell slots, along with more ways to use their Eldritch Invocations. Putting that into a new build, however, might take some more thinking. With the upgrades, many will find the spell slots a lot easier to manage, but deciding how to make it work is a little harder. However, if you want to have some fun with it, you can get a melee Warlock who can hit hard with just a few key choices. You will want to take the Great Old One subclass, with a variety of different species to choose from. Many recommend Human, but Orc or Goliath will do quite well. Additionally, taking a single level of Fighter will set you up for Action Surge and give you access to Medium Armor. As for your background, Musician/Entertainer/Wayfarer are among the better options, depending on which bonuses you want. 9 Bardadin Is A Master Of Battlefield Control Paladins And Bards Combined Are Good At All Support Paladin multiclasses are no stranger to many DnD game tables, with the class of the holy knight serving as a strong basis for interesting and powerful builds. Sorcadin and Padlock, which mix in the powers of sorcerers and warlocks respectively, are two popular choices that prove very effective in gameplay. One that hasn't achieved quite the same level of universality is the Bardadin (or Palabard), which looks to the more musical class involved in its portmanteau to add flavor to a paladin base. Bardadin offers similar results overall to a Sorcadin build, but focuses more on support and control than offensive power. This class can most easily be built by going through six levels of paladin before switching over to adding bard levels, as paladin offers consistent boosts throughout early levels and adds Aura of Protection at sixth level for a consistent help to saving throws. Only taking a couple of paladin levels is also viable to focus more on bard abilities and take additional tankiness and the power of Divine Smite's radiant damage away from paladin. 8 The Sniper Is An Owlin Sharpshooter Build D&D Archery Can Get Very Powerful The Sniper is a great build that lets players deal damage from above with the help of a certain DnD race. To create this build, players will need to choose an Owlin, who have a flying speed equal to their walking speed so long as they are not wearing medium or heavy armor. After that, they should choose the fighter class, some studded leather armor, and focus on making Dexterity the primary stat for the character. At first level, choose the Archery fighting style to give a +2 bonus to attack rolls with ranged weapons. At third level, players should choose the Champion martial archetype for their DnD fighter, which lets players crit on 19 and 20, then later at level 15, they can also crit with an 18. At fourth level, take the Sharpshooter feat so that long-range attacks don’t have disadvantage and the character can ignore half and three-quarters cover. Owlin have 120 feet of darkvision and proficiency to stealth, making them great snipers who can spot their targets long before they are noticed. Other great feats for The Sniper are Mobile to increase speed by an additional 10 feet or Piercer, which lets the player reroll damage on attacks that deal piercing damage once per turn. Piercer also does additional damage on crits, adding one extra damage dice. However, players should focus on maxing out their Dexterity at each ability improvement level before taking more DnD feats. All of this makes for an extremely mobile DnD sniper with insane darkvision. The fighter's extra attack and action surge mean that The Sniper can deal tons of damage in a fight while staying out of range of any enemies. However, if they are ever caught on the ground, the level 10 additional fighting style of Defense will give them extra AC to make up for the light armor restrictions to their flying speed.
17 Best D&D OP Character Builds You Probably Haven't Tried Yet
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