Top 10 Most OP DnD Builds (OP D&D Class Builds)

OP dnd builds
Here are some of D&D's most OP class builds.


What are the most Overpowered D&D character builds?

Creating a character in DnD can be a very intricate, very personal process that takes hours or days to complete. Many say your first DnD character is a reflection of yourself.

But what happens after you’ve created your first character, and then your second, and then your third and fourth until no more fantasy versions of you remain?

What happens when you’ve cycled through all of the classic tropes like the Dwarf Cleric, Halfling Rogue and Elf Wizard? Well, that’s when you start thinking outside of the box, and it’s when those creative juices start flowing that some of the most bizarre, most powerful characters come to life. In my years playing DnD, here are the top 10 most OP characters I’ve encountered. 

10) Me First (Highest Initiative)

Build Power Rating: 73/100

A rogue ready to assassinate.

How many times have you watched your friends win a fight before you even get to take a turn? How often have you sat there taking hit after hit while you wait helplessly for your chance to attack? With the Me First build, you’ll be guaranteed to take the first turn in every single encounter.  

How to build it:

  • There’s a lot of freedom here, so just throw a Bard together with the Human Variant and get Dexterity, Intelligence and Charisma up to 20 as soon as possible. 
  • You’ll need two levels in Bard for Jack of All Trades which allows you to add half of your Proficiency Bonus to Initiative. 
  • Two levels in the Unleashed Arcana version of Ranger will get you Advantage on Initiative with Natural Explorer. 
  • Two levels in Wizard with Tactical Wit allows you to add Intelligence to Initiative. 
  • Three levels with a Swashbuckler Rogue gives you access to Rakish Audacity that lets you add Charisma to Initiative. 
  • Along the way, pickup the Alert and Lucky feats. Alert gives you +5 to Initiative and Lucky will allow you to reroll a Skill Check, choosing the higher of the two rolls. 

The result:

  • Dex modifier is +5.
  • Alert gives you +5.
  • Jack of All Trades gives you +3.
  • Tactical Wit gives you +5.
  • Rakish Audacity gives you +5.
  • Natural Explorer gives you Advantage.

With this build you now have a +23 Initiative with Advantage. Even if someone somehow rolls higher than you, you can use Lucky to roll again. In other words, you’re going first every time. 

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Hailing from the mountains of Tennessee, Lee is among the bearded folk that enjoy corn whiskey and river conquest. He receives +1 nav in forests and +1 int while attuned to a book by a fire.
Gamer Since: 1995
Favorite Genre: RPG
Currently Playing: Dungeons and Dragons, MTG and Eldritch Horror
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Red_TDA's picture

Red_TDA 8 months 4 days ago

could you please explain where all these attacks came from??? 6d8 + 8d6 + 24 and how did you get 2 swings per attack??

schmiten's picture

schmiten 9 months 3 days ago

Correction, you need the Dual Wielder feat so you can have 2 longswords for the damage. Otherwise, the offhand weapon needs to be a light weapon like a rapier which is only 1d6 dmg. The Two-Weapon fighting style is what lets you add your modifier to offhand attacks.

schmiten's picture

schmiten 9 months 3 days ago

Yeah, the master assassin is way wrong. As someone else said before, you need to be at least lvl 3 Warlock to get invisibility. You don't need the Cleric level if you have Two Weapon fighting. Then the dice are twice what they should be. You get 2 swings per attack. And you get 1 attack, one bonus action, and one action surge. So that's 6 swings plus 2d6 sneak attack. Still a lot of damage, but half what is posted there. 6d8 + 8d6 + 24. and for that you have to have the Dual Wielder feat so that your proficiency bonus can be added to your off hand attacks. Otherwise, it's just 1d8 dmg for offhand swings, and 1d8+4 for main hand.

HankePanke's picture

HankePanke 11 months 1 week ago

How did you come up with all the die damage

Nobody's picture

Nobody 1 year 3 weeks ago

A level 1 custom lineage ranger could have a wisdom of 18 and the observant feat and expertise in perception could have a passive perception of 10+4+5(observant)+2+2 for a 23 passive at level 1

Neo_'s picture

Neo_ 1 year 7 months ago

Number 2 is no longer viable? Invisibility is a second level spell.

jrichview's picture

jrichview 1 year 8 months ago

Scratch that. I see that Circle of the Moon ups it to CR 1

jrichview's picture

jrichview 1 year 8 months ago

It's an interesting idea, but a 2nd level can't wildshape into a bear. Rule states "At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed." Well, a bear is 1/2.

Arch0n's picture

Arch0n 2 years 2 weeks ago

Looks like I messed up on the bear because of Circle of the moon, sorry about that. I still don't see how one can get invisibility at warlock or cleric lvl 12 though

Arch0n's picture

Arch0n 2 years 2 weeks ago

Two things right away; The faceless man will need 3 levels of warlock to get invisibility, which is a 2nd level spell, and the barBearian needs 8 levels of druid to wildshape into a brown bear (4 for black bear).

PrinnerX's picture

PrinnerX 2 years 9 months ago

So with the sniper do you multi class at level 6 so you get the extra attack from being a 5th level ranger?

ScorpioSymbol's picture

ScorpioSymbol 2 years 9 months ago

Couple of things with the BarBearian... you mention reverting to "full HP" if you're taken down in Bear form - that's not entirely true. Any excess damage you take carries over, so in the RAW example if you're in bear form with 1 HP and take 10 damage, you revert back and take 9 damage. Also, you're not "immune to all damage other than psychic, you have *resistance* which gives you half damage, not full immunity :)

ScorpioSymbol's picture

ScorpioSymbol 2 years 9 months ago

Agreed. I just don't see how the math adds up. With your Alpha Strike you've got 2d8+4 the Rapier Crit 2d6 for the Hex 4d6 for the Sneak Attack (You can only Sneak attack once per turn.) Surge Attack: 2d8+4 Rapier X2 2d6 Hex X2 Second Attack: 2d8+4 Rapier 2d6 Hex Bonus Attack: (You can only take *one* Bonus Action per turn.) 2d8+4 Rapier 2d6 Hex So the total is 10d8+24 + 14d6 unless I've missed some math there. The War Priest feature really doesn't help, as you're already using the bonus action for your off-hand attack with your 2nd Rapier, but going in with Divine Favor pre-cast definitely boosts your damage (by 5d4), and for your Fighter Archetype (which is never covered), none of them really boost your damage here except the UA class, Psychic Warrior, and even then it's only another 1d4.

markallen36's picture

markallen36 2 years 11 months ago

For the "The Faceless Man A.K.A. A Girl Has No Name A.K.A. Master Assassin" how did you calculate the max damage he could do at the end?

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