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What is the maximum number of net attacks that one can make in a round?

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What is the maximum number of net attacks that one can make in a round?


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$begingroup$


I'm trying to net (ha) as many thrown attacks using the ever-so-special net. There's a big hurdle, however.




[snip]... When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.




How many net attacks can be made by a character in one round?





Constraints:




  • Point Buy (27 point) attribute generation

  • No magic items

  • Official sources only (No 3rd party; No UA; Eberron is okay)

  • Any level

  • Multiclassing is allowed

  • Does not have to be good at net throwing, just able to throw a lot of them

  • Feats are allowed.

  • You may have one noncombat preparatory round

  • Answer goes to whomever can throw the most nets in one round


    • ties go to whoever is better at throwing nets



  • Help from another is not allowed










share|improve this question











$endgroup$












  • $begingroup$
    Comments are not for extended discussion; this conversation has been moved to chat.
    $endgroup$
    – mxyzplk
    6 hours ago


















10












$begingroup$


I'm trying to net (ha) as many thrown attacks using the ever-so-special net. There's a big hurdle, however.




[snip]... When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.




How many net attacks can be made by a character in one round?





Constraints:




  • Point Buy (27 point) attribute generation

  • No magic items

  • Official sources only (No 3rd party; No UA; Eberron is okay)

  • Any level

  • Multiclassing is allowed

  • Does not have to be good at net throwing, just able to throw a lot of them

  • Feats are allowed.

  • You may have one noncombat preparatory round

  • Answer goes to whomever can throw the most nets in one round


    • ties go to whoever is better at throwing nets



  • Help from another is not allowed










share|improve this question











$endgroup$












  • $begingroup$
    Comments are not for extended discussion; this conversation has been moved to chat.
    $endgroup$
    – mxyzplk
    6 hours ago














10












10








10


1



$begingroup$


I'm trying to net (ha) as many thrown attacks using the ever-so-special net. There's a big hurdle, however.




[snip]... When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.




How many net attacks can be made by a character in one round?





Constraints:




  • Point Buy (27 point) attribute generation

  • No magic items

  • Official sources only (No 3rd party; No UA; Eberron is okay)

  • Any level

  • Multiclassing is allowed

  • Does not have to be good at net throwing, just able to throw a lot of them

  • Feats are allowed.

  • You may have one noncombat preparatory round

  • Answer goes to whomever can throw the most nets in one round


    • ties go to whoever is better at throwing nets



  • Help from another is not allowed










share|improve this question











$endgroup$




I'm trying to net (ha) as many thrown attacks using the ever-so-special net. There's a big hurdle, however.




[snip]... When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.




How many net attacks can be made by a character in one round?





Constraints:




  • Point Buy (27 point) attribute generation

  • No magic items

  • Official sources only (No 3rd party; No UA; Eberron is okay)

  • Any level

  • Multiclassing is allowed

  • Does not have to be good at net throwing, just able to throw a lot of them

  • Feats are allowed.

  • You may have one noncombat preparatory round

  • Answer goes to whomever can throw the most nets in one round


    • ties go to whoever is better at throwing nets



  • Help from another is not allowed







dnd-5e optimization attack






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 9 hours ago









G. Moylan

1,938728




1,938728










asked 9 hours ago









goodguy5goodguy5

10.9k23986




10.9k23986












  • $begingroup$
    Comments are not for extended discussion; this conversation has been moved to chat.
    $endgroup$
    – mxyzplk
    6 hours ago


















  • $begingroup$
    Comments are not for extended discussion; this conversation has been moved to chat.
    $endgroup$
    – mxyzplk
    6 hours ago
















$begingroup$
Comments are not for extended discussion; this conversation has been moved to chat.
$endgroup$
– mxyzplk
6 hours ago




$begingroup$
Comments are not for extended discussion; this conversation has been moved to chat.
$endgroup$
– mxyzplk
6 hours ago










4 Answers
4






active

oldest

votes


















5












$begingroup$

4 nets in one round in those conditions



Fighter 2 / War Cleric 1 with the Dual Wielder feat.



Round 1.



Use your action to ready an attack action with one of your nets.



Round 2.



Right before your turn, you use your reaction to throw your first net. Then on your turn you use an Attack action to throw your second net. You then use your free object interaction to draw two nets (instead of one because of the dual wielder feat). Using the the war priest feature of the cleric's war domain allows you to make an attack as a bonus action, allowing you to throw a third net.




War Priest. [...] When you use the Attack action, you can make one weapon attack as a bonus action. [...]




You then use Action Surge to make another attack and throw your fourth and last net.



Note



The Cleric's War Domain (or a Path of the Berserker Barbarian's frenzy) is needed, because as written, the dual fighting does not work with nets. They aren't melee weapons, they are considered ranged weapons.



The ready action can be replaced by an extra action given by the spell haste, but both cannot be used together simply because you run out of nets in your hands.



Extra



The absolute maximum of nets that you can throw in a single round seems to be 6, but for that you need allies.
Use the spell Shapechange to assume the form of a Marilith so that you can have 6 nets ready in your hand. Use the haste spell to add another action allowing you to throw a fifth net. Then another one of your allies uses the Commander's Strike maneuver, allowing you to use your reaction (that you gained back at the start of your turn) to throw a sixth and final net.






share|improve this answer











$endgroup$













  • $begingroup$
    I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
    $endgroup$
    – G. Moylan
    5 hours ago










  • $begingroup$
    @G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
    $endgroup$
    – Ko_sct
    4 hours ago










  • $begingroup$
    @G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
    $endgroup$
    – Vadruk
    2 hours ago



















4












$begingroup$

5 nets



Though it relies on quite a bit of luck.
Class: Sorcerer 5 (wild) / Rogue 3 (thief) / Fighter 2, Dual Wielder feat.



Preparatory Round:

Cast Quickened Haste as a bonus action, and roll a 01-02 on the wild magic table (roll at start of every turn for next minute). Draw two nets. Ready an action to throw a net.



Execution Round:

Reaction triggers, throw a net. (1)



Execution Round, during turn:

Roll 81-82 on wild magic table (take one additional action immediately)

Wild Action - throw a net. Draw two nets. (2)

Regular Action - throw a net. (3)

Haste Action - throw a net. (4)

Bonus Action - Cunning Action - Draw two nets.

Action Surge - throw a net. (5)






share|improve this answer











$endgroup$









  • 2




    $begingroup$
    Opportunity attacks must be melee attacks
    $endgroup$
    – David Coffron
    6 hours ago












  • $begingroup$
    @CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
    $endgroup$
    – Speedkat
    4 hours ago










  • $begingroup$
    Oh, my bad. I missed the prep result.
    $endgroup$
    – CTWind
    4 hours ago










  • $begingroup$
    To be specific, this has a 1/2500 chance of working as laid out here.
    $endgroup$
    – SirTechSpec
    3 hours ago



















4












$begingroup$

The most a single character can throw is 38



The Character



The character, let's call her Celeste from here on out, that can throw the most nets is a level 20 character with the following classes:




  • Sorcerer (Wild Magic) 17 ------ (for Wild Magic Surge, Flexible Casting, Quickened Spell, the Dual Wielder feat, and spells)

  • Fighter 2 ------------------------ (for Action Surge)

  • Cleric (War Domain) 1 --------- (for War Priest)


..., at least 20 Wisdom, and the Boon of High Magic



The Preparation



For Celeste's preparation round, she follows the following procedure:




  1. Cast haste with the Quickened Spell Metamagic.

  2. Roll a 1 on the d20 for Wild Magic Surge.

  3. Roll 01-02 on the d100 for Wild Magic Surge.

  4. Take the Ready action to throw a net at the start of the round.

  5. Use the effect of haste take the Use an Object action and draw your first two nets of many.


The Throwing



Now that Celeste has prepared, she throws her nets:




  • First off, she throw the net she had readied, then her turn begins:


Normal Turn




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net. ---------------------------------------------------------------------- [total so far: 2]

  3. Cast ray of sickness using Bend Luck on the attack roll.

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Throw a net. ---------------------------------------------------------------------- [3]

  6. Draw two nets as part of your movement.

  7. Use Action Surge.

  8. Cast time stop rolling a 4 on the 1d4.


Turn One of Time Stop




  1. Repeat steps 1-6, but use Quickened Spell Metamagic on ray of sickness and target an empty space1. ---------------------------------------------------------------------------- [5]

  2. Throw a net at an empty space. ------------------------------------------------ [6]

  3. Use the haste action to throw a net at an empty space. --------------------- [7]


Turn Two of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [8]

  4. Use War Priest to throw a net at an empty space. ---------------------------- [9]

  5. Draw two nets as part of your movement.

  6. Use the haste action to throw a net at an empty space. --------------------- [10]


Turn Three of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net at an empty space. ------------------------------------------------ [11]

  3. Cast ray of sickness with the Quickened Spell Metamagic on an empty space (use Bend Luck).

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Take the Use an Object action to draw two nets.

  6. Throw a net at an empty space. ------------------------------------------------ [12]

  7. Use the haste action to throw a net at an empty space. --------------------- [13]

  8. Draw two nets as part of your movement.


Turn Four of Time Stop




  1. Repeat steps 9-11. --------------------------------------------------------------- [17]


Turn Five of First Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Use the haste action to throw a net at an empty space. --------------------- [18]

  4. Use War Priest to throw a net at an empty space. --------------------------- [19]

  5. Draw two nets as part of your movement.

  6. Repeat steps 8-20. -------------------------------------------------------------- [33]


Turn Five of Second Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [34]

  4. Use War Priest to throw a net at an empty space. --------------------------- [35]

  5. Draw two nets as part of your movement.

  6. Use haste action to throw a net. ----------------------------------------------- [36]


Normal Turn




  1. Use haste action to throw a net. ----------------------------------------------- [37]

  2. Use War Priest to throw a net. ------------------------------------------------- [38]


The Probability



First of all, your GM has to allow you to roll on the Wild Magic Surge table (to recover Bend Luck) every time you cast ray of sickness, and to have the chance when you cast haste. This is already extremely unlikely. Then there are the actual rolls.



I changed the procedure a few times to try to get the best odds of this completing. The rolls necessary are listed below:




  • 1 on the d20 one time


    • (1/20)



  • 1 or 2 on the d100 one time


    • (1/50)



  • 81 or 82 on the d100 nineteen times


    • (1/50)19



  • 4 on the d4 two times


    • (1/4)2




Multiplying these probablities comes to one chance in about three undecillion (3,051,757,812,500,000,000,000,000,000,000,000,000 to be exact)





1 You have to target an empty space with ray of sickness and the nets during time stop so that the spell doesn't end:




This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.




Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):




1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.







share|improve this answer











$endgroup$













  • $begingroup$
    @thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
    $endgroup$
    – David Coffron
    2 hours ago





















1












$begingroup$

(intended as a baseline value)



A Level-2 Fighter can make 3-4 net attacks



Variant Human With the Dual Wielder feat.

Stats: S16; D8; C16; I8; W15; C8



Prep Round:




  • Have two nets drawn


Go-time:




  1. Attack Action 1 net

  2. Two Weapon Fighting 2nd net

  3. Object interaction to draw two more nets

  4. Action Surge a 3rd net

  5. If a reaction attack becomes available, you can use it to throw a 4th net


    • Though, I don't know of any way to use your reaction to throw a net.








share|improve this answer











$endgroup$













  • $begingroup$
    Why does object interaction allow you to interact with and draw two nets and not one?
    $endgroup$
    – G. Moylan
    7 hours ago






  • 7




    $begingroup$
    Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
    $endgroup$
    – Speedkat
    6 hours ago










  • $begingroup$
    Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
    $endgroup$
    – goodguy5
    3 hours ago












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4 Answers
4






active

oldest

votes








4 Answers
4






active

oldest

votes









active

oldest

votes






active

oldest

votes









5












$begingroup$

4 nets in one round in those conditions



Fighter 2 / War Cleric 1 with the Dual Wielder feat.



Round 1.



Use your action to ready an attack action with one of your nets.



Round 2.



Right before your turn, you use your reaction to throw your first net. Then on your turn you use an Attack action to throw your second net. You then use your free object interaction to draw two nets (instead of one because of the dual wielder feat). Using the the war priest feature of the cleric's war domain allows you to make an attack as a bonus action, allowing you to throw a third net.




War Priest. [...] When you use the Attack action, you can make one weapon attack as a bonus action. [...]




You then use Action Surge to make another attack and throw your fourth and last net.



Note



The Cleric's War Domain (or a Path of the Berserker Barbarian's frenzy) is needed, because as written, the dual fighting does not work with nets. They aren't melee weapons, they are considered ranged weapons.



The ready action can be replaced by an extra action given by the spell haste, but both cannot be used together simply because you run out of nets in your hands.



Extra



The absolute maximum of nets that you can throw in a single round seems to be 6, but for that you need allies.
Use the spell Shapechange to assume the form of a Marilith so that you can have 6 nets ready in your hand. Use the haste spell to add another action allowing you to throw a fifth net. Then another one of your allies uses the Commander's Strike maneuver, allowing you to use your reaction (that you gained back at the start of your turn) to throw a sixth and final net.






share|improve this answer











$endgroup$













  • $begingroup$
    I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
    $endgroup$
    – G. Moylan
    5 hours ago










  • $begingroup$
    @G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
    $endgroup$
    – Ko_sct
    4 hours ago










  • $begingroup$
    @G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
    $endgroup$
    – Vadruk
    2 hours ago
















5












$begingroup$

4 nets in one round in those conditions



Fighter 2 / War Cleric 1 with the Dual Wielder feat.



Round 1.



Use your action to ready an attack action with one of your nets.



Round 2.



Right before your turn, you use your reaction to throw your first net. Then on your turn you use an Attack action to throw your second net. You then use your free object interaction to draw two nets (instead of one because of the dual wielder feat). Using the the war priest feature of the cleric's war domain allows you to make an attack as a bonus action, allowing you to throw a third net.




War Priest. [...] When you use the Attack action, you can make one weapon attack as a bonus action. [...]




You then use Action Surge to make another attack and throw your fourth and last net.



Note



The Cleric's War Domain (or a Path of the Berserker Barbarian's frenzy) is needed, because as written, the dual fighting does not work with nets. They aren't melee weapons, they are considered ranged weapons.



The ready action can be replaced by an extra action given by the spell haste, but both cannot be used together simply because you run out of nets in your hands.



Extra



The absolute maximum of nets that you can throw in a single round seems to be 6, but for that you need allies.
Use the spell Shapechange to assume the form of a Marilith so that you can have 6 nets ready in your hand. Use the haste spell to add another action allowing you to throw a fifth net. Then another one of your allies uses the Commander's Strike maneuver, allowing you to use your reaction (that you gained back at the start of your turn) to throw a sixth and final net.






share|improve this answer











$endgroup$













  • $begingroup$
    I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
    $endgroup$
    – G. Moylan
    5 hours ago










  • $begingroup$
    @G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
    $endgroup$
    – Ko_sct
    4 hours ago










  • $begingroup$
    @G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
    $endgroup$
    – Vadruk
    2 hours ago














5












5








5





$begingroup$

4 nets in one round in those conditions



Fighter 2 / War Cleric 1 with the Dual Wielder feat.



Round 1.



Use your action to ready an attack action with one of your nets.



Round 2.



Right before your turn, you use your reaction to throw your first net. Then on your turn you use an Attack action to throw your second net. You then use your free object interaction to draw two nets (instead of one because of the dual wielder feat). Using the the war priest feature of the cleric's war domain allows you to make an attack as a bonus action, allowing you to throw a third net.




War Priest. [...] When you use the Attack action, you can make one weapon attack as a bonus action. [...]




You then use Action Surge to make another attack and throw your fourth and last net.



Note



The Cleric's War Domain (or a Path of the Berserker Barbarian's frenzy) is needed, because as written, the dual fighting does not work with nets. They aren't melee weapons, they are considered ranged weapons.



The ready action can be replaced by an extra action given by the spell haste, but both cannot be used together simply because you run out of nets in your hands.



Extra



The absolute maximum of nets that you can throw in a single round seems to be 6, but for that you need allies.
Use the spell Shapechange to assume the form of a Marilith so that you can have 6 nets ready in your hand. Use the haste spell to add another action allowing you to throw a fifth net. Then another one of your allies uses the Commander's Strike maneuver, allowing you to use your reaction (that you gained back at the start of your turn) to throw a sixth and final net.






share|improve this answer











$endgroup$



4 nets in one round in those conditions



Fighter 2 / War Cleric 1 with the Dual Wielder feat.



Round 1.



Use your action to ready an attack action with one of your nets.



Round 2.



Right before your turn, you use your reaction to throw your first net. Then on your turn you use an Attack action to throw your second net. You then use your free object interaction to draw two nets (instead of one because of the dual wielder feat). Using the the war priest feature of the cleric's war domain allows you to make an attack as a bonus action, allowing you to throw a third net.




War Priest. [...] When you use the Attack action, you can make one weapon attack as a bonus action. [...]




You then use Action Surge to make another attack and throw your fourth and last net.



Note



The Cleric's War Domain (or a Path of the Berserker Barbarian's frenzy) is needed, because as written, the dual fighting does not work with nets. They aren't melee weapons, they are considered ranged weapons.



The ready action can be replaced by an extra action given by the spell haste, but both cannot be used together simply because you run out of nets in your hands.



Extra



The absolute maximum of nets that you can throw in a single round seems to be 6, but for that you need allies.
Use the spell Shapechange to assume the form of a Marilith so that you can have 6 nets ready in your hand. Use the haste spell to add another action allowing you to throw a fifth net. Then another one of your allies uses the Commander's Strike maneuver, allowing you to use your reaction (that you gained back at the start of your turn) to throw a sixth and final net.







share|improve this answer














share|improve this answer



share|improve this answer








edited 2 hours ago









Vadruk

3,93822084




3,93822084










answered 6 hours ago









Ko_sctKo_sct

1619




1619












  • $begingroup$
    I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
    $endgroup$
    – G. Moylan
    5 hours ago










  • $begingroup$
    @G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
    $endgroup$
    – Ko_sct
    4 hours ago










  • $begingroup$
    @G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
    $endgroup$
    – Vadruk
    2 hours ago


















  • $begingroup$
    I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
    $endgroup$
    – G. Moylan
    5 hours ago










  • $begingroup$
    @G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
    $endgroup$
    – Ko_sct
    4 hours ago










  • $begingroup$
    @G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
    $endgroup$
    – Vadruk
    2 hours ago
















$begingroup$
I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
$endgroup$
– G. Moylan
5 hours ago




$begingroup$
I'm reading war domain, and maybe I'm just missing it, but were in the description does it allow you to use ranged weapons with Dual Wielder?
$endgroup$
– G. Moylan
5 hours ago












$begingroup$
@G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
$endgroup$
– Ko_sct
4 hours ago




$begingroup$
@G.Moylan It doesn't. The war priest allow you to make an attack as a bonus action. The Dual Wielder feats allow you to draw 2 weapons instead one when 1 in situation where you could draw one and you are normally a free object interaction (such as drawing 1 weapon) every turn. Without the feat you'd draw a single a single net and wouldn't have one in hand for the last attack.
$endgroup$
– Ko_sct
4 hours ago












$begingroup$
@G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
$endgroup$
– Vadruk
2 hours ago




$begingroup$
@G.Moylan I added the text from War Priest to clarify. The wording includes ranged weapons—also to my surprise. ;)
$endgroup$
– Vadruk
2 hours ago













4












$begingroup$

5 nets



Though it relies on quite a bit of luck.
Class: Sorcerer 5 (wild) / Rogue 3 (thief) / Fighter 2, Dual Wielder feat.



Preparatory Round:

Cast Quickened Haste as a bonus action, and roll a 01-02 on the wild magic table (roll at start of every turn for next minute). Draw two nets. Ready an action to throw a net.



Execution Round:

Reaction triggers, throw a net. (1)



Execution Round, during turn:

Roll 81-82 on wild magic table (take one additional action immediately)

Wild Action - throw a net. Draw two nets. (2)

Regular Action - throw a net. (3)

Haste Action - throw a net. (4)

Bonus Action - Cunning Action - Draw two nets.

Action Surge - throw a net. (5)






share|improve this answer











$endgroup$









  • 2




    $begingroup$
    Opportunity attacks must be melee attacks
    $endgroup$
    – David Coffron
    6 hours ago












  • $begingroup$
    @CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
    $endgroup$
    – Speedkat
    4 hours ago










  • $begingroup$
    Oh, my bad. I missed the prep result.
    $endgroup$
    – CTWind
    4 hours ago










  • $begingroup$
    To be specific, this has a 1/2500 chance of working as laid out here.
    $endgroup$
    – SirTechSpec
    3 hours ago
















4












$begingroup$

5 nets



Though it relies on quite a bit of luck.
Class: Sorcerer 5 (wild) / Rogue 3 (thief) / Fighter 2, Dual Wielder feat.



Preparatory Round:

Cast Quickened Haste as a bonus action, and roll a 01-02 on the wild magic table (roll at start of every turn for next minute). Draw two nets. Ready an action to throw a net.



Execution Round:

Reaction triggers, throw a net. (1)



Execution Round, during turn:

Roll 81-82 on wild magic table (take one additional action immediately)

Wild Action - throw a net. Draw two nets. (2)

Regular Action - throw a net. (3)

Haste Action - throw a net. (4)

Bonus Action - Cunning Action - Draw two nets.

Action Surge - throw a net. (5)






share|improve this answer











$endgroup$









  • 2




    $begingroup$
    Opportunity attacks must be melee attacks
    $endgroup$
    – David Coffron
    6 hours ago












  • $begingroup$
    @CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
    $endgroup$
    – Speedkat
    4 hours ago










  • $begingroup$
    Oh, my bad. I missed the prep result.
    $endgroup$
    – CTWind
    4 hours ago










  • $begingroup$
    To be specific, this has a 1/2500 chance of working as laid out here.
    $endgroup$
    – SirTechSpec
    3 hours ago














4












4








4





$begingroup$

5 nets



Though it relies on quite a bit of luck.
Class: Sorcerer 5 (wild) / Rogue 3 (thief) / Fighter 2, Dual Wielder feat.



Preparatory Round:

Cast Quickened Haste as a bonus action, and roll a 01-02 on the wild magic table (roll at start of every turn for next minute). Draw two nets. Ready an action to throw a net.



Execution Round:

Reaction triggers, throw a net. (1)



Execution Round, during turn:

Roll 81-82 on wild magic table (take one additional action immediately)

Wild Action - throw a net. Draw two nets. (2)

Regular Action - throw a net. (3)

Haste Action - throw a net. (4)

Bonus Action - Cunning Action - Draw two nets.

Action Surge - throw a net. (5)






share|improve this answer











$endgroup$



5 nets



Though it relies on quite a bit of luck.
Class: Sorcerer 5 (wild) / Rogue 3 (thief) / Fighter 2, Dual Wielder feat.



Preparatory Round:

Cast Quickened Haste as a bonus action, and roll a 01-02 on the wild magic table (roll at start of every turn for next minute). Draw two nets. Ready an action to throw a net.



Execution Round:

Reaction triggers, throw a net. (1)



Execution Round, during turn:

Roll 81-82 on wild magic table (take one additional action immediately)

Wild Action - throw a net. Draw two nets. (2)

Regular Action - throw a net. (3)

Haste Action - throw a net. (4)

Bonus Action - Cunning Action - Draw two nets.

Action Surge - throw a net. (5)







share|improve this answer














share|improve this answer



share|improve this answer








edited 6 hours ago

























answered 6 hours ago









SpeedkatSpeedkat

4,473835




4,473835








  • 2




    $begingroup$
    Opportunity attacks must be melee attacks
    $endgroup$
    – David Coffron
    6 hours ago












  • $begingroup$
    @CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
    $endgroup$
    – Speedkat
    4 hours ago










  • $begingroup$
    Oh, my bad. I missed the prep result.
    $endgroup$
    – CTWind
    4 hours ago










  • $begingroup$
    To be specific, this has a 1/2500 chance of working as laid out here.
    $endgroup$
    – SirTechSpec
    3 hours ago














  • 2




    $begingroup$
    Opportunity attacks must be melee attacks
    $endgroup$
    – David Coffron
    6 hours ago












  • $begingroup$
    @CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
    $endgroup$
    – Speedkat
    4 hours ago










  • $begingroup$
    Oh, my bad. I missed the prep result.
    $endgroup$
    – CTWind
    4 hours ago










  • $begingroup$
    To be specific, this has a 1/2500 chance of working as laid out here.
    $endgroup$
    – SirTechSpec
    3 hours ago








2




2




$begingroup$
Opportunity attacks must be melee attacks
$endgroup$
– David Coffron
6 hours ago






$begingroup$
Opportunity attacks must be melee attacks
$endgroup$
– David Coffron
6 hours ago














$begingroup$
@CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
$endgroup$
– Speedkat
4 hours ago




$begingroup$
@CTWind the spellcast from the previous round forces you to roll on the table at the start of every round for the next minute.
$endgroup$
– Speedkat
4 hours ago












$begingroup$
Oh, my bad. I missed the prep result.
$endgroup$
– CTWind
4 hours ago




$begingroup$
Oh, my bad. I missed the prep result.
$endgroup$
– CTWind
4 hours ago












$begingroup$
To be specific, this has a 1/2500 chance of working as laid out here.
$endgroup$
– SirTechSpec
3 hours ago




$begingroup$
To be specific, this has a 1/2500 chance of working as laid out here.
$endgroup$
– SirTechSpec
3 hours ago











4












$begingroup$

The most a single character can throw is 38



The Character



The character, let's call her Celeste from here on out, that can throw the most nets is a level 20 character with the following classes:




  • Sorcerer (Wild Magic) 17 ------ (for Wild Magic Surge, Flexible Casting, Quickened Spell, the Dual Wielder feat, and spells)

  • Fighter 2 ------------------------ (for Action Surge)

  • Cleric (War Domain) 1 --------- (for War Priest)


..., at least 20 Wisdom, and the Boon of High Magic



The Preparation



For Celeste's preparation round, she follows the following procedure:




  1. Cast haste with the Quickened Spell Metamagic.

  2. Roll a 1 on the d20 for Wild Magic Surge.

  3. Roll 01-02 on the d100 for Wild Magic Surge.

  4. Take the Ready action to throw a net at the start of the round.

  5. Use the effect of haste take the Use an Object action and draw your first two nets of many.


The Throwing



Now that Celeste has prepared, she throws her nets:




  • First off, she throw the net she had readied, then her turn begins:


Normal Turn




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net. ---------------------------------------------------------------------- [total so far: 2]

  3. Cast ray of sickness using Bend Luck on the attack roll.

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Throw a net. ---------------------------------------------------------------------- [3]

  6. Draw two nets as part of your movement.

  7. Use Action Surge.

  8. Cast time stop rolling a 4 on the 1d4.


Turn One of Time Stop




  1. Repeat steps 1-6, but use Quickened Spell Metamagic on ray of sickness and target an empty space1. ---------------------------------------------------------------------------- [5]

  2. Throw a net at an empty space. ------------------------------------------------ [6]

  3. Use the haste action to throw a net at an empty space. --------------------- [7]


Turn Two of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [8]

  4. Use War Priest to throw a net at an empty space. ---------------------------- [9]

  5. Draw two nets as part of your movement.

  6. Use the haste action to throw a net at an empty space. --------------------- [10]


Turn Three of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net at an empty space. ------------------------------------------------ [11]

  3. Cast ray of sickness with the Quickened Spell Metamagic on an empty space (use Bend Luck).

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Take the Use an Object action to draw two nets.

  6. Throw a net at an empty space. ------------------------------------------------ [12]

  7. Use the haste action to throw a net at an empty space. --------------------- [13]

  8. Draw two nets as part of your movement.


Turn Four of Time Stop




  1. Repeat steps 9-11. --------------------------------------------------------------- [17]


Turn Five of First Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Use the haste action to throw a net at an empty space. --------------------- [18]

  4. Use War Priest to throw a net at an empty space. --------------------------- [19]

  5. Draw two nets as part of your movement.

  6. Repeat steps 8-20. -------------------------------------------------------------- [33]


Turn Five of Second Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [34]

  4. Use War Priest to throw a net at an empty space. --------------------------- [35]

  5. Draw two nets as part of your movement.

  6. Use haste action to throw a net. ----------------------------------------------- [36]


Normal Turn




  1. Use haste action to throw a net. ----------------------------------------------- [37]

  2. Use War Priest to throw a net. ------------------------------------------------- [38]


The Probability



First of all, your GM has to allow you to roll on the Wild Magic Surge table (to recover Bend Luck) every time you cast ray of sickness, and to have the chance when you cast haste. This is already extremely unlikely. Then there are the actual rolls.



I changed the procedure a few times to try to get the best odds of this completing. The rolls necessary are listed below:




  • 1 on the d20 one time


    • (1/20)



  • 1 or 2 on the d100 one time


    • (1/50)



  • 81 or 82 on the d100 nineteen times


    • (1/50)19



  • 4 on the d4 two times


    • (1/4)2




Multiplying these probablities comes to one chance in about three undecillion (3,051,757,812,500,000,000,000,000,000,000,000,000 to be exact)





1 You have to target an empty space with ray of sickness and the nets during time stop so that the spell doesn't end:




This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.




Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):




1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.







share|improve this answer











$endgroup$













  • $begingroup$
    @thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
    $endgroup$
    – David Coffron
    2 hours ago


















4












$begingroup$

The most a single character can throw is 38



The Character



The character, let's call her Celeste from here on out, that can throw the most nets is a level 20 character with the following classes:




  • Sorcerer (Wild Magic) 17 ------ (for Wild Magic Surge, Flexible Casting, Quickened Spell, the Dual Wielder feat, and spells)

  • Fighter 2 ------------------------ (for Action Surge)

  • Cleric (War Domain) 1 --------- (for War Priest)


..., at least 20 Wisdom, and the Boon of High Magic



The Preparation



For Celeste's preparation round, she follows the following procedure:




  1. Cast haste with the Quickened Spell Metamagic.

  2. Roll a 1 on the d20 for Wild Magic Surge.

  3. Roll 01-02 on the d100 for Wild Magic Surge.

  4. Take the Ready action to throw a net at the start of the round.

  5. Use the effect of haste take the Use an Object action and draw your first two nets of many.


The Throwing



Now that Celeste has prepared, she throws her nets:




  • First off, she throw the net she had readied, then her turn begins:


Normal Turn




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net. ---------------------------------------------------------------------- [total so far: 2]

  3. Cast ray of sickness using Bend Luck on the attack roll.

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Throw a net. ---------------------------------------------------------------------- [3]

  6. Draw two nets as part of your movement.

  7. Use Action Surge.

  8. Cast time stop rolling a 4 on the 1d4.


Turn One of Time Stop




  1. Repeat steps 1-6, but use Quickened Spell Metamagic on ray of sickness and target an empty space1. ---------------------------------------------------------------------------- [5]

  2. Throw a net at an empty space. ------------------------------------------------ [6]

  3. Use the haste action to throw a net at an empty space. --------------------- [7]


Turn Two of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [8]

  4. Use War Priest to throw a net at an empty space. ---------------------------- [9]

  5. Draw two nets as part of your movement.

  6. Use the haste action to throw a net at an empty space. --------------------- [10]


Turn Three of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net at an empty space. ------------------------------------------------ [11]

  3. Cast ray of sickness with the Quickened Spell Metamagic on an empty space (use Bend Luck).

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Take the Use an Object action to draw two nets.

  6. Throw a net at an empty space. ------------------------------------------------ [12]

  7. Use the haste action to throw a net at an empty space. --------------------- [13]

  8. Draw two nets as part of your movement.


Turn Four of Time Stop




  1. Repeat steps 9-11. --------------------------------------------------------------- [17]


Turn Five of First Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Use the haste action to throw a net at an empty space. --------------------- [18]

  4. Use War Priest to throw a net at an empty space. --------------------------- [19]

  5. Draw two nets as part of your movement.

  6. Repeat steps 8-20. -------------------------------------------------------------- [33]


Turn Five of Second Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [34]

  4. Use War Priest to throw a net at an empty space. --------------------------- [35]

  5. Draw two nets as part of your movement.

  6. Use haste action to throw a net. ----------------------------------------------- [36]


Normal Turn




  1. Use haste action to throw a net. ----------------------------------------------- [37]

  2. Use War Priest to throw a net. ------------------------------------------------- [38]


The Probability



First of all, your GM has to allow you to roll on the Wild Magic Surge table (to recover Bend Luck) every time you cast ray of sickness, and to have the chance when you cast haste. This is already extremely unlikely. Then there are the actual rolls.



I changed the procedure a few times to try to get the best odds of this completing. The rolls necessary are listed below:




  • 1 on the d20 one time


    • (1/20)



  • 1 or 2 on the d100 one time


    • (1/50)



  • 81 or 82 on the d100 nineteen times


    • (1/50)19



  • 4 on the d4 two times


    • (1/4)2




Multiplying these probablities comes to one chance in about three undecillion (3,051,757,812,500,000,000,000,000,000,000,000,000 to be exact)





1 You have to target an empty space with ray of sickness and the nets during time stop so that the spell doesn't end:




This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.




Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):




1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.







share|improve this answer











$endgroup$













  • $begingroup$
    @thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
    $endgroup$
    – David Coffron
    2 hours ago
















4












4








4





$begingroup$

The most a single character can throw is 38



The Character



The character, let's call her Celeste from here on out, that can throw the most nets is a level 20 character with the following classes:




  • Sorcerer (Wild Magic) 17 ------ (for Wild Magic Surge, Flexible Casting, Quickened Spell, the Dual Wielder feat, and spells)

  • Fighter 2 ------------------------ (for Action Surge)

  • Cleric (War Domain) 1 --------- (for War Priest)


..., at least 20 Wisdom, and the Boon of High Magic



The Preparation



For Celeste's preparation round, she follows the following procedure:




  1. Cast haste with the Quickened Spell Metamagic.

  2. Roll a 1 on the d20 for Wild Magic Surge.

  3. Roll 01-02 on the d100 for Wild Magic Surge.

  4. Take the Ready action to throw a net at the start of the round.

  5. Use the effect of haste take the Use an Object action and draw your first two nets of many.


The Throwing



Now that Celeste has prepared, she throws her nets:




  • First off, she throw the net she had readied, then her turn begins:


Normal Turn




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net. ---------------------------------------------------------------------- [total so far: 2]

  3. Cast ray of sickness using Bend Luck on the attack roll.

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Throw a net. ---------------------------------------------------------------------- [3]

  6. Draw two nets as part of your movement.

  7. Use Action Surge.

  8. Cast time stop rolling a 4 on the 1d4.


Turn One of Time Stop




  1. Repeat steps 1-6, but use Quickened Spell Metamagic on ray of sickness and target an empty space1. ---------------------------------------------------------------------------- [5]

  2. Throw a net at an empty space. ------------------------------------------------ [6]

  3. Use the haste action to throw a net at an empty space. --------------------- [7]


Turn Two of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [8]

  4. Use War Priest to throw a net at an empty space. ---------------------------- [9]

  5. Draw two nets as part of your movement.

  6. Use the haste action to throw a net at an empty space. --------------------- [10]


Turn Three of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net at an empty space. ------------------------------------------------ [11]

  3. Cast ray of sickness with the Quickened Spell Metamagic on an empty space (use Bend Luck).

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Take the Use an Object action to draw two nets.

  6. Throw a net at an empty space. ------------------------------------------------ [12]

  7. Use the haste action to throw a net at an empty space. --------------------- [13]

  8. Draw two nets as part of your movement.


Turn Four of Time Stop




  1. Repeat steps 9-11. --------------------------------------------------------------- [17]


Turn Five of First Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Use the haste action to throw a net at an empty space. --------------------- [18]

  4. Use War Priest to throw a net at an empty space. --------------------------- [19]

  5. Draw two nets as part of your movement.

  6. Repeat steps 8-20. -------------------------------------------------------------- [33]


Turn Five of Second Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [34]

  4. Use War Priest to throw a net at an empty space. --------------------------- [35]

  5. Draw two nets as part of your movement.

  6. Use haste action to throw a net. ----------------------------------------------- [36]


Normal Turn




  1. Use haste action to throw a net. ----------------------------------------------- [37]

  2. Use War Priest to throw a net. ------------------------------------------------- [38]


The Probability



First of all, your GM has to allow you to roll on the Wild Magic Surge table (to recover Bend Luck) every time you cast ray of sickness, and to have the chance when you cast haste. This is already extremely unlikely. Then there are the actual rolls.



I changed the procedure a few times to try to get the best odds of this completing. The rolls necessary are listed below:




  • 1 on the d20 one time


    • (1/20)



  • 1 or 2 on the d100 one time


    • (1/50)



  • 81 or 82 on the d100 nineteen times


    • (1/50)19



  • 4 on the d4 two times


    • (1/4)2




Multiplying these probablities comes to one chance in about three undecillion (3,051,757,812,500,000,000,000,000,000,000,000,000 to be exact)





1 You have to target an empty space with ray of sickness and the nets during time stop so that the spell doesn't end:




This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.




Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):




1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.







share|improve this answer











$endgroup$



The most a single character can throw is 38



The Character



The character, let's call her Celeste from here on out, that can throw the most nets is a level 20 character with the following classes:




  • Sorcerer (Wild Magic) 17 ------ (for Wild Magic Surge, Flexible Casting, Quickened Spell, the Dual Wielder feat, and spells)

  • Fighter 2 ------------------------ (for Action Surge)

  • Cleric (War Domain) 1 --------- (for War Priest)


..., at least 20 Wisdom, and the Boon of High Magic



The Preparation



For Celeste's preparation round, she follows the following procedure:




  1. Cast haste with the Quickened Spell Metamagic.

  2. Roll a 1 on the d20 for Wild Magic Surge.

  3. Roll 01-02 on the d100 for Wild Magic Surge.

  4. Take the Ready action to throw a net at the start of the round.

  5. Use the effect of haste take the Use an Object action and draw your first two nets of many.


The Throwing



Now that Celeste has prepared, she throws her nets:




  • First off, she throw the net she had readied, then her turn begins:


Normal Turn




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net. ---------------------------------------------------------------------- [total so far: 2]

  3. Cast ray of sickness using Bend Luck on the attack roll.

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Throw a net. ---------------------------------------------------------------------- [3]

  6. Draw two nets as part of your movement.

  7. Use Action Surge.

  8. Cast time stop rolling a 4 on the 1d4.


Turn One of Time Stop




  1. Repeat steps 1-6, but use Quickened Spell Metamagic on ray of sickness and target an empty space1. ---------------------------------------------------------------------------- [5]

  2. Throw a net at an empty space. ------------------------------------------------ [6]

  3. Use the haste action to throw a net at an empty space. --------------------- [7]


Turn Two of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [8]

  4. Use War Priest to throw a net at an empty space. ---------------------------- [9]

  5. Draw two nets as part of your movement.

  6. Use the haste action to throw a net at an empty space. --------------------- [10]


Turn Three of Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Throw a net at an empty space. ------------------------------------------------ [11]

  3. Cast ray of sickness with the Quickened Spell Metamagic on an empty space (use Bend Luck).

  4. Roll 81-82 on the d100 for Wild Magic Surge to recover Bend Luck.

  5. Take the Use an Object action to draw two nets.

  6. Throw a net at an empty space. ------------------------------------------------ [12]

  7. Use the haste action to throw a net at an empty space. --------------------- [13]

  8. Draw two nets as part of your movement.


Turn Four of Time Stop




  1. Repeat steps 9-11. --------------------------------------------------------------- [17]


Turn Five of First Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Use the haste action to throw a net at an empty space. --------------------- [18]

  4. Use War Priest to throw a net at an empty space. --------------------------- [19]

  5. Draw two nets as part of your movement.

  6. Repeat steps 8-20. -------------------------------------------------------------- [33]


Turn Five of Second Time Stop




  1. Roll 81-82 on the d100 for Wild Magic Surge.

  2. Take the Use an Object action to draw two nets.

  3. Throw a net at an empty space. ------------------------------------------------ [34]

  4. Use War Priest to throw a net at an empty space. --------------------------- [35]

  5. Draw two nets as part of your movement.

  6. Use haste action to throw a net. ----------------------------------------------- [36]


Normal Turn




  1. Use haste action to throw a net. ----------------------------------------------- [37]

  2. Use War Priest to throw a net. ------------------------------------------------- [38]


The Probability



First of all, your GM has to allow you to roll on the Wild Magic Surge table (to recover Bend Luck) every time you cast ray of sickness, and to have the chance when you cast haste. This is already extremely unlikely. Then there are the actual rolls.



I changed the procedure a few times to try to get the best odds of this completing. The rolls necessary are listed below:




  • 1 on the d20 one time


    • (1/20)



  • 1 or 2 on the d100 one time


    • (1/50)



  • 81 or 82 on the d100 nineteen times


    • (1/50)19



  • 4 on the d4 two times


    • (1/4)2




Multiplying these probablities comes to one chance in about three undecillion (3,051,757,812,500,000,000,000,000,000,000,000,000 to be exact)





1 You have to target an empty space with ray of sickness and the nets during time stop so that the spell doesn't end:




This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.




Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):




1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.








share|improve this answer














share|improve this answer



share|improve this answer








edited 3 hours ago

























answered 3 hours ago









David CoffronDavid Coffron

43.5k5153310




43.5k5153310












  • $begingroup$
    @thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
    $endgroup$
    – David Coffron
    2 hours ago




















  • $begingroup$
    @thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
    $endgroup$
    – David Coffron
    2 hours ago


















$begingroup$
@thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
$endgroup$
– David Coffron
2 hours ago






$begingroup$
@thedarkwanderer Needed a way to make an attack roll for Bend Luck to make the outcome more likely, and I doubted catapult would count as throwing nets.
$endgroup$
– David Coffron
2 hours ago













1












$begingroup$

(intended as a baseline value)



A Level-2 Fighter can make 3-4 net attacks



Variant Human With the Dual Wielder feat.

Stats: S16; D8; C16; I8; W15; C8



Prep Round:




  • Have two nets drawn


Go-time:




  1. Attack Action 1 net

  2. Two Weapon Fighting 2nd net

  3. Object interaction to draw two more nets

  4. Action Surge a 3rd net

  5. If a reaction attack becomes available, you can use it to throw a 4th net


    • Though, I don't know of any way to use your reaction to throw a net.








share|improve this answer











$endgroup$













  • $begingroup$
    Why does object interaction allow you to interact with and draw two nets and not one?
    $endgroup$
    – G. Moylan
    7 hours ago






  • 7




    $begingroup$
    Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
    $endgroup$
    – Speedkat
    6 hours ago










  • $begingroup$
    Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
    $endgroup$
    – goodguy5
    3 hours ago
















1












$begingroup$

(intended as a baseline value)



A Level-2 Fighter can make 3-4 net attacks



Variant Human With the Dual Wielder feat.

Stats: S16; D8; C16; I8; W15; C8



Prep Round:




  • Have two nets drawn


Go-time:




  1. Attack Action 1 net

  2. Two Weapon Fighting 2nd net

  3. Object interaction to draw two more nets

  4. Action Surge a 3rd net

  5. If a reaction attack becomes available, you can use it to throw a 4th net


    • Though, I don't know of any way to use your reaction to throw a net.








share|improve this answer











$endgroup$













  • $begingroup$
    Why does object interaction allow you to interact with and draw two nets and not one?
    $endgroup$
    – G. Moylan
    7 hours ago






  • 7




    $begingroup$
    Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
    $endgroup$
    – Speedkat
    6 hours ago










  • $begingroup$
    Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
    $endgroup$
    – goodguy5
    3 hours ago














1












1








1





$begingroup$

(intended as a baseline value)



A Level-2 Fighter can make 3-4 net attacks



Variant Human With the Dual Wielder feat.

Stats: S16; D8; C16; I8; W15; C8



Prep Round:




  • Have two nets drawn


Go-time:




  1. Attack Action 1 net

  2. Two Weapon Fighting 2nd net

  3. Object interaction to draw two more nets

  4. Action Surge a 3rd net

  5. If a reaction attack becomes available, you can use it to throw a 4th net


    • Though, I don't know of any way to use your reaction to throw a net.








share|improve this answer











$endgroup$



(intended as a baseline value)



A Level-2 Fighter can make 3-4 net attacks



Variant Human With the Dual Wielder feat.

Stats: S16; D8; C16; I8; W15; C8



Prep Round:




  • Have two nets drawn


Go-time:




  1. Attack Action 1 net

  2. Two Weapon Fighting 2nd net

  3. Object interaction to draw two more nets

  4. Action Surge a 3rd net

  5. If a reaction attack becomes available, you can use it to throw a 4th net


    • Though, I don't know of any way to use your reaction to throw a net.









share|improve this answer














share|improve this answer



share|improve this answer








edited 7 hours ago

























answered 8 hours ago









goodguy5goodguy5

10.9k23986




10.9k23986












  • $begingroup$
    Why does object interaction allow you to interact with and draw two nets and not one?
    $endgroup$
    – G. Moylan
    7 hours ago






  • 7




    $begingroup$
    Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
    $endgroup$
    – Speedkat
    6 hours ago










  • $begingroup$
    Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
    $endgroup$
    – goodguy5
    3 hours ago


















  • $begingroup$
    Why does object interaction allow you to interact with and draw two nets and not one?
    $endgroup$
    – G. Moylan
    7 hours ago






  • 7




    $begingroup$
    Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
    $endgroup$
    – Speedkat
    6 hours ago










  • $begingroup$
    Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
    $endgroup$
    – Gandalfmeansme
    6 hours ago






  • 1




    $begingroup$
    @Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
    $endgroup$
    – goodguy5
    3 hours ago
















$begingroup$
Why does object interaction allow you to interact with and draw two nets and not one?
$endgroup$
– G. Moylan
7 hours ago




$begingroup$
Why does object interaction allow you to interact with and draw two nets and not one?
$endgroup$
– G. Moylan
7 hours ago




7




7




$begingroup$
Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
$endgroup$
– Speedkat
6 hours ago




$begingroup$
Nets are not eligible for two-weapon fighting (even with the feat), as they are not melee weapons.
$endgroup$
– Speedkat
6 hours ago












$begingroup$
Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
$endgroup$
– Gandalfmeansme
6 hours ago




$begingroup$
Regarding reactions, a second "Battle Master Fighter" could use their "Commander's Strike" maneuver to let you "use [your] reaction to make one weapon attack", which could be an attack with a net. This would be on the second fighter's turn, but within the same "Round".
$endgroup$
– Gandalfmeansme
6 hours ago




1




1




$begingroup$
@G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
$endgroup$
– Gandalfmeansme
6 hours ago




$begingroup$
@G.Moylan It's the "Dual Wielder" feat that does that. "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one." (PHB, p. 165).
$endgroup$
– Gandalfmeansme
6 hours ago




1




1




$begingroup$
@Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
$endgroup$
– goodguy5
3 hours ago




$begingroup$
@Speedkat nets have the thrown property. Two weapon fighting states that if the weapon has the thrown property, you can make a ranged attack.
$endgroup$
– goodguy5
3 hours ago


















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