What is the maximum amount of melee weapon attacks a character can make reliably every turn?What is the...

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What is the maximum amount of melee weapon attacks a character can make reliably every turn?


What is the maximum number of attacks a single character can make themselves during their turn?Is there a counter to a wild-shaped Owl abusing the “fly-by” ability to blind an enemy and get away with no consequences?Do the Hunter ranger's Extra Attack, Whirlwind Attack, and/or Horde Breaker features work together?Can I trip with the melee attacks from Whirlwind Attack?If a character is stunned but still has attacks remaining, can they still make those attacks?Using a ranged weapon with the Ammunition property for a melee attackFor Whirlwind Attack feat what is a melee attack?If I'm playing a multiclassed Fighter 5/Hunter Ranger 5 with the Crossbow Expert feat, how many attacks can I make in a single turn?Can you make multiple attacks with a net or a weapon with the loading property if you have multiple individual actions or reactions?What is the most damage one can do with a cantrip in one turn?






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$begingroup$


Partially inspired by (but distinct from) this question.



I have a character concept for a character that make several attacks every turn like whirlwind of blades so I was wondering what the maximum number of melee weapon attacks a single character could make in one turn every turn. (So no consumable resources like spell slots or action surge.)



Stipulations:




  • Must be reliable and repeatable ad infinitum. (over and over again without end)

  • Must not rely on any consumable resources such as spell slots or action surge unless you have a way to not run out of the resource.

  • Hit or miss doesn't matter. If your strategy relies on hitting provide counts for both with and without hitting.

  • Must be able to be accomplished by a single character with no help from another.

  • Must not require any magic items.

  • You can use any weapon provided it's not a magic item and is a melee weapon (and is being used as one).

  • You make take any needed feats provided they come from a racial ability (like variant human) or are taken in place of an ASI

  • Assume there is only a single target.


The most I have come up with is dual wielding light one handed weapons as a level 20 fighter. This grants 4 attacks in a normal action plus one bonus action attack.










share|improve this question












$endgroup$















  • $begingroup$
    Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
    $endgroup$
    – Rykara
    9 hours ago












  • $begingroup$
    @Rykara I'll edit to clarify but let's assume single target.
    $endgroup$
    – Himitsu_no_Yami
    9 hours ago


















2














$begingroup$


Partially inspired by (but distinct from) this question.



I have a character concept for a character that make several attacks every turn like whirlwind of blades so I was wondering what the maximum number of melee weapon attacks a single character could make in one turn every turn. (So no consumable resources like spell slots or action surge.)



Stipulations:




  • Must be reliable and repeatable ad infinitum. (over and over again without end)

  • Must not rely on any consumable resources such as spell slots or action surge unless you have a way to not run out of the resource.

  • Hit or miss doesn't matter. If your strategy relies on hitting provide counts for both with and without hitting.

  • Must be able to be accomplished by a single character with no help from another.

  • Must not require any magic items.

  • You can use any weapon provided it's not a magic item and is a melee weapon (and is being used as one).

  • You make take any needed feats provided they come from a racial ability (like variant human) or are taken in place of an ASI

  • Assume there is only a single target.


The most I have come up with is dual wielding light one handed weapons as a level 20 fighter. This grants 4 attacks in a normal action plus one bonus action attack.










share|improve this question












$endgroup$















  • $begingroup$
    Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
    $endgroup$
    – Rykara
    9 hours ago












  • $begingroup$
    @Rykara I'll edit to clarify but let's assume single target.
    $endgroup$
    – Himitsu_no_Yami
    9 hours ago














2












2








2


1



$begingroup$


Partially inspired by (but distinct from) this question.



I have a character concept for a character that make several attacks every turn like whirlwind of blades so I was wondering what the maximum number of melee weapon attacks a single character could make in one turn every turn. (So no consumable resources like spell slots or action surge.)



Stipulations:




  • Must be reliable and repeatable ad infinitum. (over and over again without end)

  • Must not rely on any consumable resources such as spell slots or action surge unless you have a way to not run out of the resource.

  • Hit or miss doesn't matter. If your strategy relies on hitting provide counts for both with and without hitting.

  • Must be able to be accomplished by a single character with no help from another.

  • Must not require any magic items.

  • You can use any weapon provided it's not a magic item and is a melee weapon (and is being used as one).

  • You make take any needed feats provided they come from a racial ability (like variant human) or are taken in place of an ASI

  • Assume there is only a single target.


The most I have come up with is dual wielding light one handed weapons as a level 20 fighter. This grants 4 attacks in a normal action plus one bonus action attack.










share|improve this question












$endgroup$




Partially inspired by (but distinct from) this question.



I have a character concept for a character that make several attacks every turn like whirlwind of blades so I was wondering what the maximum number of melee weapon attacks a single character could make in one turn every turn. (So no consumable resources like spell slots or action surge.)



Stipulations:




  • Must be reliable and repeatable ad infinitum. (over and over again without end)

  • Must not rely on any consumable resources such as spell slots or action surge unless you have a way to not run out of the resource.

  • Hit or miss doesn't matter. If your strategy relies on hitting provide counts for both with and without hitting.

  • Must be able to be accomplished by a single character with no help from another.

  • Must not require any magic items.

  • You can use any weapon provided it's not a magic item and is a melee weapon (and is being used as one).

  • You make take any needed feats provided they come from a racial ability (like variant human) or are taken in place of an ASI

  • Assume there is only a single target.


The most I have come up with is dual wielding light one handed weapons as a level 20 fighter. This grants 4 attacks in a normal action plus one bonus action attack.







dnd-5e optimization attack melee-combat






share|improve this question
















share|improve this question













share|improve this question




share|improve this question








edited 6 hours ago









Pyrotechnical

18.1k7 gold badges74 silver badges159 bronze badges




18.1k7 gold badges74 silver badges159 bronze badges










asked 9 hours ago









Himitsu_no_YamiHimitsu_no_Yami

1,5681 silver badge24 bronze badges




1,5681 silver badge24 bronze badges















  • $begingroup$
    Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
    $endgroup$
    – Rykara
    9 hours ago












  • $begingroup$
    @Rykara I'll edit to clarify but let's assume single target.
    $endgroup$
    – Himitsu_no_Yami
    9 hours ago


















  • $begingroup$
    Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
    $endgroup$
    – Rykara
    9 hours ago












  • $begingroup$
    @Rykara I'll edit to clarify but let's assume single target.
    $endgroup$
    – Himitsu_no_Yami
    9 hours ago
















$begingroup$
Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
$endgroup$
– Rykara
9 hours ago






$begingroup$
Wouldn't this also depend in part on how many enemies are around to attack and their positions? (I'm thinking of your example of ranger's whirlwind attack action here).
$endgroup$
– Rykara
9 hours ago














$begingroup$
@Rykara I'll edit to clarify but let's assume single target.
$endgroup$
– Himitsu_no_Yami
9 hours ago




$begingroup$
@Rykara I'll edit to clarify but let's assume single target.
$endgroup$
– Himitsu_no_Yami
9 hours ago










1 Answer
1






active

oldest

votes


















8
















$begingroup$

Here's what I've come up with:



Feat: Ritual Caster. Use this to get Find Familiar. This will allow your familiar to use Help to give you advantage on an attack. Choose an owl so that it can back out without getting hit by an attack of opportunity.



Feat: Polearm Master. You will use this to give yourself a bonus action attack. It has two other great benefits: While wielding a glaive or halberd, you can continue to backout of reach so that the target continues to have to move into your reach and retrigger an opportunity attack. Second, if you then take Great Weapon Master, all of your attacks may use the -5 to hit / +10 damage bonus, turning you into a freight train against lower AC targets.



Fighter 20 (Samurai). Choosing Samurai gives you Rapid Strike at level 15. You'll convert the advantage conferred by your familiar's help action into an additional attack.



This gives you 5 attacks from your attack action plus a bonus action attack and a potential reaction attack each turn for total of 6 to 7 melee weapon attacks each turn without using any resources.



The nice thing about Samurai is that you can give up the one bonus attack to give four of your five attack action attacks advantage. This combines really nicely if you take Great Weapon Master and use its -5/+10 feature on those attacks.



It's worth noting that you'll be taking an attack of opportunity yourself each round as you move away from the target to "reset" the Polearm Master reaction attack. Choosing the Mobile feat will resolve this problem but, depending how your character's stats are generated, you may need to use a few ASIs to boost your strength/dex to 20. This might leave you in a position where you don't have too many ASIs left and you're forced to choose between damage boosting feats and feats that increase survivability.



In short, this core template could be customized a number of ways.






share|improve this answer












$endgroup$















  • $begingroup$
    Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
    $endgroup$
    – mattdm
    4 mins ago













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1 Answer
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active

oldest

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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









8
















$begingroup$

Here's what I've come up with:



Feat: Ritual Caster. Use this to get Find Familiar. This will allow your familiar to use Help to give you advantage on an attack. Choose an owl so that it can back out without getting hit by an attack of opportunity.



Feat: Polearm Master. You will use this to give yourself a bonus action attack. It has two other great benefits: While wielding a glaive or halberd, you can continue to backout of reach so that the target continues to have to move into your reach and retrigger an opportunity attack. Second, if you then take Great Weapon Master, all of your attacks may use the -5 to hit / +10 damage bonus, turning you into a freight train against lower AC targets.



Fighter 20 (Samurai). Choosing Samurai gives you Rapid Strike at level 15. You'll convert the advantage conferred by your familiar's help action into an additional attack.



This gives you 5 attacks from your attack action plus a bonus action attack and a potential reaction attack each turn for total of 6 to 7 melee weapon attacks each turn without using any resources.



The nice thing about Samurai is that you can give up the one bonus attack to give four of your five attack action attacks advantage. This combines really nicely if you take Great Weapon Master and use its -5/+10 feature on those attacks.



It's worth noting that you'll be taking an attack of opportunity yourself each round as you move away from the target to "reset" the Polearm Master reaction attack. Choosing the Mobile feat will resolve this problem but, depending how your character's stats are generated, you may need to use a few ASIs to boost your strength/dex to 20. This might leave you in a position where you don't have too many ASIs left and you're forced to choose between damage boosting feats and feats that increase survivability.



In short, this core template could be customized a number of ways.






share|improve this answer












$endgroup$















  • $begingroup$
    Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
    $endgroup$
    – mattdm
    4 mins ago
















8
















$begingroup$

Here's what I've come up with:



Feat: Ritual Caster. Use this to get Find Familiar. This will allow your familiar to use Help to give you advantage on an attack. Choose an owl so that it can back out without getting hit by an attack of opportunity.



Feat: Polearm Master. You will use this to give yourself a bonus action attack. It has two other great benefits: While wielding a glaive or halberd, you can continue to backout of reach so that the target continues to have to move into your reach and retrigger an opportunity attack. Second, if you then take Great Weapon Master, all of your attacks may use the -5 to hit / +10 damage bonus, turning you into a freight train against lower AC targets.



Fighter 20 (Samurai). Choosing Samurai gives you Rapid Strike at level 15. You'll convert the advantage conferred by your familiar's help action into an additional attack.



This gives you 5 attacks from your attack action plus a bonus action attack and a potential reaction attack each turn for total of 6 to 7 melee weapon attacks each turn without using any resources.



The nice thing about Samurai is that you can give up the one bonus attack to give four of your five attack action attacks advantage. This combines really nicely if you take Great Weapon Master and use its -5/+10 feature on those attacks.



It's worth noting that you'll be taking an attack of opportunity yourself each round as you move away from the target to "reset" the Polearm Master reaction attack. Choosing the Mobile feat will resolve this problem but, depending how your character's stats are generated, you may need to use a few ASIs to boost your strength/dex to 20. This might leave you in a position where you don't have too many ASIs left and you're forced to choose between damage boosting feats and feats that increase survivability.



In short, this core template could be customized a number of ways.






share|improve this answer












$endgroup$















  • $begingroup$
    Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
    $endgroup$
    – mattdm
    4 mins ago














8














8










8







$begingroup$

Here's what I've come up with:



Feat: Ritual Caster. Use this to get Find Familiar. This will allow your familiar to use Help to give you advantage on an attack. Choose an owl so that it can back out without getting hit by an attack of opportunity.



Feat: Polearm Master. You will use this to give yourself a bonus action attack. It has two other great benefits: While wielding a glaive or halberd, you can continue to backout of reach so that the target continues to have to move into your reach and retrigger an opportunity attack. Second, if you then take Great Weapon Master, all of your attacks may use the -5 to hit / +10 damage bonus, turning you into a freight train against lower AC targets.



Fighter 20 (Samurai). Choosing Samurai gives you Rapid Strike at level 15. You'll convert the advantage conferred by your familiar's help action into an additional attack.



This gives you 5 attacks from your attack action plus a bonus action attack and a potential reaction attack each turn for total of 6 to 7 melee weapon attacks each turn without using any resources.



The nice thing about Samurai is that you can give up the one bonus attack to give four of your five attack action attacks advantage. This combines really nicely if you take Great Weapon Master and use its -5/+10 feature on those attacks.



It's worth noting that you'll be taking an attack of opportunity yourself each round as you move away from the target to "reset" the Polearm Master reaction attack. Choosing the Mobile feat will resolve this problem but, depending how your character's stats are generated, you may need to use a few ASIs to boost your strength/dex to 20. This might leave you in a position where you don't have too many ASIs left and you're forced to choose between damage boosting feats and feats that increase survivability.



In short, this core template could be customized a number of ways.






share|improve this answer












$endgroup$



Here's what I've come up with:



Feat: Ritual Caster. Use this to get Find Familiar. This will allow your familiar to use Help to give you advantage on an attack. Choose an owl so that it can back out without getting hit by an attack of opportunity.



Feat: Polearm Master. You will use this to give yourself a bonus action attack. It has two other great benefits: While wielding a glaive or halberd, you can continue to backout of reach so that the target continues to have to move into your reach and retrigger an opportunity attack. Second, if you then take Great Weapon Master, all of your attacks may use the -5 to hit / +10 damage bonus, turning you into a freight train against lower AC targets.



Fighter 20 (Samurai). Choosing Samurai gives you Rapid Strike at level 15. You'll convert the advantage conferred by your familiar's help action into an additional attack.



This gives you 5 attacks from your attack action plus a bonus action attack and a potential reaction attack each turn for total of 6 to 7 melee weapon attacks each turn without using any resources.



The nice thing about Samurai is that you can give up the one bonus attack to give four of your five attack action attacks advantage. This combines really nicely if you take Great Weapon Master and use its -5/+10 feature on those attacks.



It's worth noting that you'll be taking an attack of opportunity yourself each round as you move away from the target to "reset" the Polearm Master reaction attack. Choosing the Mobile feat will resolve this problem but, depending how your character's stats are generated, you may need to use a few ASIs to boost your strength/dex to 20. This might leave you in a position where you don't have too many ASIs left and you're forced to choose between damage boosting feats and feats that increase survivability.



In short, this core template could be customized a number of ways.







share|improve this answer















share|improve this answer




share|improve this answer








edited 6 hours ago

























answered 9 hours ago









RykaraRykara

13.5k42 silver badges91 bronze badges




13.5k42 silver badges91 bronze badges















  • $begingroup$
    Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
    $endgroup$
    – mattdm
    4 mins ago


















  • $begingroup$
    Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
    $endgroup$
    – mattdm
    4 mins ago
















$begingroup$
Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
$endgroup$
– mattdm
4 mins ago




$begingroup$
Check with your DM before assuming the owl trick is an infinite automatic resource. (See this.)
$endgroup$
– mattdm
4 mins ago



















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