Mercurius
Legend
First, I asked Qwen to define the most powerful 20th level D&D character possible.
I then asked: Out of 100 possible combats, how often would that character defeat a Tarrasque?
By comparison, I also asked Qwen to provide a list of the 10 most dangerous monsters and how often that character would defeat them in one on one combat. Here's the answer:
OK, so my questions are:
Character Build: "The Archmage Warlord"
This character combines Wizard , Fighter , and Warlock classes to maximize spellcasting, combat prowess, and utility. This build represents the pinnacle of what can be achieved within the D&D 5e ruleset.Class Breakdown
- Wizard (School of Evocation) : 17 levels for access to 9th-level spells and Arcane Recovery.
- Fighter (Eldritch Knight) : 2 levels for Action Surge and weapon versatility.
- Warlock (Genie Patron) : 1 level for Pact Magic, Eldritch Invocations, and Mystic Arcanum.
Ability Scores
- Strength : 8 (-1)
- Dexterity : 14 (+2)
- Constitution : 14 (+2)
- Intelligence : 20 (+5) (Primary Spellcasting Ability)
- Wisdom : 12 (+1)
- Charisma : 14 (+2)
Key Features and Abilities
1. Spellcasting
- Spells Known : The character has access to a vast array of spells from the Wizard, Fighter, and Warlock spell lists.
- Spell Slots : Full Wizard spell slots up to 9th level, plus additional slots from Warlock’s Pact Magic.
- Signature Spells :
- Damage Dealing : Meteor Swarm , Disintegrate , Fireball .
- Utility : Wish , Teleportation Circle , Counterspell .
- Defense : Globe of Invulnerability , Shield , Mirror Image .
- Control : Dominate Monster , Hold Monster , Wall of Force .
2. Multiclass Synergy
- Action Surge (Fighter) : Allows two actions in a single turn, enabling devastating combinations like casting two leveled spells or attacking multiple times.
- Eldritch Knight Weapon Bond : Grants proficiency with weapons, ensuring the character remains effective in melee combat.
- Warlock Invocations : Enhances versatility with abilities like Agonizing Blast (boosts Eldritch Blast damage) and Devil’s Sight (see in magical darkness).
3. Feats
- War Caster : Ensures concentration saves are made on advantage and allows casting spells as opportunity attacks.
- Resilient (Constitution) : Increases Constitution and grants proficiency in Constitution saving throws, improving concentration checks.
- Tough : Adds +20 hit points, increasing survivability.
4. Combat Prowess
- Weapon Attacks : Uses Intelligence for attack and damage rolls with Eldritch Knight weapons.
- Cantrips : Eldritch Blast (with Agonizing Blast) becomes a reliable ranged attack option.
- Melee Capability : With a bonded weapon, the character can hold their own in close quarters.
5. Utility and Versatility
- Arcane Recovery (Wizard) : Regains spell slots during a short rest, extending spellcasting endurance.
- Mystic Arcanum (Warlock) : Grants access to additional high-level spells beyond the Wizard’s spell slots.
- Pact Boon (Warlock) : Choose the Pact of the Tome for extra cantrips or Pact of the Blade for a versatile weapon.
Estimated Statistics
Hit Points
- Base Hit Dice : 17d6 (Wizard) + 2d10 (Fighter) + 1d8 (Warlock).
- Average HP : ~80–100, depending on rolls and Constitution modifier.
Armor Class (AC)
- Base AC : 14 (Mage Armor) + 2 (Dexterity Modifier) = 16 .
- With Shield Spell : Temporarily increases AC by 5.
Attack Rolls
- Ranged Attacks (Eldritch Blast) : +11 to hit, deals 1d10 + 5 force damage per beam (4 beams at level 20 = 4d10 + 20 damage per turn).
- Melee Attacks : +11 to hit, deals 1d8 + 5 force damage (or more with a magic weapon).
Saving Throws
- Proficiencies : Intelligence (+11), Wisdom (+6), Strength (+0), Dexterity (+4), Constitution (+7), Charisma (+5).
- Advantages : Constitution saves benefit from Resilient feat, and War Caster ensures concentration saves are made on advantage.
Actions
- Multiattack : Cast a leveled spell (e.g., Fireball ) and use Eldritch Blast for additional damage.
- Action Surge : Use two leveled spells in one turn (e.g., Meteor Swarm + Counterspell ).
- Bonus Action : Cast Misty Step or activate an Invocation.
Legendary Resistance
While not a standard feature, this character could reasonably emulate godlike resilience through high-level defensive spells like Time Stop , Wish , and Antimagic Field .Boxed Answer
Here is the estimated D&D 5e statistics for the most powerful 20th-level character:- Class : Wizard (Evocation) 17 / Fighter (Eldritch Knight) 2 / Warlock (Genie) 1
- Level : 20
- Key Features :
- Full access to 9th-level spells (Wizard and Warlock).
- Action Surge for devastating turns.
- Eldritch Blast with Agonizing Blast for consistent damage.
- Arcane Recovery and Mystic Arcanum for extended spellcasting.
- Role : Ultimate spellcaster and battlefield controller.
I then asked: Out of 100 possible combats, how often would that character defeat a Tarrasque?
To estimate how often the "Archmage Warlord" (the optimized 20th-level character described earlier) would defeat a Tarrasque , we need to carefully analyze the combat dynamics, considering both the Tarrasque's immense power and the Archmage Warlord's versatility. The Tarrasque is one of the most formidable creatures in Dungeons & Dragons 5th Edition (D&D 5e), designed to challenge even the highest-level parties. Below, I’ll break down the factors that influence the outcome of this hypothetical matchup.
80–90 wins out of 100 combats
1. The Tarrasque’s Stats and Abilities
The Tarrasque is a CR 30 creature with the following key traits:- Hit Points : ~676 (average for its Hit Dice).
- Armor Class (AC) : 25.
- Damage Immunities : Poison, psychic; bludgeoning, piercing, and slashing damage from non-magical attacks.
- Condition Immunities : Charmed, frightened, paralyzed, poisoned.
- Regeneration : Heals 40 hit points at the start of its turn unless it takes damage from a magical source or is targeted by Wish .
- Multiattack : Makes multiple devastating attacks per turn, dealing massive physical damage.
- Siege Monster : Doubles damage against objects and structures.
- Legendary Actions : Can take three actions on other creatures' turns, including additional attacks or movement.
Key Challenges
- The Tarrasque’s high AC and immunities make it difficult to harm without powerful magic.
- Its regeneration ensures it can recover quickly unless countered specifically.
- Its multiattack and legendary actions allow it to deal overwhelming damage over the course of a round.
2. The Archmage Warlord’s Strengths
The Archmage Warlord combines the best features of a Wizard, Fighter, and Warlock, making them an exceptionally versatile opponent. Here’s how they counter the Tarrasque:Key Strengths
- High-Level Spells :
- Meteor Swarm : Deals 40d6 fire/bludgeoning damage (average 140 damage) in a 40-foot radius. Can bypass the Tarrasque’s immunities and potentially end the fight in one turn if it fails its saving throw.
- Disintegrate : Deals 10d6 + 40 force damage (average 75 damage) and bypasses its immunities. Can also prevent regeneration if used strategically.
- Time Stop : Grants the Archmage Warlord up to 2 turns of uninterrupted action, allowing them to set up devastating spells or buffs.
- Counterspell : Prevents the Tarrasque’s allies (if any) from interfering with magic.
- Wish : Can replicate Disintegrate , Meteor Swarm , or even outright banish the Tarrasque if the DM allows creative uses.
- Action Surge : Allows two leveled spells or attacks in a single turn, doubling their offensive output.
- Eldritch Blast : Reliable ranged damage with Agonizing Blast (4 beams at level 20 = average 44 damage per turn).
- Arcane Recovery : Restores spell slots during a short rest, extending their endurance.
- Utility Spells :
- Misty Step : Provides mobility to avoid melee attacks.
- Globe of Invulnerability : Protects against lower-level spells (though the Tarrasque doesn’t cast spells, this could help against environmental effects).
- Wall of Force : Can trap the Tarrasque, preventing it from acting for several rounds.
Weaknesses
- Hit Points : The Archmage Warlord has relatively low HP (~80–100) compared to the Tarrasque’s ~676. A single failed save against the Tarrasque’s attacks could be fatal.
- Concentration : Many powerful spells require concentration, which could be disrupted by the Tarrasque’s attacks.
- Melee Vulnerability : While the Eldritch Knight subclass provides some melee capability, the Archmage Warlord is not optimized for prolonged close-quarters combat.
3. Combat Dynamics
Round-by-Round Analysis
- Turn 1 (Archmage Warlord) :
- Uses Time Stop to gain 2 turns of uninterrupted action.
- Casts Meteor Swarm or Disintegrate to deal massive damage.
- If Meteor Swarm hits, the Tarrasque could lose half or more of its HP in one round.
- Alternatively, sets up defensive spells like Wall of Force to isolate the Tarrasque.
- Turn 1 (Tarrasque) :
- If still alive, the Tarrasque moves toward the Archmage Warlord and makes multiple attacks.
- The Archmage Warlord must rely on spells like Shield or mobility spells (Misty Step ) to avoid being hit.
- Subsequent Rounds :
- The Archmage Warlord continues to use high-level spells to whittle down the Tarrasque’s HP.
- Must counter the Tarrasque’s regeneration by consistently dealing magical damage every round.
Win Conditions
- Best Case : The Archmage Warlord lands a critical Meteor Swarm or Disintegrate early, reducing the Tarrasque to 0 HP before it can act.
- Worst Case : The Tarrasque closes the distance and lands a few successful attacks, killing the Archmage Warlord due to their low HP.
4. Probability Estimate
Given the above dynamics, here’s a rough breakdown of the outcomes:Factors Favoring the Archmage Warlord
- High-level spells like Meteor Swarm and Disintegrate can deal enough damage to kill the Tarrasque in 1–2 rounds.
- Utility spells like Wall of Force and Time Stop provide significant control over the battlefield.
- Action Surge allows for devastating combinations of spells or attacks.
Factors Favoring the Tarrasque
- High AC (25) makes it difficult to land direct hits with spells requiring attack rolls.
- Massive damage output and multiattack can overwhelm the Archmage Warlord’s low HP.
- Legendary actions allow it to act multiple times per round, increasing its chances of landing a fatal blow.
Outcome Probabilities
- Archmage Warlord Wins : ~80–90% of the time .
- The Archmage Warlord’s access to instant-kill spells and battlefield control gives them a significant edge.
- Tarrasque Wins : ~10–20% of the time .
- The Tarrasque wins if it lands a lucky hit early or if the Archmage Warlord fails to neutralize it quickly.
Boxed Answer
Out of 100 combats, the Archmage Warlord would likely defeat the Tarrasque in approximately 80–90 fights , leveraging their high-level spells and versatility. However, the Tarrasque’s immense durability and damage output give it a small chance (~10–20%) to win if the Archmage Warlord makes a critical mistake or suffers bad luck.80–90 wins out of 100 combats
By comparison, I also asked Qwen to provide a list of the 10 most dangerous monsters and how often that character would defeat them in one on one combat. Here's the answer:
Summary Table
Monster | CR | Wins Out of 100 Combats |
---|---|---|
Tarrasque | 30 | 80–90 |
Ancient Gold Dragon | 24 | 90–95 |
Ancient Red Dragon | 24 | 90–95 |
Pit Fiend | 20 | 95–98 |
Solar | 21 | 95–98 |
Empyrean | 23 | 90–95 |
Kraken | 23 | 90–95 |
Lich | 21 | 95–98 |
Balor | 19 | 95–98 |
Demilich | 18 | 98–100 |
OK, so my questions are:
- How accurate do you think the above is, whether with or without going into the spoiler text?
- Is Qwen right or wrong about its choice of most powerful character?
- Is it missing any monsters that might fair better than the above?