In a brief RPG General Chat discussion, Yuuki suggested a character idea based around casting fireball as a primary method of combat. I think this would be a fun gag character for a comedic mini-campaign/one-shot, so I am wondering if it is feasible mechanically.
Even though they are often unused, we have rules for a standard adventuring day in the Creating Adventures section of the Dungeon Master's Guide.
The ultimate goal would be at least 3 casts per hard or higher encounter, 2-3 casts per medium encounter, and 1-2 casts per easy encounter. This means we need about 12-15 fireballs per day.
For the sake of this character build, let's use these adventuring day rules, as well as this guidance shortly after:
the party will likely need to take two short rests… through the day.
For equipment let's use the suggested Starting at Higher Levels for a high magic setting:
5,000 gp plus 1d10 [we'll use 5.5] × 250 gp, three uncommon magic items, one rare item, normal starting equipment
Feel free to spend the 6375 gp on any mundane equipment.
Some other guidelines:
- The character is no higher than level 12
- Any officially published WoTC rulebook can be used (for classes, races, and other character options)
- Feats and multiclassing are allowed
- Alternative story rewards like blessings and charms are forbidden.
- Upcasting fireball still only counts as one cast
- This build should be sustainable, so something with limited charges that do not replenish is not allowed.
- If randomness is involved, assume the average result.
- The character must be the one to cast the fireballs. Having a summon or hireling do it doesn't count.
- In a case of a tie, the character build that can be reached at the lowest level is better.
Can a character get to 12 casts per day? How high can it go?
Best Answer
The best I could find is 19.51 fireballs
The Character
Charles is a level 12 character with the following classes:
...and the following magic items:
The Fireballs
As a level 11 sorcerer, Charles has access to 9 spell slots of level 3 or higher and can learn the spell fireball at any level 5 or higher.
The Flexible Casting feature lets Charles turn 10 of his 11 sorcery points into two 3rd level spell slots:
Flexible Casting also lets Charles turn spell slots into sorcery points. His level 1 and level 2 slots grant him 10 points total. His level 6 spell slot nets him 1 sorcery point by turning it into a level 3 spell slot. This means two more 3rd level slots and leaves Charles with 2 sorcery points.
As a level 1 warlock, Charles has access to three level 1 spell slots throughout the day, eventually getting five points for another 3rd level slot (using Flexible Casting).
Starting with a pearl of power for one of our Uncommon magic items gives us the ability to restore one 3rd level spell slot:
Adding a wand of fireballs for our Rare magic item gives us some more casts. Just make sure you don't use it's last charge (it starts with 7 and you can only sustain 4.5 per day anyway):
Finally, there is a small chance we get a second fireball whenever we cast fireball thanks to Wild Magic. When a Wild Magic Surge occurs, there is a 2% chance that you...
Since Wild Magic Surges are very GM dependent, we will just say that it is worth 1% of a fireball per day. This comes to a grand total of: