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
Best Answer
A character can pull off ∞ with perfect rolls (or as many nets as you have)
Thanks to @Ko_sct in the comments for this strategy
The Character
Any level 17 Wild Magic sorcerer can accomplish this using:
The Loop
As long as you continually roll 59-60 and never run out of nets, you can do this forever.
How many nets?
The highest carrying capacity a level 20 sorcerer can get is:
This lets you carry 1,800 pounds which comes to 590 nets in 20 sacks.
Of course if you can just pull from a pile of nets, then the maximum number of nets is arbitrarily large.
However, if you are interested in a strategy to throw nets a little bit faster, see my previous strategy below:
The most a single character can throw is 37
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:
..., at least 20 Wisdom, and the Boon of High Magic
The Preparation
For Celeste's preparation round, she follows the following procedure:
The Throwing
Now that Celeste has prepared, she throws her nets:
Normal Turn
Turn One of Time Stop
Turn Two of Time Stop
Turn Three of Time Stop
Turn Four of Time Stop
Turn Five of First Time Stop
Turn Five of Second Time Stop
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 (keep in mind that a high level Wild Magic sorcerer can roll twice on the table and choose either result via Controlled Chaos | Thanks for the mention in the comments @Speedkat):
Multiplying these probablities comes to one chance in just over three nonillion (or 3,558,330,300,000,000,000,000,000,000,000 in numerical (rounded))
If we take the average number of times we roll 81-82 on the d100, then our probability drops considerably to one in 8,081, but we only get an average of 20.6732 nets
Or we can take the average result for all Wild Magic Surges dropping our probability to one in sixteen, but we only get an average of 20.001 nets
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:
Attacking empty spaces is perfectly valid according to the Making an Attack section of the Basic Rules (emphasis mine):