
Build Concept, All Damage Type In One Attack (including all physical damage type)
So I had an idea after seeing this post. In that post, they were able to make an attack consist of almost all damage types except bludgeoning and slashing. Utilizing several exploits, I was able to attack with all damage types. The sources of each damage type are as follows:
Slashing: Wavemother's Sickle
Bludgeoning: Magic Club Passive from Twisting Branch
Piercing: Infectious Greed from Helsik
Cold: Wavemother's Sickle
Fire: Helldusk / Flawed Helldusk Gloves
Thunder: Draconic Elemental Weapon (Thunder) from Drakethroat Glave
Acid: Caustic Band
Necrotic: Symbiotic Entity / Horns of the Berserker / Astarion Vampire Ascendant
Radiant: Callous Glow Ring
Lightning: Lightning Charges from Speedy Lightfeet
Poison: Broodmother's Revenge
Force: Wild Magic: Enchant Weapons
Psychic: Spindleweb Fanatic from Karniss
Possible substitutes include: Flawed Helldusk Gloves for Helldusk Gloves (Fire), and Symbiotic Entity for Horns of the Berserker or Astarion Vampire Ascendant (Necrotic).
As you can see, there are a lot of exploits used to make this possible.
- Magic Club: While holding a Twisting Branch in the main hand, all melee attacks will do an additional 3d4 bludgeoning damage.
- PolyDom Exploit: After casting Polymorph and Dominate Beast on a target, you can permanently control any NPCs as a party follower.
- ConnorMancy: Using Bitter Divorce on Connor's corpse while Mayrina is dead (or you let the Hag keep her) and targeting a dead NPC can revive that NPC and Connor.
3.5) ConnorMancy with PolyDom: You can use ConnorMancy on the corpse of a PolyDomed NPC to revive it.
Keep Enchantment Permanently: Wild Magic: Enchant Weapons adds an enchantment to the weapon and a condition to the character who was wielding it. The condition removes the weapon enchantment after one use; however, when the enchanted weapon is transferred to another character without the condition, the enchantment is kept until long rest. By dropping the weapon on the ground before long resting, the enchantment can be kept permanently.
Item Equip: Summoned creatures and party followers can equip items that are consumable by Gale. This then allows the items to be swapped with another equipped item on a party member.
Spindleweb Fantic: While Karniss is alive, his passive Spindleweb Fantic enchants the weapons of all allies within 5 meters (including himself) with 1d6 psychic damage. The enchantments are removed upon Karniss's death or incapacitation; however, Karniss's weapon keeps the enchantment until it is updated again.
6.5) By equipping Karniss with a weapon, killing him, and looting his corpse, you can permanently enchant a weapon with 1d6 psychic damage.
This build was done on a slightly modded playthrough, but everything is doable on an unmodded playthrough. It is interesting to note how all except one replaceable source of damage comes from items or an enchantment on the weapon, so you technically can spec into any class. Although 3 levels in Rogues are preferred if you want to do the setup and attack in one turn. Then again, condition-locking with the Helmet of Grit does allow you to mitigate that.
Calling this build, Taste the Rainbow
Sidenote, I definitely play this game very normally. As one of my friends puts it, "bug-maxxing."