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D&D: 10 Ways To Munchkin That Will Annoy Any DM

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The Dungeon Master might be the rule-bearing overlord of the Dungeons and Dragons campaign, with the final say on most things, but sometimes they overstep their bounds. Sometimes they even seem to think that their whole point in the game is to fight against the players and relish it when yet another character sheet has been added to their pile of successful deaths.

RELATED: D&D: 5 Ways Homebrewing Improves A Campaign (& 5 Ways It Ruins It)

Fortunately, there is one thing in the world that can annoy even the most dastardly, tear-drinking DM out there: A munchkin. A munchkin is a player character who has managed to severely overpower themselves beyond belief while still managing to keep within the rules set forth. Being able to munchkin effectively is a long con, and will require a thorough knowledge of the rules as well as clever use of skills, stats, feats, and any kindly dropped loot that the DM has forgotten about to pull off.


10 Take Full Advantage Of A Fighter’s Bonus Feats

D&D Fighter on the battlefield with a dead giant

Fighters are the easiest of all classes to really munchkin. They all get additional bonus feats every other level, so they can reach the end of feat trees in half the time of another class. Additionally, certain races will also have bonus feats and abilities that go on top of these. This means that a fighter can launch themselves into untouchable territory by playing well into their own class and the rules set forth for them.

RELATED: D&D: 5 Classes That Can Play Other Roles (& 5 That Should Just Be Themselves)

The result is a player who can easily munchkin their way into being the ultimate archer, tank, or glass canon well before they go into Epic Levels. Get an idea of what sort of character is desired, and a fighter can pretty much force their way into it.

9 Stone To Mud & Mud To Stone Used Back-To-Back

Mud Sorcerers Tomb D&D

The Stone to Mud and Mud to Stone spells already have a decent range, but certain metamagic feats or items can be used to extend the range further. With the proper terrain and a high initiative— or a moment of surprise — suddenly an entire room becomes a slogging mess of mud. Opponents will all have to make individual saves as they fall into the suddenly squishy ground, and then they have to somehow try to use their newly limited movement to escape before Mud to Stone can be fired off, effectively trapping them inside.

Additionally, there are metamagic feats and items that allow the player to move quickly, sometimes to the point of being able to take multiple actions in a round. This includes the casting of spells with Quicken Spell or Haste. This means that if set up properly, nothing ahead of the spellcaster will have any means to get to them, allowing the players to take their sweet time dealing with them.

8 Polymorphing Enemies To Use Later

Magic The Gathering Baleful Polymorph Card Sheep

Just because an enemy is big and/or scary, doesn’t mean it has the greatest Will Save possible. This means a simple Baleful Polymorph spell can be used to change them into something small and unassuming for approximately an hour. This time can change depending on certain metamagic feats and items that may prolong the effect.

Then, the captured and tiny enemy can then be dropped somewhere else to wreak havoc on the surroundings in a very angry attempt to fight back against the player, who may have already teleported far, far away.

7 Spirit Guardians Can Do The Work For A Sanctuaried Cleric

D&D Forgotten Realms Guardian of Faith

Clerics are a very underappreciated class as far as spellcasting goes. They are the ultimate healers for sure, but they also have some amazing buffs and some dangerous combinations that they can use.

Casting Spirit Guardian (or Guardian of Faith) will summon forth creatures of the same name to float around and fight for the cleric. Then, the cleric can fire off a Sanctuary spell focusing on themselves. This makes it so that they cannot attack without breaking it, but things also cannot attack them without making a successful Will Save. Their Spirit Guardians will already be going around mauling everything opposing the cleric in the first place, so they can literally sit there and watch as divine fury rains from above.

6 Haggle Into Older Rules

D&D Summoning

Dungeons and Dragons has been around long enough now that it is on its 5th edition. That means that the rules have been adjusted time and time again. Some skills, feats, or abilities have been adjusted to try and make for a smoother gameplay experience. However, this can also throw off players who have been around for a while and remember how old things were done.

This can also be used to a munchkin’s advantage. Picking up feats or skills that have since been nerfed can allow for some dangerous overpowering. An example is the Rapid Shot feat, which gained a proper limit in the 3.5e rewrite but once could go for as long as the player saw it fit to keep accepting penalties.

5 Multiclass Carefully To Maximize Abilities

D&D Multiclass Rogue

Some classes are useless at higher levels or gain their most useful abilities extremely early. This means that there are some classes that are just not as great to keep strictly to outside of lore or roleplaying purposes.

RELATED: D&D: 10 Monster Races That Make Great Player Characters

For example, rogues gain both a trap sense and sneak attack ability immediately, but sticking to a strict rogue is just asking for trouble long term. Giving them a fighting role will beef up their hit points, but giving them spellcasting levels, can give them the opportunity to literally summon their own poisons to use for extra damage. Combining a typical spellcaster with a cleric can divinely charge their spells.

4 Silent Image Smokescreen To Protect Ranged Fighters

D&D Demon Hunter

Inform the party in a way that will not inform any enemies that the smokescreen is an illusion, which will make it so the players can see through it but the enemies cannot. The opponents will then start needing to make additional saves or fight like they cannot see. This effectively gives the other players total cover.

However, since the player characters will still be able to see, they will not be receiving the same debuffs. So it will keep ranged fighters and spellcasters well away from any action while also keeping their skills top-notch.

3 Always Keep Extremely Detailed Notes

Wizard Spell Components

Notes are going to be the saving grace of any proper munchkin. Get the DM to always write down what an item is and what it does, or to agree that the transcription put down is correct. Then make sure it’s written down where and when it was obtained, so that after a handful of sessions when the DM has forgotten it existed, it can be pulled out without them having the ability to claim falsehoods.

Additionally, always keep a very clear, loophole-free collection of wishes. Make them as clear as possible without using any words or punctuations to construe them as multiple wishes when they should only be one at a time. This way if the opportunity ever presents itself with the chance at a wish, it cannot be blown to bits by poor word choices.

2 Specialize Hard In Feat & Skill Choices

D&D Wizard

A good munchkin is already thinking of the ways to get where they want to go from the second they are starting to roll up their character all the way to the end of the game. Changing minds or trying to alter how things are going to go at level up is just going to end up wasting valuable feats and skill points.

Specialize and specialize hard. Always look for the next best way to improve upon what’s already there. Focus heavily on being able to get to this one ability or this one thing and do everything it takes to get there. Picking a specialty and sticking to it also has the added bonus of making it infinitely easier to decide what to do at the next level up too, so time isn’t wasted pouring through books or online resources when it could be better used elsewhere.

1 Use Glyphs & Contingency To Set Off Chain Reactions

Mordenkainen D&D Forgotten Realms

Glyphs and Contingency spells are amazing things that can be cast at one point and then triggered later. They take some time to set up, so they’re good to say what the character is doing during a time skip or a moment of kindness where the DM is allowing characters to prepare themselves.

A dastardly example might be filling a room or a hallway with Glyph of Warding and filling each one of these with a simple damage-dealing spell. Then set the trigger to be whenever they are touched or the area is entered. However, due to spells like Mage Armor and Shield being easily obtainable, fill one with a Contingency spell that will fire off a Dispell Magic, Mordenkainen’s Disconjunction, or even Counterspell in order to prevent the opponent from getting away from the well-crafted munchkin setup.

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