Dungeons & Dragons offers a wide range of character build options and items to hinder your foes in a variety of ways. Over the years, dedicated gamers have found powerful combinations of class features, feats, and items in order to deal the most damage or cause the most havoc. Here are just a few of them:
- Bag of holding + portable hole
- Darkness + devil’s sight
- Flight + invisibility
- Instant fortress + enlarge/reduce
- Sentinel + Polearm Master
A note on power level
This list contains D&D combos that can give you an edge in combat. Depending on your table’s power level, these combinations could hinder the group’s fun. So, talk to your players and Dungeon Master before using any of them. Remember, just because a combo may be fun for you, doesn’t mean it’ll be fun for others!
1. Bag of holding + portable hole
The bag of holding and the portable hole combo is a classic example of two relatively harmless items that, when brought together, bring chaos to the table. A note included in both of the items' descriptions explains what happens when a bag of holding is placed inside a portable hole or vice versa:
"Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened."
Source: Bag of holding
There are no checks to defend against this effect; any creature within range of it is sucked into the Astral Plane. Using this combo during a boss fight can make for an easy win. Just be warned that if your character is also within that 10-foot radius, they’re also a goner!
2. Darkness + devil’s sight
This combination can be run by Dungeon Masters and warlock players alike. First, you’ll want to cast darkness, a 2nd-level spell that fills a 15-foot radius sphere with magical darkness that nonmagical light and even darkvision can't penetrate. The spell causes the blinded condition for creatures in the spell's radius. That is, unless they have something like devil's sight:
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Source: Warlock class
Where your enemies will be swinging wildly at disadvantage, you'll be cackling and swinging (or blasting) back with advantage. But players beware: Dungeon Masters can pull off this combo by pairing the drow with fiends like an imp, bearded devil, or one of these other creatures with devil's sight. A few monsters even have this combo built into their stat block, like the blue abishai from Mordenkainen’s Tome of Foes.
If you're a player considering this combo, keep one thing in mind: While your enemies might be blinded by your darkness spell, your allies will be, too. It can be frustrating as a player when your character is blinded by an ally's effect. So, position your spell carefully!
3. Flight + invisibility
As a Dungeon Master myself, this is a strong combination that plenty of monsters will struggle to counter. All you need is a source of flight, such as by playing a race with a flying speed like the owlin, and a source of invisibility that doesn't wear off when you attack or cast a spell. The 4th-level spell greater invisibility will likely be your best bet. At high levels, look to the legendary cloak of invisibility.
Put this combo in the hands of a rogue or other ranged damage dealer and they could benefit from advantage on attack rolls made while being unseen. Meanwhile, enemies will be helpless to counterattack unless they have see invisibility or truesight and ranged attacks to strike back with. That’s a tall order for Dungeon Masters who might be rolling off random encounter tables.
Unless combat encounters are created specifically to counter this combination, an invisible, flying character could easily overwhelm enemies—or cause enough of a distraction that their party members are left unscathed after a battle. There is a notable downside to this combination, however: If monsters choose to ignore you combat after combat, that’s one less character to split up their attacks between. So, hope that your party members can take some extra hits.
4. Instant fortress + enlarge/reduce
Instant fortress can be an immediate source of shelter for your adventuring party. But it can also serve as a bomb. When not in use, an instant fortress is a 1-inch metal cube. It's in this form that you'll use the magic item to set up a trap for your enemies.
Enlarge/reduce is one of my favorite spells in the game for the sheer utility that can come out of making creatures and objects bigger or smaller. Normally, this spell is great for turning the party fighter or barbarian into a giant to wreak havoc on your foes. When you have an instant fortress, though, you can shrink it to the size of a pill—or half an inch—using reduce. Then, drop the shrunken magic item into an enemy's drink or pocket with a Dexterity (Sleight of Hand) or just toss it at their feet. When the moment is right, activate the instant fortress to force your target to make a Dexterity saving throw or be squished by the fortress:
"Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically."
Source: Instant fortress
5. Sentinel + Polearm Master
If you've picked through build guides for fighters and other martial characters, you've likely stumbled across this popular combination of feats. It utilizes two feats from the Player's Handbook: Sentinel and Polearm Master. Let's take a look at what these bad boys do and how they interact.
Sentinel
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Source: Player's Handbook
The game plan is straightforward: You rush into battle and get in the face of your enemies. When they attempt to move away from you or past you or attempt to attack another player, you spend a reaction to make an opportunity attack in retaliation. If you hit, the enemy is unable to move.
This combination helps lock down the battlefield, keeping enemies off squishier allies and their attention fixed on you. It's particularly powerful in areas with tight quarters, such as a hallway or small room. For maximum effect, wield a weapon with the reach property, like the glaive. Doing so increases your attack range to 10 feet, allowing you to control a larger portion of the battlefield.
You won't just be protecting your allies, either. Polearm Master also grants you a bonus action attack that deals 1d4 damage. This increases the amount of attacks you can put out, which in turn increases your overall damage output. Just make sure you have a healer nearby to keep you standing when the baddies get their own attacks in.
What's your favorite combo?
These are just a few powerful D&D combos. Just remember to keep your Dungeon Master and other players in mind before picking one of these up. It might be fun trivializing combat encounters, but do it time and time again, and you might find others coming to dislike your build or choice of magic items. In short, communicate and be flexible if your Dungeon Master or players dislike a certain combo you’ve brought to the table. In the end, D&D is about having fun together—not in spite of one another. Do you have a favorite combo that you’d love to share? Tell us in the comments!
DeAngelo Murillo (That_DeAngelo) is a fourth-generation Mexican-American who helps bring more representation to the geeky community through storytelling, journalism, interviewing creatives, and more on his Twitch channel. In his free time, he enjoys harassing his peers into participating in TTRPG charity events with him and also dies quite often in video games.
Being trapped inside a spherical wall of force for ten minutes with only sickening radiance for company can ruin anyone's day.
i love portable fortresses, and with enlarge/reduce its even better. I have this image of chucking a 1/2 inch cube down a dragons throat and then activating it therefore causing the dragon to be unstable and much harder to fly depending on the size of the dragon.
As a DM, I'd enforce RAW for instant fortress, namely:
Tossing it at an opponent's feet I'd probably allow. Anywhere else - pockets, gullets - violates that rule.
One of my favorite benefits of the Polearm Master/Sentinel feat combo: charge breaker. With Polearm Master, you get an opportunity attack against a creature when it enters your reach. With Sentinel, a successful opportunity attack reduces a creature's speed to 0. Combine that with a reach polearm, and you can stop an attacker in its tracks, possibly before it enters reach for its own attacks.
Heh. No.
Abjuration Wizard polymorphed into a giant ape Vs. flying mob. Wizard moves 10' and leaps 10' into the air in the middle of the pack. Wizard drops concentration on Polymorph, appears 30' in the air and casts Steel Wind Strike. 5 attacks against 5 different enemies each doing 6d10 force damage. Wizard appears right beneath lowest flying bad guy (or better yet a dead one on the ground) and drops 25' taking 2d6 falling damage. Every bit of that damage is taken by the abjuration shield, so Wizard takes 0 damage. SUPERHERO LANDING!
Sentinel + Pole Arm Master + Blindfighting
Why would you tell players how to ruin the game for everyone? 😅 You don't need see invisibilty to counter the flying invisibility one though, just a large volume of ranged attacks, or even better: Saving throw based abilities/spells that don't rely on sight will do. Just because you're flying doesn't mean you don't make sound (especially an Aarakocra flapping their wings for example), so enemies will still know where you are unless you actually take the hide action.
the last one destroyed one of my games
While I love the idea, sadly Command cannot be used in this way; it takes effect on the creature's next turn, so it would have no immediate effect to prevent them from casting, i.e- on their next turn they'll try to sneeze, but it does nothing for the current turn.
For the article, I'd say that the Darkness + Eldritch Sight combo (and similar, such as Fog Cloud and Blind Fighting) need to be handled very carefully, as the Darkness will prevent your allies from being able to see as well so it can actually be counter-productive. I've used Darkness a bunch of times and found that the cost to party damage wasn't worth the reduction in enemy damage. When used right it can be fun and thematic, but it can also just be a massive nuisance.
Some fortune cookie wisdom:
"The counter to a 3rd-4th level isn't a 5th level spell, it's a 1st-2nd level spell."
"Learn AD&D: THAC0 (To Hit Armor Class 0)"
Spike Growth plus forced movement
Way of the Astral Self Aarakocra can deal upwards of 500 damage per round with no saves or attacks using this with only a couple of items and buffs
Sort of pulled of that last combo; in one party my air genasi barbarian had polearm master while the Goliath fighter had sentinel. We made for a great pair of battle buddies, fighting side by side we were a formidable duo to face
looks fun but actually doesn't work since the command spell specifies on his next turn, not the current turn. and since you are casting this spell on his turn his next turn would be next round.
Hands down one of the best DND Beyond blogs I've read. And I've read them all in the last 7 months. I love the one shots too. Thank you.
Here are 5 more powerful combos (and 1 that the DM won't allow):
1) Sorcerer lvl 13. Delayed Blast Fireball + Extended Spell = 32d6, if you have the preparation time.
2) Death domain cleric, CD: Touch of Death + Vampiric Touch lets you deal very high damage and get healed more than the usual from the spell.
3) Gloom Stalker Ranger + Fighter: Gloom Stalker says "If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.", which works well with Fighter's Action Surge, so when you get extra attack you can attack 6 times on your first turn. 8, if the fighter subclass is Echo Knight.
4) Elvish Accuracy + Warlock Hexblade + Staff of the Ivory Claw. Get advantage somehow (for example, with darkness+devil's sight), and roll 3 dice for each eldritch blast, critting at 19-20, and dealing extra damage on a crit. A multiclass with sorcerer works well, for scorching ray and metamagic.
Elvish Accuracy is of course also great for a barbarian, who easily get advantage, and deals extra damage on a crit. Combine with Champion fighter to crit on 19-20.
5) Grapple (or any other effect that keeps an enemy in place reliably) + Mordenkainen's Faithful Hound. It's a surprisingly effective combat spell, if used correctly.
6) Will the DM allow you to create a character who is from a sci-fi setting, and somehow found themselves stuck in this fantasy world? If so, pick up a variant human for the Gunner feat, take 2 levels of conjuration wizard, and produce an antimatter rifle to make your party artificer jealous.
This bizarre trick does fall back in damage at higher levels, since the antimatter rifle is destroyed after it deals any damage.
There are many, many other cool combos, of course- but part of the fun is discovering them yourself!
Yo
what about a defensive combo of Heavy armor master and a cloak of protection?
As a DM I would not enforce this literal reading, but:
RAW, "placing it on the ground" is part of the action, so you could not put it into someone's soup and still have it expand.
In general illusions are very powerful and Illusion spell + traps almost always need to be defined by a GM or agreeing to limits before a game starts as often they can be game enders.
Illusions can hide just about anything if done right as most PC's rely on sight then other senses. So having part of a stone bridge (trapped to collapse upon command) over a chasm then a large hole disguised by an illusion gets the targets onto the bridge and then when one or more walk into the hole the enemy triggers the rest of the bridge to collapse.
Other examples are illusions providing cover for archers, melee and spell casters in ambushes or illusionary appearances for people. Ie a group sees what looks like fighter types, spell casters (various disciplines) and mixed types. So they plan their attack accordingly. But the appearances and sounds are all generated by illusions and when they are targeting specific groups or people they are targeting another group.
Also if illusions are used in this manner then the group has to plan on a way to deal with them and that can eat up resources that in other D&D games they use else where.
MDC
That's an interesting idea, and I'm sure there are DMs that would allow that, but RAW there is no mechanically meaningful concept of "attempting" or "starting" to do something, i.e. a creature has either not made an attack roll in which case there's nothing to react to, or they have made an attack roll and the attack has now either hit or miss. There are specific cases where a particular reaction you can take is explicitly defined as "interrupting" the trigger — e.g. the Counterspell and Shield spells or the ever popular Attack of Opportunity — but the general rule that is overridden by those specifics is that reactions occur after the trigger.
More importantly, there's the issue of the Command spell itself indicating that the creature doesn't follow the issued command until their next turn, i.e. after they've already cast that spell.