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.
17th level tempest cleric + 3rd level storm sorcerer + Centaur (for speed and for having a small paladin go on top) = Flying lightning horse who brings a paladin of wrath onto all who refuse to convert.
One of my players had 2+5 on his Warlock, and he was a total beast. Sadly, he still didn't survive Eiselcross.
My favorite combo when I am a player (because I dm sometimes) is using my Druid circle of the moon wildshape into a giant scorpion and on my next turn to summon Scorpions and then attack as a swarm and my DM was very surprised that it could be possible for a Druid in wildshape to attack with as part of a swarm but I can’t remember if I can cast spells in wildshape so maybe summoning the scorpions first.
Why? Why should a player have to nerf their character based on what everyone else thinks, before they even get a chance to see if it's playable? In 40 years of playing the only time players got nerfed before a campaign was because the player broke basic character-building rules, went overboard in homebrewed creation, or (99% of the time) the DM was not as creative as his/her players. If a DM is not creative enough to handle the "flashy weapon tornado" through simple roleplaying then maybe you should find another DM. Crushing a player's spirit by "canceling" their character is so much worse than allowing it to happen in game. Especially if the player spent a lot of time building the character following all the rules. "Uh yeah.... I know you spent hours playing and pouring over books, but your character is just too OP for this campaign." said no good DM ever.
I'm surprised that no one has mentioned Booming Blade and the Crusher feat. Cast Booming Blade with a Warhammer or Maul and you can have a creature no larger than one size larger than you get pushed back 5ft. That way if they want that attack you in melee again they will have to trigger the secondary damage. You can also combine this with Enlarge/Reduce and enlarge yourself to be one size larger, increasing the number of creatures you can use Crusher on.
OH.
The ol’ Quickened Spell + Mind Sliver trick was a great combo for my sorcerer so she could, as a bonus action, force a creature to have to subtract a d4 from the saving throw and then cast lightning bolt or something as an action. Additionally, Mind Sliver requires an intelligence save which isn’t usually what DM’s are cranking up on monsters or home brew encounters.
Super helpful when trying to burn through legendary resistances.
Ha, I'm not proposing "crushing a player's spirit" or canceling anything. I asked you not to bring a mechanical build (not a character, which involves roleplay & backstory etc.) that you copied from a post online to a table that's not prepared for it. It should also be noted that said post was in response to an article about potentially over-tuned combos, and that the article itself included the following advice:
It's not about limiting a character's power - it's about respecting the other players. If they're fine with it, cool. If the DM is fine with the extra work you've dumped on them (finding a way to balance encounters such that one character specifically doesn't steal the spotlight in the way they were designed to do AND somehow making that player feel good about it), cool. Just be thoughtful and make sure ahead of time that you're all on the same page.
genie warlock with pact of the chain (Imp)
tell your familiar to pick up your vessel, turn invisible, fly to your destination and tell you when you get ther
hop in
personal, invisible taxi service at level 3
While not as powerful as it was back in 1st edition, the old Otto's Irresistable dance followed up by Disentegrate (or any other high damaging Dex save spell) is still a lot of fun. Fun for all the spell casters with Dexterity save spells.
Thank you sir!!
Reading this post was the only time I’ve wanted to try that subclass! :)
For the first one, an artificer could make a contraption that allows them to use this combo from afar (much like the arrow of ultimate obliteration)
If you're going this route .. use darts and add in sharpshooter damage
Otiluke’s Resilient Sphere or Bead of Force. Both seal a creature in a field where nothing can penetrate. It also makes those contained weightless.
The catapult spell allows one to choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.
1. Turn a creature into a cue ball and smash them into other creatures. This could get unintelligent creatures to be distracted by the creature in the sphere (like a cat playing with a hamster in a hamster ball)
2. With timing, remove the sphere just before they hit something that could damage them. Toss them in the air 90' and end the spell and they fall and take 9D6 falling damage. More if you toss them off a cliff or similar structure.
3. Toss them into that pool of acid, lava, etc. and remove the sphere.
So a fun post if taken that way. Obviously, the DM has the final say on what is or isn’t allowed in any game. Any group of players and DM should have a candid talk about the kind of game and expectations of what kinds of play (and power) may or man not be acceptable. Everyone has their own take on the article, here is my two copper:
As always, plenty of ways to break any game with thousands of complex parts. Always take care with confusing clever with cheesy (or cheap)…. And even this definition will vary by group. Remember: clearly define your groups expectations!
They can simply continue casting after sneezing. And if they don't cast in the first place, you've wasted your concentration, action, and first level slot. It's much more efficient to just use one of the other command words on your turn. 'Drop' for example, makes your target drop what they're holding then end their turn. No chance to cast a spell.
Picking up "ground" makes it not ground anymore. That is dirt in your hands.
You need to use a bonus action to trigger Heat Metal. So the metallic object must land and stay on your target, which is unlikely. It's far easier to heat something they're already wearing.
I don't think it's missing it necessarily, it's still a powerful combination. If you're flying magically, most DMs will probably rule that the enemy won't know where you are until you get up in their faces. I could be wrong but afaik you won't take opportunity attacks either, and you'll be able to end your turn in safety in the air. Many spells also need sight to work. You might not be perfectly safe but you'll be safe enough that most people won't bother to do anything to you, and if they do it'll not be the ideal move.
We had a paladin running Divine Favor and the wizard cast Animate Objects on some teeth he was carrying around. 8 attacks of +8 to hit and 2d4 +4 damage shredded the heck out of an aboleth.