does taking every damm non concentration passive defense buff like aid, warding bond, and death ward on the same person or on a summoned creature count as a combo or is it just taking precautions?
also tempest cleric + elemental weapon via mark of making, make people be not near you
also also war caster + polarm master + shillelagh and booming blade
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I'm a fan of comboing stuff with spirit guardians.
An Eladrin or similar non-spell bonus action teleport race is my preferred combo. Since you'll be able to get into the thick of it all the faster while still being able to cast Spirit Guardians.
Then there are all sorts of fun lockdown techniques to keep them from getting away. Booming Blade is okay, but Whip + Sentinel, Whip + Warcaster, fighting atop difficult terrain, Polearm Master plus A Glaive (+ Sentinel/warcaster). All fun stuff.
Multiclass option
- (especially as a divine soul SG user) is warlock for push/pull eldritch blasts. (Push em out and pull them back into SG in the same action for another tick of its damage)
- druidy boi for thorn whip and earth tremor (yank people in, or back in. ET makes aoe difficult terrain on demand. SG causes them half speed. (Ie 20ft speed needed per 5ft moved.)
- rune knight fighter to get Large and have ally Enlarge you again. Now you're HUGE, and have a 15ft radius effect churning over what is essentially a 45ft diameter circle instead of the standard 35ft one. Way more enemies hit.
Spike growth dropped at your location by an ally druid is legit phenomenal. If you teammates have push/pull abilities they get bonus damage from spike growth for moving plus bonus damage when they knock em into your guardians. Best druid for this is wildfire since they can freely teleport you and themselves around inside the spike grown to reposition as needed while enemies just die.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Transmuted can only change "acid, cold, fire, lightning, poison, thunder." into another one from that list. So you can't transmute Radiant or Necrotic.
So far in one of the campaigns I'm playing I've a level 8 character (3 runic knight fighter/5 death domain cleric) and my favorite combo when needing to gain extra hp is Vampiric Touch and pumping it with an extra 15 necrotic damage with my Touch of Death (channel divinity).
does taking every damm non concentration passive defense buff like aid, warding bond, and death ward on the same person or on a summoned creature count as a combo or is it just taking precautions?
also tempest cleric + elemental weapon via mark of making, make people be not near you
also also war caster + polarm master + shillelagh and booming blade
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Also, you can make your Allies immune to spirit guardians
I'm a fan of comboing stuff with spirit guardians.
An Eladrin or similar non-spell bonus action teleport race is my preferred combo. Since you'll be able to get into the thick of it all the faster while still being able to cast Spirit Guardians.
Then there are all sorts of fun lockdown techniques to keep them from getting away. Booming Blade is okay, but Whip + Sentinel, Whip + Warcaster, fighting atop difficult terrain, Polearm Master plus A Glaive (+ Sentinel/warcaster). All fun stuff.
Multiclass option
- (especially as a divine soul SG user) is warlock for push/pull eldritch blasts. (Push em out and pull them back into SG in the same action for another tick of its damage)
- druidy boi for thorn whip and earth tremor (yank people in, or back in. ET makes aoe difficult terrain on demand. SG causes them half speed. (Ie 20ft speed needed per 5ft moved.)
- rune knight fighter to get Large and have ally Enlarge you again. Now you're HUGE, and have a 15ft radius effect churning over what is essentially a 45ft diameter circle instead of the standard 35ft one. Way more enemies hit.
Spike growth dropped at your location by an ally druid is legit phenomenal. If you teammates have push/pull abilities they get bonus damage from spike growth for moving plus bonus damage when they knock em into your guardians. Best druid for this is wildfire since they can freely teleport you and themselves around inside the spike grown to reposition as needed while enemies just die.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
hmm take meta magic adept to change the spirit guardian damage to thunder so it gets maximised too?? wondering
Transmuted can only change "acid, cold, fire, lightning, poison, thunder." into another one from that list. So you can't transmute Radiant or Necrotic.
So far in one of the campaigns I'm playing I've a level 8 character (3 runic knight fighter/5 death domain cleric) and my favorite combo when needing to gain extra hp is Vampiric Touch and pumping it with an extra 15 necrotic damage with my Touch of Death (channel divinity).
Light cleric - spirit shroud adds extra damage to each scorching ray that hits. great for single target damage.