ell ell this is for any combo's (multi class / spells/ items/ esd) that work super well or is down right NASTY.
the combo i fownd and after looking over it a undead warlock with pact of the blade and the Sentinel feet for at right off the bat a undead gets " Form of Dread " witch a part of it is once during each of your turns when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn and the fear condition have disadvantage on Ability Checks and Attack Rolls as long as they see you and if you add Spirit Shroud spell on top of that you prity much lock them in place.
You can always get a bag or some glue to attach some magic stones to an arrow. Then shoot it. Deal bow damage plus each of the magic stones.
Wrap a weapon with thin wood after glyph of warding on it. Also works great for random loot. Hit something twice, break the wood on it. Then kaboom. If on an enemy minion, that 20 foot radius can be really fun. If you like sneaking in, can plant with all the other weapons and let people find out the hard way when your party actually attacks.
for classes. Ranger, hunter and then horde breaker focus at level 3. Then battle master fighter. Make use of two weapon fighting and at fairly low level. Like level 6, you can make 4 attacks in a group. Would go ranger first since the free extra attack to creature within range is great with a bow. With battlemaster, you got lots of options for extras. Like cleave. Or knocking them back a whole lot.
another mean/scary thing you can do with arrows is you make a arrow that it design to have the head come off the shaft and you or someone else cast -heat metal- on the head before you shoot it.
what you get is a nasty combo for at the lowest that red hot arrow that on the casters turn on there bonus action on each of there subsequent turns to cause this damage again and they can't remove it for the thing that burning them is stuck in them witch they have to cut it out or get out of the casters rang and that arrow head will give them disadvantage on attack rolls and ability checks for the spells states -If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.- and you cant drop something that is inside you so when you do the math for each special arrows with every caster that can cast -heat metal- each chaster will on there bonus have a guarantee at minimal 2d8 fire damg and disadvantage on attack rolls and ability checks we are talking about it can be OP in the long run.
Wrap a weapon with thin wood after glyph of warding on it. Also works great for random loot. Hit something twice, break the wood on it. Then kaboom. If on an enemy minion, that 20 foot radius can be really fun. If you like sneaking in, can plant with all the other weapons and let people find out the hard way when your party actually attacks.
Wouldn't work. The glyph is dispelled ineffectually if it moves more than 10 ft from where you cast it. It specifically describes the example of an object with a glyph being moved away, so using the wood would not work.
Make zombies and use them to surround and grapple an enemy. Then use Cloudkill. The zombies are immune to the poison and keep the enemy in place long enough for them to take a lot of damage.
Use the cage form of Forcecage to trap the enemy and still be able to target inside it with a Sickening Radiance. This spell is brutal as even if they're immune to the damage, it can still exhaust them to death. For the few enemies the Sickening Radiance wouldn't affect you could use any similar AoE. Forcecage doesn't require concentration so it can easily lock an enemy in the AoE.
The Prismatic Wall can be made into a sphere and you can choose those who will be safe from it. It doesn't require concentration. Place it above the enemies. Use Reverse Gravity to make the enemies fall upwards through all of the layers. You can then drop concentration and they fall all back down - so basically they trigger every layer at least twice. This is:
10d6 fire damage, 10d6 acid damage, 10d6 lightning damage, 10d6 poison damage, 10d6 cold damage. Twice. So that's possibly 100d6 (avg. 350) damage. Two attempts to restrain them (which can progress into petrification) and two attempts to permanently banish them to a different plane of existence.
For the stragglers that have survived - the Prismatic Wall (sphere) stays for 10 minutes, so you can use other spells like [Tooltip Not Found] or Telekinesis to keep popping enemies up through the sphere again and again. Graviturgist wizards are particularly adept at moving enemies around so they could have many options for pulling enemies into the sphere.
Prismatic Wall cannot be dispelled entirely, as one must remove each layer and in specific order, so it's unlikely the surviving enemies can get rid of it. It's also immune to Antimagic Field.
The 6th level Shadow Magic Sorcerer feature, Hound of Ill Omen, creates a shadow hound that targets a creature. While within 5 ft of the hound the target has disadvantage to all and any saving throw they make against your spells. Mind Sliver is a cantrip that can impose a -1d4 penalty to the next saving through the creature makes. Using Hold Person or Hold Monster the target is essentially locked in paralysis: between the disadvantage and -1d4 penalty, they are very unlikely to succeed on the saving throw. If your party has somebody capable of casting Bane they could apply a further -1d4 penalty. With your metamagic you can even extend duration, affect multiple enemies, and more. This is even more brutal if you are MC with Paladin - you can Quicken Spell the Mind Sliver and use your action to Divine Smite with auto-crit (thanks to the paralysis).
Steel Wind Strike is a 5th level spell that deals 6d10 force damage to 5 targets within 30 ft of you. The 14th level School of Evocation Wizard feature, Overchannel, lets you maximise all damage dice for that spell. That's 60 damage to 5 targets, or 300 damage output. This is a brilliant way to clear some of the minions or at least make them much easier to deal with.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Bonus points for using as a College of Lore Bard or as a Circle of Stars Druid, who can give an extra malus on the strength save that already got disadvantage.
Cube of Force (which bafflingly is only a Rare item) plus any spell like call lightning, moonbeam, that you can cast before activating its fifth face. Honestly, this item is so ridiculously problematic that I really regret how my players managed to get hold of it at level 2 by using spectacular deceit, trickery and a terrain feature to surprise kill an NPC that they really shouldn't have been able to harm, and did so in a single auto-kill that I didn't even know they were plotting until it happened. In fairness to them, they don't abuse it and often just choose not to use it if they think it will make fights boring.
This item really should be Legendary it's so crazily powerful. A determined power gaming party can turn most fights into jokes.
Up against dinosaurs, griffins, some other attack based beastie? Face 3. Shoot arrows. Cast spells. Invulnerable win.
Up against undead or constructs? Hit face 2. I guess they can still throw rocks at you.
Powerful spellcaster - wait, no. Hit face 4. Invulnerable to spells. Shoot arrows. Thanks for that, cube.
a Gnome that multiclass as a -Battle Smith artificer- and -Cavalier Fighter- for the Steel Defender can be the mount with a speed of 40 ft that have Immunitiesto poison, charmed, exhaustion.
also The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender and the Cavaliers Unwavering Mark will also disadvantage on any attack roll that doesn't target you so with these together and a high AC will make you the biggest pest in battle for they will have a hard time hitting you.
there are other things this multiclass combo can do but ill let you guys and gals to look in-depth in you free time.
Disciple of Life + goodberry: as early as level 2 (life cleric 1 + druid 1), you can restore 40 HP with a 1st level spell slot outside of combat; with a 24 hour duration, burn your remaining slots on berries before a long rest and start the next adventuring day with lots of them AND your regained spell slots!
Polearm Master (spear or quarterstaff) + Warcaster + booming blade: if something runs up to you to give you trouble, smash them and make it hurt; bonus points if you add paladin levels for Divine Smite!
Half-orc + Piercer + a lance: 4d12 + Str piercing damage on every crit; Champions can fish for crits with Improved/Superior Critical, while Eldritch Knights can set up auto-crits with hold person on a humanoid affected by their Eldritch Strike; you also could, instead, stack on even more crit dice with a barbarian's Brutal Critical!
for this combo you can go almost any ware for you can pick locks, turn invisible, pop a Etherealnes spell and walk through walls for 8 hrs, use the changeling Shape-changer ability and talk your way in.
hell you can go in get any lintel and walk out and if you bin discoverer you can easily get out of the building by running through walls and when they lost sight make your self look like a old hobo and if that dos not work go invisible you be a spy groups wet dream more so if you have the Keen Mind feat as well.
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ell ell this is for any combo's (multi class / spells/ items/ esd) that work super well or is down right NASTY.
the combo i fownd and after looking over it a undead warlock with pact of the blade and the Sentinel feet for at right off the bat a undead gets " Form of Dread " witch a part of it is once during each of your turns when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn and the fear condition have disadvantage on Ability Checks and Attack Rolls as long as they see you and if you add Spirit Shroud spell on top of that you prity much lock them in place.
Blade of the Medusa and Halfling Lucky Racial Feature.
You can always get a bag or some glue to attach some magic stones to an arrow. Then shoot it. Deal bow damage plus each of the magic stones.
Wrap a weapon with thin wood after glyph of warding on it. Also works great for random loot. Hit something twice, break the wood on it. Then kaboom. If on an enemy minion, that 20 foot radius can be really fun. If you like sneaking in, can plant with all the other weapons and let people find out the hard way when your party actually attacks.
for classes. Ranger, hunter and then horde breaker focus at level 3. Then battle master fighter. Make use of two weapon fighting and at fairly low level. Like level 6, you can make 4 attacks in a group. Would go ranger first since the free extra attack to creature within range is great with a bow. With battlemaster, you got lots of options for extras. Like cleave. Or knocking them back a whole lot.
another mean/scary thing you can do with arrows is you make a arrow that it design to have the head come off the shaft and you or someone else cast -heat metal- on the head before you shoot it.
what you get is a nasty combo for at the lowest that red hot arrow that on the casters turn on there bonus action on each of there subsequent turns to cause this damage again and they can't remove it for the thing that burning them is stuck in them witch they have to cut it out or get out of the casters rang and that arrow head will give them disadvantage on attack rolls and ability checks for the spells states -If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.- and you cant drop something that is inside you so when you do the math for each special arrows with every caster that can cast -heat metal- each chaster will on there bonus have a guarantee at minimal 2d8 fire damg and disadvantage on attack rolls and ability checks we are talking about it can be OP in the long run.
Wouldn't work. The glyph is dispelled ineffectually if it moves more than 10 ft from where you cast it. It specifically describes the example of an object with a glyph being moved away, so using the wood would not work.
Animate Dead + Cloudkill (Death Cloud)
Make zombies and use them to surround and grapple an enemy. Then use Cloudkill. The zombies are immune to the poison and keep the enemy in place long enough for them to take a lot of damage.
Sickening Radiance + Forcecage (Sickening Cage)
Use the cage form of Forcecage to trap the enemy and still be able to target inside it with a Sickening Radiance. This spell is brutal as even if they're immune to the damage, it can still exhaust them to death. For the few enemies the Sickening Radiance wouldn't affect you could use any similar AoE. Forcecage doesn't require concentration so it can easily lock an enemy in the AoE.
Prismatic Wall + Reverse Gravity (Prismatic Doom)
The Prismatic Wall can be made into a sphere and you can choose those who will be safe from it. It doesn't require concentration. Place it above the enemies. Use Reverse Gravity to make the enemies fall upwards through all of the layers. You can then drop concentration and they fall all back down - so basically they trigger every layer at least twice. This is:
10d6 fire damage, 10d6 acid damage, 10d6 lightning damage, 10d6 poison damage, 10d6 cold damage. Twice. So that's possibly 100d6 (avg. 350) damage. Two attempts to restrain them (which can progress into petrification) and two attempts to permanently banish them to a different plane of existence.
For the stragglers that have survived - the Prismatic Wall (sphere) stays for 10 minutes, so you can use other spells like [Tooltip Not Found] or Telekinesis to keep popping enemies up through the sphere again and again. Graviturgist wizards are particularly adept at moving enemies around so they could have many options for pulling enemies into the sphere.
Prismatic Wall cannot be dispelled entirely, as one must remove each layer and in specific order, so it's unlikely the surviving enemies can get rid of it. It's also immune to Antimagic Field.
Hold Person/Monster + Hound of Ill Omen + Mind Sliver (Shadow Hold)
The 6th level Shadow Magic Sorcerer feature, Hound of Ill Omen, creates a shadow hound that targets a creature. While within 5 ft of the hound the target has disadvantage to all and any saving throw they make against your spells. Mind Sliver is a cantrip that can impose a -1d4 penalty to the next saving through the creature makes. Using Hold Person or Hold Monster the target is essentially locked in paralysis: between the disadvantage and -1d4 penalty, they are very unlikely to succeed on the saving throw. If your party has somebody capable of casting Bane they could apply a further -1d4 penalty. With your metamagic you can even extend duration, affect multiple enemies, and more. This is even more brutal if you are MC with Paladin - you can Quicken Spell the Mind Sliver and use your action to Divine Smite with auto-crit (thanks to the paralysis).
Overchannel + Steel Wind Strike (OverStrike)
Steel Wind Strike is a 5th level spell that deals 6d10 force damage to 5 targets within 30 ft of you. The 14th level School of Evocation Wizard feature, Overchannel, lets you maximise all damage dice for that spell. That's 60 damage to 5 targets, or 300 damage output. This is a brilliant way to clear some of the minions or at least make them much easier to deal with.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
heat metal+ iron bands of binding
Bonus points for using as a College of Lore Bard or as a Circle of Stars Druid, who can give an extra malus on the strength save that already got disadvantage.
Polymorph + power word kill.
Greater invisibility + Steel Wind Strike. Works out to six attacks with advantage. Add Elven Accuracy if you really want to go fishing for crits.
Cube of Force (which bafflingly is only a Rare item) plus any spell like call lightning, moonbeam, that you can cast before activating its fifth face. Honestly, this item is so ridiculously problematic that I really regret how my players managed to get hold of it at level 2 by using spectacular deceit, trickery and a terrain feature to surprise kill an NPC that they really shouldn't have been able to harm, and did so in a single auto-kill that I didn't even know they were plotting until it happened. In fairness to them, they don't abuse it and often just choose not to use it if they think it will make fights boring.
This item really should be Legendary it's so crazily powerful. A determined power gaming party can turn most fights into jokes.
a Gnome that multiclass as a -Battle Smith artificer- and -Cavalier Fighter- for the Steel Defender can be the mount with a speed of 40 ft that have Immunities to poison, charmed, exhaustion.
also The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender and the Cavaliers Unwavering Mark will also disadvantage on any attack roll that doesn't target you so with these together and a high AC will make you the biggest pest in battle for they will have a hard time hitting you.
there are other things this multiclass combo can do but ill let you guys and gals to look in-depth in you free time.
Disciple of Life + goodberry: as early as level 2 (life cleric 1 + druid 1), you can restore 40 HP with a 1st level spell slot outside of combat; with a 24 hour duration, burn your remaining slots on berries before a long rest and start the next adventuring day with lots of them AND your regained spell slots!
Polearm Master (spear or quarterstaff) + Warcaster + booming blade: if something runs up to you to give you trouble, smash them and make it hurt; bonus points if you add paladin levels for Divine Smite!
Half-orc + Piercer + a lance: 4d12 + Str piercing damage on every crit; Champions can fish for crits with Improved/Superior Critical, while Eldritch Knights can set up auto-crits with hold person on a humanoid affected by their Eldritch Strike; you also could, instead, stack on even more crit dice with a barbarian's Brutal Critical!
hm.... i think this might be the ultimate infiltrator combo for just how many ways you can infiltrate a building with out something knowing.
a Changeling that is multi-class lev 13 Rogue Soulknife and a lev 7 Ranger Horizon Walker Conclave with a glamoured studded leather armor and with the Actor feat.
for this combo you can go almost any ware for you can pick locks, turn invisible, pop a Etherealnes spell and walk through walls for 8 hrs, use the changeling Shape-changer ability and talk your way in.
hell you can go in get any lintel and walk out and if you bin discoverer you can easily get out of the building by running through walls and when they lost sight make your self look like a old hobo and if that dos not work go invisible you be a spy groups wet dream more so if you have the Keen Mind feat as well.