If you're a small race, you can cast Enlarge/Reduce on yourself to make yourself Tiny, and light enough to pick up with your Mage Hand, effectively using your action to move while flying at L3.
If you're a Changeling, or if you have Disguise Self, either as its own spell or via Mask of Many Faces, you can turn into someone else, use Friends to bargain for a better price or for a favor, then afterwards change your appearance, because when Friends end, the target knows they were charmed, and may be hostile, but who they're hostile to is not what you look like now.
2-person combo: Bestow Curse to give an enemy disadvantage on their Strength checks, then Bigby's Hand to crush them, and they have to use an action to make a check at disadvantage to try to escape.
Beacon of Hope, and any spells that restore HP.
If you have a Familiar, you can command an enemy to drop their weapon, then have the Familiar swoop in, grab the weapon, and fly away to the enemy can't pick it back up.
A two-person, combo, Sickening Radiance, and anything that prevents the target(s) from leaving the area, such as Hold Person, or Wall of Stone, etc.
A spell that prevents the target from moving away (again, like Hold Person or Wall of Stone), and Spiritual Weapon, which will continue to attack each round.
Wall of Force against non-flying/teleporting enemies to get enough time to cast Leomund's Tiny Hut, and when you're in the Tiny Hut, you now have the time and security to cast Teleportation Circle.
Charm Person, then Dimension Door with them straight up the maximum distance, and then if you're not a flying race, Slow Fall on yourself as your enemy falls for high falling damage.
Plant Growth and Spike Growth, one on top of the other brings any non-flying, non-teleporting enemies in their area to a crawl. And if you have Thorn Whip, the Pushing/Pulling Infusions for Eldritch Blast, or other spells that push/pull the targets in addition to dealing damage, you can drag them back and forth like a cheese grater.
If you cast Dragonbreath on yourself, then have an ally cast Invisibility on you, you can run around breathing elemental damage on your foes, and as long as you don't end your turn in the square you breathed the damage from, they'll have a terrible time trying to find you. The breathing elemental damage is an action, but it's not an "attack" or "casting a spell" so it doesn't break your invisibility.
Polymorph and Power Word Kill to make sure that 9th level slot will work if you otherwise have no way of knowing how many hit points the enemy would have.
Not all combats start at Initiative: and especially for rangers, when their party (and the DM) allow them time to prepare, hide in plain sight, grow a terrain battlefield, etc. Rangers are quite scary and formidable.
Wall of Thorns + any spell that pushes enemies back. Moving through the wall costs 20ft of movement and deals damage each time they pass through.
Transmute Rock + Moonbeam. Transmute Rock traps enemies the Moonbeam burns them to a crisp.
Web + Sickening Radiance -> 1 level of exhaustion gives them DA on the check to escape Web while Web holds them in the sickening radiance (2 casters). Add any forced movement to get them in there and just wait for your fried chicken.
- Create Bonfire + Familiar or Unseen Servant pouring oil in the battlefield. This will add +5 to your bonfire damage. The same can be accomplished with Burning Hands.
- Thunderwave + any AoE/hazard spell, like Web or Cloud of Daggers. Here is to push enemies into the AoE.
- Rime’s Binding Ice + any AoE/hazard spell, like Web or Cloud of Daggers. Here is to get enemies with zero movement stuck in your crippling AoE spell.
- Dragon’s Breath + Familiar. Transform in your Owl familiar in a mobile platform to deliver damage and flyback in safety. Of course that a fire-breathing bird will attract much more attention, but even 2 rounds can worth the spell slot. I abused this strategy a lot with my Abjurer because I was able to protect my familiar with Project Ward.
Everyone likes the microwave, force cage and sickening radiance, but I just realized a dog kennel works just as well, maybe better depending on what youre fighting, faithful hound and force cage. 4d8 force damage per round for 8 hours without concentration, force cage lasts an hour, so you get an hour of 4d8 damage per round. Manage to keep something in there for the full hour, 600 rounds, 2400d8 of force damage (average to 10,800 damage, say half for people making saving throw, so 5,400 force damage) to whatever is in there.
Granted, sickening radiance can auto kill with exhaustion, but some things are immune to that, and you can set up the hound long before the force cage if you know a fight is coming... works with snare too for a nasty trap. You don't have to stick around for snare and hound to work, but the saving throws for snare make it harder to last.
Bane and blindness
Makes a fighter almost useless with disadvantage and -d4 to attacks. The -d4 to saving throws make the blindness last longer too and you only need 1 caster to make this combo work since blindness doesn't need concentration.
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good spell combos without breaking concentration or good combos for 2 casters
If you're a small race, you can cast Enlarge/Reduce on yourself to make yourself Tiny, and light enough to pick up with your Mage Hand, effectively using your action to move while flying at L3.
If you're a Changeling, or if you have Disguise Self, either as its own spell or via Mask of Many Faces, you can turn into someone else, use Friends to bargain for a better price or for a favor, then afterwards change your appearance, because when Friends end, the target knows they were charmed, and may be hostile, but who they're hostile to is not what you look like now.
2-person combo: Bestow Curse to give an enemy disadvantage on their Strength checks, then Bigby's Hand to crush them, and they have to use an action to make a check at disadvantage to try to escape.
Beacon of Hope, and any spells that restore HP.
If you have a Familiar, you can command an enemy to drop their weapon, then have the Familiar swoop in, grab the weapon, and fly away to the enemy can't pick it back up.
A two-person, combo, Sickening Radiance, and anything that prevents the target(s) from leaving the area, such as Hold Person, or Wall of Stone, etc.
A spell that prevents the target from moving away (again, like Hold Person or Wall of Stone), and Spiritual Weapon, which will continue to attack each round.
Wall of Force against non-flying/teleporting enemies to get enough time to cast Leomund's Tiny Hut, and when you're in the Tiny Hut, you now have the time and security to cast Teleportation Circle.
Charm Person, then Dimension Door with them straight up the maximum distance, and then if you're not a flying race, Slow Fall on yourself as your enemy falls for high falling damage.
Plant Growth and Spike Growth, one on top of the other brings any non-flying, non-teleporting enemies in their area to a crawl. And if you have Thorn Whip, the Pushing/Pulling Infusions for Eldritch Blast, or other spells that push/pull the targets in addition to dealing damage, you can drag them back and forth like a cheese grater.
If you cast Dragonbreath on yourself, then have an ally cast Invisibility on you, you can run around breathing elemental damage on your foes, and as long as you don't end your turn in the square you breathed the damage from, they'll have a terrible time trying to find you. The breathing elemental damage is an action, but it's not an "attack" or "casting a spell" so it doesn't break your invisibility.
Polymorph and Power Word Kill to make sure that 9th level slot will work if you otherwise have no way of knowing how many hit points the enemy would have.
Step 1: collect seeds and acorns as you travel:
Druidcraft + Plant growth + Wrath of Nature
Druidcraft + plant growth + Tree Stride
Not all combats start at Initiative: and especially for rangers, when their party (and the DM) allow them time to prepare, hide in plain sight, grow a terrain battlefield, etc. Rangers are quite scary and formidable.
Blank
Wall of Thorns + any spell that pushes enemies back. Moving through the wall costs 20ft of movement and deals damage each time they pass through.
Transmute Rock + Moonbeam. Transmute Rock traps enemies the Moonbeam burns them to a crisp.
Web + Sickening Radiance -> 1 level of exhaustion gives them DA on the check to escape Web while Web holds them in the sickening radiance (2 casters). Add any forced movement to get them in there and just wait for your fried chicken.
This great video has a truly wicked combo for two casters.
Low levels:
- Create Bonfire + Familiar or Unseen Servant pouring oil in the battlefield. This will add +5 to your bonfire damage. The same can be accomplished with Burning Hands.
- Thunderwave + any AoE/hazard spell, like Web or Cloud of Daggers. Here is to push enemies into the AoE.
- Rime’s Binding Ice + any AoE/hazard spell, like Web or Cloud of Daggers. Here is to get enemies with zero movement stuck in your crippling AoE spell.
- Dragon’s Breath + Familiar. Transform in your Owl familiar in a mobile platform to deliver damage and flyback in safety. Of course that a fire-breathing bird will attract much more attention, but even 2 rounds can worth the spell slot. I abused this strategy a lot with my Abjurer because I was able to protect my familiar with Project Ward.
Everyone likes the microwave, force cage and sickening radiance, but I just realized a dog kennel works just as well, maybe better depending on what youre fighting, faithful hound and force cage. 4d8 force damage per round for 8 hours without concentration, force cage lasts an hour, so you get an hour of 4d8 damage per round. Manage to keep something in there for the full hour, 600 rounds, 2400d8 of force damage (average to 10,800 damage, say half for people making saving throw, so 5,400 force damage) to whatever is in there.
Granted, sickening radiance can auto kill with exhaustion, but some things are immune to that, and you can set up the hound long before the force cage if you know a fight is coming... works with snare too for a nasty trap. You don't have to stick around for snare and hound to work, but the saving throws for snare make it harder to last.
Bane and blindness
Makes a fighter almost useless with disadvantage and -d4 to attacks. The -d4 to saving throws make the blindness last longer too and you only need 1 caster to make this combo work since blindness doesn't need concentration.