So, my druid, with a leaning to water magic, found a staff of frost. I also like the spell watery sphere. this means that when I need to capture a enemy, I cast watery sphere, and next round cast cone of cold. this may lead to a frozen sphere with enemy inside until you get them out, as watery sphere's water does not disappear, and instead falls to the ground (frozen solid in this case)
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Post under the same name at Giant in the Playground, and rarely here.
If desired, the rules state that if a Freezing Sphere"strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free". However, Cone of cold (a lower level spell) doesn't have a stipulation like this.
Back to combo's:
A 3rd level Moon Druid can combine Pass Without Trace (+10 stealth) with Wild Shape: Giant Spider (+7 stealth and spider climb) for reliable surprise attacks.
At 5th level the Druid can combine Conjure Animals: Giant Elk (for high damage vs. prone opponents) with Wild Shape: Dire Wolf (to knock opponents prone).
Darkness and Devil's Sight invocation are a pretty solid combo, not two spells though. Hunter's Mark and Vow of Enmity work well together, again not two spells though. Enlarge and Haste is nice. Glyph of Warding and Hunter's Mark might work depending on your DM.
The most effective combo I've seen personally is web and create bonfire. That's the only reason we (barely) survived a belt-buckle golem.
... Belt-buckle golem?
I was curious about that too but was afraid to ask.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
The most effective combo I've seen personally is web and create bonfire. That's the only reason we (barely) survived a belt-buckle golem.
... Belt-buckle golem?
I was curious about that too but was afraid to ask.
Yeah, I was playing a tournament that was set in a world where the Hosts of Heaven were fighting the Hoards of Hell, the party was all that remained (pretty much) of the heavenly hosts. Pockets of Hell were popping up all over the place and we had to close them. This one town we got a lead that something was wrong with the Buckle-makers guild, so we went there and it had become a portal to Hell. It was a very deadly dungeon. The first room had two guild members making belt buckles, only they were just torsos coming out of the benches at the table. Another room had fleshy walls, floor, and ceiling. The doors of that room closed tight like sphincters, and the floor/walls tried to absorb you like intestinal walls do to nutrients. Beyond that room was a room with just a pile of belt buckles which, of course, turned into a massive golem when we got close. We managed to defeat it by using a Wand of Web to slow its movement and then we used Create Bonfire to burn its feet. This had the added effect of burning the webs and more of the golem. It technically was a TPK, but we were only half-way through the dungeon so the DM just had the golem revert to belt buckles when we were all unconscious. When we woke up there was just a molten heap of brass on the floor because it had collapsed into the bonfire. Don't remember much else about that particular dungeon except that the boss was the embodiment of Gluttony and my character was almost instantly eaten.
Sickening Radiance combos really well with a lot of level 0-2 spells and 3rd level class features.
Bane makes them more likely to fail their saves (and most monsters have weak Charisma saves so it's relatively easy to stick.)
Web creates difficult terrain and can restrain them every turn. They can attempt to unrestrain themselves every turn as well, but that costs an action, so they can't Dash even if they succeed.
Spike Growth turns the area into difficult terrain that deals damage when they move through it.
An Arcane Archer's Grasping Arrow reduces the target's speed by 10 feet and deals damage when they move.
Dissonant Whispers, Open Hand Technique, Fist of Unbroken Air, Pushing Maneuver and Repelling Blast can all force the enemy deeper into the area from a distance.
Infestation is a cheaper way than Dissonant Whispers to force them to move if you're using Spike Growth or Grasping Arrow. Since the movement is random and only 5 feet at a time, on average it doesn't help them escape.
It's a bit of a slow death, but the situation becomes increasingly dangerous really quickly. As soon as they fail one save, they have disadvantage on ability checks, making them easier to shove back in. At 2 saves, their speed is halved. At 3 saves, they have disadvantage on saving throws. At 5 failed saves, their speed is 0.
Just played a necromancer with a zombie horde from Animate Dead. Everyone underestimates zombies. They have low AC, atk, dmg, and stats. The only good thing about them is the decent hp for their level (22) and Undead Fortitude allowing them to potentially stay standing after hitting 0. I was going to use them as meat shields, but started wondering if there was a different way to attack other than the standard "Attack".
Enter the Shove and Grapple actions. Stat saves tend to be an unexpected gambit against some enemies. When I'm making 4-8 STR checks, there's a decent chance something will stick. Once prone or grappled (preferably prone), the rest of the horde can chew and smash the victim.
But this is about combo spells, right? Let your minds wander through possibilities with the zombies' main immunity: Poison damage. My personal favorite was Dragon's Breath using Poison damage on one zombie. Everyone mobs an enemy to the ground, then gets mob-attacked at advantage. A final zombie stands close by and drops a poison cloud every turn (DEX save).
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I always liked a Delayed Blast Fireball paired with Mass Suggestion. Get that fireball waiting, then have a dozen unsuspecting NPCs 'walk toward the light'!
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You, you and you- panic. Everyone else- follow me.
My favorite spell combo is Alter self, creating a +1 magical tail whip (my pg is a tiefling) that deals 1D6 from 10ft (whip has reach), combined with Booming Blade, which deals another 1D8 (at level 5th). If the enemy tries to attack must move and then gets another 2D8 damage. Did I mention that I have 1D6 sneak attack too?
These are great, I’m working with my group now on some stuff like this; we just started figuring how to use two spells in the same turn. This is possible with the combo of feats and items so far, but the bad part is you go through the spell slots faster unless using a cantrip or using a weapon.
Right now my Wizard is using a quarter staff and a dagger with a Ruby of the War Mage in it. I’ll have to get two weapon fighting to complete this though.
One of my favorite combos that didn’t transfer over from 4.5, at least to my knowledge is magic mouth and, I think it was call explosive rune; my character carried around books and so when he finished he would double spell them. Then when he met someone he didn’t like he gave them the book as a gift.
Person opened the book and the magic mouth would automatically say the wrong command word to make the book explode.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
So, my druid, with a leaning to water magic, found a staff of frost. I also like the spell watery sphere. this means that when I need to capture a enemy, I cast watery sphere, and next round cast cone of cold. this may lead to a frozen sphere with enemy inside until you get them out, as watery sphere's water does not disappear, and instead falls to the ground (frozen solid in this case)
Post under the same name at Giant in the Playground, and rarely here.
Technically you cant froze the watery sphere. If you could, the spell description would say so, like in the spell Wall of water.
Depends on DM I guess.
Post under the same name at Giant in the Playground, and rarely here.
Indeed. I think Watery sphere is very useful forcing the targets through AoE spells, like Wall of Fire, Wall of thorns, Spike Growth, or others.
If desired, the rules state that if a Freezing Sphere "strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free". However, Cone of cold (a lower level spell) doesn't have a stipulation like this.
Back to combo's:
A 3rd level Moon Druid can combine Pass Without Trace (+10 stealth) with Wild Shape: Giant Spider (+7 stealth and spider climb) for reliable surprise attacks.
At 5th level the Druid can combine Conjure Animals: Giant Elk (for high damage vs. prone opponents) with Wild Shape: Dire Wolf (to knock opponents prone).
Darkness and Devil's Sight invocation are a pretty solid combo, not two spells though. Hunter's Mark and Vow of Enmity work well together, again not two spells though. Enlarge and Haste is nice. Glyph of Warding and Hunter's Mark might work depending on your DM.
The most effective combo I've seen personally is web and create bonfire. That's the only reason we (barely) survived a belt-buckle golem.
Wall of Stone with a lasting AoE spell. May not be the best, but it is very fun to use.
"First in, Last out."
- Motto of the Bridgeburners
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Sickening Radiance combos really well with a lot of level 0-2 spells and 3rd level class features.
It's a bit of a slow death, but the situation becomes increasingly dangerous really quickly. As soon as they fail one save, they have disadvantage on ability checks, making them easier to shove back in. At 2 saves, their speed is halved. At 3 saves, they have disadvantage on saving throws. At 5 failed saves, their speed is 0.
Just played a necromancer with a zombie horde from Animate Dead. Everyone underestimates zombies. They have low AC, atk, dmg, and stats. The only good thing about them is the decent hp for their level (22) and Undead Fortitude allowing them to potentially stay standing after hitting 0. I was going to use them as meat shields, but started wondering if there was a different way to attack other than the standard "Attack".
Enter the Shove and Grapple actions. Stat saves tend to be an unexpected gambit against some enemies. When I'm making 4-8 STR checks, there's a decent chance something will stick. Once prone or grappled (preferably prone), the rest of the horde can chew and smash the victim.
But this is about combo spells, right? Let your minds wander through possibilities with the zombies' main immunity: Poison damage. My personal favorite was Dragon's Breath using Poison damage on one zombie. Everyone mobs an enemy to the ground, then gets mob-attacked at advantage. A final zombie stands close by and drops a poison cloud every turn (DEX save).
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Not for a druid, but...
I always liked a Delayed Blast Fireball paired with Mass Suggestion. Get that fireball waiting, then have a dozen unsuspecting NPCs 'walk toward the light'!
You, you and you- panic. Everyone else- follow me.
My favorite spell combo is Alter self, creating a +1 magical tail whip (my pg is a tiefling) that deals 1D6 from 10ft (whip has reach), combined with Booming Blade, which deals another 1D8 (at level 5th). If the enemy tries to attack must move and then gets another 2D8 damage. Did I mention that I have 1D6 sneak attack too?
It’s a combo of
2D6+1+3D8 hp each round. Plus DEX and proficiency
These are great, I’m working with my group now on some stuff like this; we just started figuring how to use two spells in the same turn. This is possible with the combo of feats and items so far, but the bad part is you go through the spell slots faster unless using a cantrip or using a weapon.
Right now my Wizard is using a quarter staff and a dagger with a Ruby of the War Mage in it. I’ll have to get two weapon fighting to complete this though.
One of my favorite combos that didn’t transfer over from 4.5, at least to my knowledge is magic mouth and, I think it was call explosive rune; my character carried around books and so when he finished he would double spell them. Then when he met someone he didn’t like he gave them the book as a gift.
Person opened the book and the magic mouth would automatically say the wrong command word to make the book explode.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thats great, thx Astro