Armor of Agathys and bladeward (stop 5 hits per spell level, adjacent melee foes hitting you take 5 cold per spell level) So a warlock at at 9th stops 25 hits, blade ward halves all your physical damage. Your unlikely to kill an opponent of your challenge rating like this but if you are hit for three 20 damage attacks, you as a warlock will have taken 5 damage and the opponent will have taken 75 damage, a 'fair' exchange. If a poor victim (cough red dragon) with vulnerability to cold hits you they will of course take double damage and thats 150 damage to them (although only if their is at least one point of damage remaining in the armour for that last attack) *MDNS personal note, Warlocks using their mystic incarnum slots to cast this or bards taking AoA as a magical secret increase the pain this combo can exact. If a mage also uses ray of enfeeblement to lower the potential victims str based attacks by half on top of this then a fire giant for example dealing an average 28 damage twice would deal 14 (RoE) down to 7 bladeward, and need 4 hits to break a 25 hit AoA taking 100 damage in exchange. An 8th level AoA stops /deals 40 damage, at the same level you have access to that a wizard could have unlimited RoE a day.
Can you please explain how this works? I cant see any of the spells stopping 5 hits per level (Armor of Agathys & Blade Ward)
EDIT: Its the Moondruidsneversleep use of HITS instead of HITPOINTS that had me confused. Ignore this question.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
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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
The group I normally play with likes to use environmental effects. Two excellent double spell combos that have come out of it are:
First; The Grease Fire: Grease is cast on the ground(preferably not under any friendlys), the next spell cast should be any spell that can catch flammable objects on fire, cast on the grease. A good rule of thumb with this combo is to either have a way to contain or douse the fire once it's purpose has been met, or, use the spell combo somewhere you are okay with setting on fire.
-The first time I saw this used(which was used accidentally) was in a wheat field... needless to say the farmers weren't very happy with our (worthless piece of garbage) Gnomish Mage(I also had issue with him). There were very few party members who were happy with that worthless mage, as those of us not in the grease to begin with very quickly found ourselves in the fire.
Second; Lightning Cloud/Bug Zapper: Cast Fog Cloud over your enemies(I highly suggest not having any allies in the fog cloud, as they will likely become upset with you(especially those wearing metal)). Next cast Lightning Bolt , Witch Bolt , or another lightning damage spell into the fog cloud. This will distribute the spell damage halved into the cloud.
-The first time I saw this used was(also an accident) in an ice cave, which sucked, as the fighters and a second wizard were both inside the fog cloud, and it was left to the cleric and offending wizard to save the party.
These are combos my party has enjoyed using, but it is, in the end, up to the DM of your game, so don't blame me if you get a different affect from the combo. In use of these combinations(after the first use of both) my party has had a lot of fun.
Both of those depend on house rules that make the spells significantly more powerful. Grease is not, by RAW, flammable (as opposed to, for example, Web), and Fog Cloud does not interact with lightning damage in any way. They're fun, and creative, but they don't work with the rules as written. :(
I am playing a druid of the land and my idea requires some rule bending. I'm thinking - simply casting Thorn whip out of my Entangle field, or out of the spiked growth field, instead of centered from my character.
I haven't spoken to my dm about it yet, still fleshing out the idea. What are your thoughts? Is it too much? Not trying to min/max or OP my character, it just seemed practical and plausible.
Unfortunately what you are asking for is already the effect of a 4th level spell, Grasping Vine, and as such seems OP to do based on a cantrip. That being said, if you are opposite of the creature across the spike growth field, you can attack that creature from up to 30 ft away with Thorn Whip and pull them 10 feet across the spike growth field. My DM has ruled that Thorn Whip drags the creature and as such those 10 feet of movement are subject to the 2d4 of damage from spike growth per 5 ft. At that point they are effectively in the middle of the field and will suffer at least another 4d4 of piercing if they move back the way they came. Or if they come after you, just let them take all that spike growth damage and then Thunderwave them 10 feet back into the spike growth. You can also use your movement to move around the field much faster than those stuck in the field since it's difficult terrain. Using all of these tricks, it's pretty easy to either keep them taking the piercing damage or take pot shots at them as they try to go around. Fun times.
You can Maximilian's Earthen Grasp and then Bigby's hand, crushing the creature between two hands.
Make sure you have two casters for this one, (two concentration spells)
If your spells stick to those in polymorph form then polymorph (into any form with 1 to 5 hitpoints) and a sleep spell. This sets the field for a burst damage attack which if it hits will auto crit. (rogue / paladin smite) Or use a dex or str save spell (unconcious auto fail str and dex saves) if that is disintegrate then the target is dead, with no roll necessary and your gm is upset. "If thisdamage reduces the target to 0 hit points, it is disintegrated. - A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell."
At the pinnacle of spell combo kills, Prismatic wall and any forced movement spells. Amusingly prismatic wall is now accidental TPK proof and you may choose to designate your allies and yourself as immune to its effects. This leads to hiding inside and a grappler to grab and haul sacrifices into the wall of death or casting it behind victims cutting off escape and then using push effects to move them through the barrier (ever been killed by gust cantrip before? I thought not)
Truly confusing polymorph. /Matryoshka Monster. True polymorph can transform a creature into another creature permanently, It can also turn an object into a creature. So what happens if you turn an object into a creature, that creature into a different object and that object into a different creature? Lets cut out the objects. A creature is permanently an umberhulk, which is in turn permanently a young a dragon, which is in turn permanently a... you get the idea, and that creature ends up being a portable fragile object you can hurl at someone. When it breaks the weirdest most confusing fight ever, breaks out. Technically not a two spell combo, more the same spell. Obviously this is only a danger if spells stick to polymorphed targets. It also requires a day of preparation for each form (and probably a security team to restrain the rather angry test subject)
(Spell 1) Phantasmal Force to set up either a "defensible area" over a cliff or fire (create bonfire? and bonus points for both) or a bridge crossing a chasm in front of the party and (Spell 2) Suggestion with an appropriate action ("Defend yourself", "come get us" or "secure the bridge"). Don't recall if it would require two casters because of concentration.
if you want a trap combo here is what i got so you put the spell FOG CLOUD, then use MINOR ILLUSION to cast an illusion of yourself behind the enemy when they go for the bait cast any attack spell of your choice.
I'm rather fond of Plant Growth followed by Sickening Radiance.
Plant Growth slows movement to one quarter normal, making it difficult for anyone caught in the area of the Sickening Radiance to get out. And if they're in its AoE long enough to fail two saves, their movement gets halved again, making it one eighth normal. So... good luck to them with that.
An interesting combo that both includes spells and multiclassing is a 2cnd level monk and whatever level spellslinger with the ability to cast haste, specifically a level 18th level storm sorcerer, which allow for a increased 10 ft movement buff from, of course, unarmoured movement, and a flying speed of 60ft from the wind soul feature of the storm sorcerer, bringing it to a total of 70ft. But if you were paying attention, you’d know that we have haste which allows for two actions on your turn (as well as a bunch of other minor benefits ). But both those actions will go to dash for max mobility. Dash allows you to move up to twice your movement speed. So if we use dash twice, for those keeping score at home, we have a stupid amount of movement AT FREAKING 280 FLYING SPEED. Also for the more compromising of folks, you could have 140 flying speed, and be able to rain literal death from above, as the DM cries as all of his carefull planing and enemy encounter get pwned by this one guy not even a tarrasque can touch.
if you want a trap combo here is what i got so you put the spell FOG CLOUD, then use MINOR ILLUSION to cast an illusion of yourself behind the enemy when they go for the bait cast any attack spell of your choice.
Um minor illusion only makes that type of illusion if it can fit in the palm of your hand
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Summon woodland creatures: summon pixies (8 of them since they are Cr 1/4)
Pixies (as many as needed) cast their once a day polymorph on your party members to turn them into anything big. Probably T-Rex or Giant Ape. This also triggers the pixies invisibility so they are all invisible while concentrating.
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Can you please explain how this works? I cant see any of the spells stopping 5 hits per level (Armor of Agathys & Blade Ward)
EDIT: Its the Moondruidsneversleep use of HITS instead of HITPOINTS that had me confused. Ignore this question.
From the link posted for Armor of Agathys:
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
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
Both of those depend on house rules that make the spells significantly more powerful. Grease is not, by RAW, flammable (as opposed to, for example, Web), and Fog Cloud does not interact with lightning damage in any way. They're fun, and creative, but they don't work with the rules as written. :(
I am playing a druid of the land and my idea requires some rule bending. I'm thinking - simply casting Thorn whip out of my Entangle field, or out of the spiked growth field, instead of centered from my character.
I haven't spoken to my dm about it yet, still fleshing out the idea. What are your thoughts? Is it too much? Not trying to min/max or OP my character, it just seemed practical and plausible.
Unfortunately what you are asking for is already the effect of a 4th level spell, Grasping Vine, and as such seems OP to do based on a cantrip. That being said, if you are opposite of the creature across the spike growth field, you can attack that creature from up to 30 ft away with Thorn Whip and pull them 10 feet across the spike growth field. My DM has ruled that Thorn Whip drags the creature and as such those 10 feet of movement are subject to the 2d4 of damage from spike growth per 5 ft. At that point they are effectively in the middle of the field and will suffer at least another 4d4 of piercing if they move back the way they came. Or if they come after you, just let them take all that spike growth damage and then Thunderwave them 10 feet back into the spike growth. You can also use your movement to move around the field much faster than those stuck in the field since it's difficult terrain. Using all of these tricks, it's pretty easy to either keep them taking the piercing damage or take pot shots at them as they try to go around. Fun times.
I stole my pfp from this person: https://mobile.twitter.com/xelart1/status/1177312449575432193
Make sure you have two casters for this one, (two concentration spells)
If your spells stick to those in polymorph form then polymorph (into any form with 1 to 5 hitpoints) and a sleep spell. This sets the field for a burst damage attack which if it hits will auto crit. (rogue / paladin smite) Or use a dex or str save spell (unconcious auto fail str and dex saves) if that is disintegrate then the target is dead, with no roll necessary and your gm is upset. "If this damage reduces the target to 0 hit points, it is disintegrated. - A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell."
At the pinnacle of spell combo kills, Prismatic wall and any forced movement spells. Amusingly prismatic wall is now accidental TPK proof and you may choose to designate your allies and yourself as immune to its effects. This leads to hiding inside and a grappler to grab and haul sacrifices into the wall of death or casting it behind victims cutting off escape and then using push effects to move them through the barrier (ever been killed by gust cantrip before? I thought not)
Truly confusing polymorph. /Matryoshka Monster. True polymorph can transform a creature into another creature permanently, It can also turn an object into a creature. So what happens if you turn an object into a creature, that creature into a different object and that object into a different creature? Lets cut out the objects. A creature is permanently an umberhulk, which is in turn permanently a young a dragon, which is in turn permanently a... you get the idea, and that creature ends up being a portable fragile object you can hurl at someone. When it breaks the weirdest most confusing fight ever, breaks out. Technically not a two spell combo, more the same spell. Obviously this is only a danger if spells stick to polymorphed targets. It also requires a day of preparation for each form (and probably a security team to restrain the rather angry test subject)
I think glyph of warding nulls after moving it 10ft from where it was cast at.
KingRat88, to what part are you replying to? cheers in advance!
Check out Catapult + Melf's Minute Meteors :)
"Trust a Flumph." - X the Mystic
"All we have to decide is what to do with the time that is given to us." Gandalf the Grey
Wish and Wish
I stole my pfp from this person: https://mobile.twitter.com/xelart1/status/1177312449575432193
(Spell 1) Phantasmal Force to set up either a "defensible area" over a cliff or fire (create bonfire? and bonus points for both) or a bridge crossing a chasm in front of the party and (Spell 2) Suggestion with an appropriate action ("Defend yourself", "come get us" or "secure the bridge"). Don't recall if it would require two casters because of concentration.
if you want a trap combo here is what i got so you put the spell FOG CLOUD, then use MINOR ILLUSION to cast an illusion of yourself behind the enemy when they go for the bait cast any attack spell of your choice.
I'm rather fond of Plant Growth followed by Sickening Radiance.
Plant Growth slows movement to one quarter normal, making it difficult for anyone caught in the area of the Sickening Radiance to get out. And if they're in its AoE long enough to fail two saves, their movement gets halved again, making it one eighth normal. So... good luck to them with that.
DICE FALL, EVERYONE ROCKS!
A spell and a class feature. Darkness and a shadow sorcerer's shadow walk ability.
An interesting combo that both includes spells and multiclassing is a 2cnd level monk and whatever level spellslinger with the ability to cast haste, specifically a level 18th level storm sorcerer, which allow for a increased 10 ft movement buff from, of course, unarmoured movement, and a flying speed of 60ft from the wind soul feature of the storm sorcerer, bringing it to a total of 70ft. But if you were paying attention, you’d know that we have haste which allows for two actions on your turn (as well as a bunch of other minor benefits ). But both those actions will go to dash for max mobility. Dash allows you to move up to twice your movement speed. So if we use dash twice, for those keeping score at home, we have a stupid amount of movement AT FREAKING 280 FLYING SPEED. Also for the more compromising of folks, you could have 140 flying speed, and be able to rain literal death from above, as the DM cries as all of his carefull planing and enemy encounter get pwned by this one guy not even a tarrasque can touch.
heheh get rickrolled xdddddd
heheh get rickrolled xdddddd
minor illusion.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Minor illusion. A five foot cube. I'd say that's enough to make a humanoid form, especially for a Small creature.
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
Summon woodland creatures: summon pixies (8 of them since they are Cr 1/4)
Pixies (as many as needed) cast their once a day polymorph on your party members to turn them into anything big. Probably T-Rex or Giant Ape. This also triggers the pixies invisibility so they are all invisible while concentrating.