Has anyone used the push effect to team up party casters to knock enemies into effects like wall of fire, cload of daggers, sickening radiance and similar spells. Most of these spells say the first time you enter the spells effect on a turn or begins/ends their turn in the effected area.
I can see this combo as getting multiple applications of one spells effect in a single round with combined with stunning fist. For example, spell caster casts wall of fire forcing enemy taking damage on casters turn. Enemy then moved out of effect, then on monks turn the monk then stuns enemy and pushes the enemy back into wall of fire (auto Dex fail save because stunned). Then comes back to enemies turn and another auto fail dex save. Then back on the monks turn they could just move into the fire knock enemy out and with the monks crazy speed more then likely with thier second flurry attack knock the enemy back in for more auto dex save fails from stun. So in 2 rounds forcing 4 damages from a spell with 3 of them automatically failing.
I'd recommend the Crusher feat if you really want to maximise this idea; all you need to do is hit with a bludgeoning attack and you can move the enemy 5 feet in any direction (once per turn), and you can use it with unarmed strikes and a quarterstaff. This will not only give you an extra five feet to push the enemy back if they move out of the area, but because it lets you move them in any direction you could actually punch them out of the area without having to risk going into it yourself (on a grid you'd attack diagonally, move them out and next to yourself), then move around to shove them back in! Since this is still technically the first time they entered the area on the turn, they'd take the damage again.
It's definitely a nasty strategy, but of course it will only work against certain types of enemies; some will have too high a Strength/Constitution to be moved reliably, but against enemies that it will work against it'll be nasty.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Has anyone used the push effect to team up party casters to knock enemies into effects like wall of fire, cload of daggers, sickening radiance and similar spells. Most of these spells say the first time you enter the spells effect on a turn or begins/ends their turn in the effected area.
I can see this combo as getting multiple applications of one spells effect in a single round with combined with stunning fist. For example, spell caster casts wall of fire forcing enemy taking damage on casters turn. Enemy then moved out of effect, then on monks turn the monk then stuns enemy and pushes the enemy back into wall of fire (auto Dex fail save because stunned). Then comes back to enemies turn and another auto fail dex save. Then back on the monks turn they could just move into the fire knock enemy out and with the monks crazy speed more then likely with thier second flurry attack knock the enemy back in for more auto dex save fails from stun. So in 2 rounds forcing 4 damages from a spell with 3 of them automatically failing.
I'd recommend the Crusher feat if you really want to maximise this idea; all you need to do is hit with a bludgeoning attack and you can move the enemy 5 feet in any direction (once per turn), and you can use it with unarmed strikes and a quarterstaff. This will not only give you an extra five feet to push the enemy back if they move out of the area, but because it lets you move them in any direction you could actually punch them out of the area without having to risk going into it yourself (on a grid you'd attack diagonally, move them out and next to yourself), then move around to shove them back in! Since this is still technically the first time they entered the area on the turn, they'd take the damage again.
It's definitely a nasty strategy, but of course it will only work against certain types of enemies; some will have too high a Strength/Constitution to be moved reliably, but against enemies that it will work against it'll be nasty.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Work with the Repelling Blast Warlock and you can shred folks!