Has anyone discovered any neat combos or tactics you can pull off with Tashas Cauldron of everything? I've thought of a few:
1. Genie warlock + pact of chain: hop into your vessel and have your invisible familiar carry you. Easy access to flight + Invisibility, great for infiltration.
2. Summon shadowspawn +Lance of lethargy: the despair spirit slows everyone around it by flat 20 feet. Lance of lethargy reduces their speed by further 10 feet, possibly reducing their speed to 0. Also combos nicely with other things that reduce speed like spirit guardians.
3. Eldritch adept (misty visions) + school of illusion wizard. Very flexible Infinite illusions starting from quote low levels.
What other interesting uses for the new options have you found?
Artificer gets to level 2, picks up Spellwrought Tattoo as an infusion and chooses Find Familiar. One party member a day gets a familiar until everyone has a familiar.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Paladins and Fighters can stack interception on top of each other. And an Ancestral Guardians Barbarian can do his Spirit Shield on top of that, too. Put those three together in a party and have them all stand close to each other, probably flanking the Ancestral Guardians Barbarian (which still lets the Fighter stand in the Paladin's aura), and it will be very hard to deal damage with attacks. And if it's an Oath of the Ancients Paladin giving resistance to damage from spells, good luck on that.
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
Ooh, I like this thread. Here's a few I have found. . .
Guardian Armorer Artificer and Booming Blade. This makes you even better at tanking, but once you get to level 5 you get to the "should I attack twice or Booming Blade once" conundrum. To avoid this, you should multiclass into Bladesinger, giving you some great spells; find familiar, shield, haste, and misty step. With Haste on, you get 2 booming blade thunderpunches and 1 normal thunder gauntlet attack each turn, with magical armor and attacks.
Clockwork Sorcerer/Abjuration Wizard multiclass with Armor of Agathys (through being a Mark of Warding Dwarf) and Elemental Adept (cold). It lets you reduce the damage you take by quite a bit, allowing for you to deal a lot of cold damage to people who deal damage to you, and ignoring resistance to cold damage.
Bladesinger/Arcane Trickster. You can use booming blade or green-flame blade, have a high AC, and get to add the cantrip damage atop of the damage of your Extra Attack and Sneak Attack.
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Please check out my homebrew, I would appreciate feedback:
Guardian Armorer Artificer and Booming Blade. This makes you even better at tanking, but once you get to level 5 you get to the "should I attack twice or Booming Blade once" conundrum. To avoid this, you should multiclass into Bladesinger, giving you some great spells; find familiar, shield, haste, and misty step. With Haste on, you get 2 booming blade thunderpunches and 1 normal thunder gauntlet attack each turn, with magical armor and attacks.
14th level Clockwork soul sorcerer + at least 2 barbarian levels + at least 1 level in hexblade warlock. Reckless attack and use your Trance of Order to remove the advantage on attack rolls against you. Hexblade for Charisma to your weapon attacks, to make melee more viable.
14th level Clockwork soul sorcerer + at least 2 barbarian levels + at least 1 level in hexblade warlock. Reckless attack and use your Trance of Order to remove the advantage on attack rolls against you. Hexblade for Charisma to your weapon attacks, to make melee more viable.
I don't know if you'd be able to add the rage damage bonus though. It says you specifically need to use STR for your attacks (compared to rogue sneak attack where it says you only need to use a finesse weapon, it doesn't matter if you use STR or DEX)
Booming Blade + Crusher feat. I know it has Blade in the title, but it doesn't have to be a blade... The critical bonus that can roll with it is pretty good as well. For example, a Bladesinger who chose Flails as their weapon of choice. Could get the initial hit, then hitting with Booming Blade and use the Crusher feat to push the target away from you. Now, unleash the creature has reach, they have to either choose to not move and forego attacking you, or move and take the Booming Blade damage.
Pact of the Chain w/ Investment of the Chain Master + Summon Undead (Putrid). For your bonus action, use your Sprite to try and poison someone from afar. Then have your Putrid creature attack, attempting to Paralyze. This is mostly just having something to do with Warlock Bonus Action and increasing the odds of removing a creature from the fight, either from sleep (Sprite arrow) or paralys (Putrid attacks).
Darkness + Blind Fighting. A bit obvious, but combining these aspects or Fog or anything that messes with sight. So, like a Shadow Monk could grab the Fighting Style feat and combo it with its own Darkness to just bludgeon stuff. A two character combo I did with my wife was a Bugbear Paladin with Sentinel + Polearm Master. If her Wizard was ever threatened, could drop Fog Cloud and hide by the Paladin, who would keep everything at bay. Could also take the Eldritch Adept feat for a gish like Bladesinger and take Devil Sight for advantage that way as well.
Dual Wield Hammer and Sword with Crusher + Slasher feat. With this, you can reduce a creatures movement by 10 and push them 5 feet away. This can allow you to move in and out of range with relative ease. Especially useful in one on one scenarios. This can also be achieved by a monk wielding a slashing weapon (using Unarmed Strike for the bludgeoning), or maybe a fighter who happened to pick up Unarmed Fighting style.
Clockwork Sorcerer 14 Paladin 6 (with 20 Charisma obviously, because you have 14 levels as a Sorcerer).
You'll have a floor of 10 on any saving throw you make from the Clockwork Sorcerer level 14 ability (although for only one minute), along with the 6th level Paladin aura giving you +5 to all your saving throws. Even without any magic gear, you'll have between a 14 and a 21 as your minimum roll on a saving throw, depending on what stat. Pair it with a Staff of Power and the resilient Wisdom feat, and you'll have a floor of 24ish on your Constitution, Charisma, and Wisdom saving throws (floor of 10 from Clockwork level 14 ability, +5 bonus from Paladin level 6 ability, +6 bonus from proficiency bonus at level 20, +2 from gear, and then +1 or better from your actual Constitution or Wisdom score). That'll be enough to not need to roll your Constitution, Charisma, or Wisdom saving throws against most enemy spellcasters.
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
That doesn't work.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
That doesn't work.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
That does work. The target has to willingly move 5 ft towards you if they want to be able to attack you. Assuming no ranged attacks and ignoring the whole "unless it have reach" bit of course.
Edit: Reply to SeanJp's reply to this below- not making a new post for this since it's not that relevant to the op. Yeah it is kind of easy to miss especially when you read a lot more incorrect abuses of booming blade than correct ones. Also not my post lol.
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
That doesn't work.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
That does work. The target has to willingly move 5 ft towards you if they want to be able to attack you. Assuming no ranged attacks and ignoring the whole "unless it have reach" bit of course.
I misread your post, my bad. Yes, the way you were describing it does work.
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
That doesn't work.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
That does work. The target has to willingly move 5 ft towards you if they want to be able to attack you. Assuming no ranged attacks and ignoring the whole "unless it have reach" bit of course.
I misread your post, my bad. Yes, the way you were describing it does work.
True but this isn't really a new combo because the Mobile feat already allowed you to basically do the same thing.
Mobile allows you to disengage from any creature you make an attack against (hitting not required), not just one creature. For a 5th level Monk (who are common users of the Mobile feat), you’re able to make 4 melee attacks (Extra Attack + Flurry of Blows), meaning you’re able to mitigate 4 opportunity attacks.
I really like using the Summon Fey on a Warlock with Devil Sight. The Tricksy Fey's Fey Step creating a 5 ft. cube of magical darkness around itself that the warlock can see through. Good to engulf the enemy in to gain advantage to attacks or to engulf yourself and give yourself some protection.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Has anyone discovered any neat combos or tactics you can pull off with Tashas Cauldron of everything? I've thought of a few:
1. Genie warlock + pact of chain: hop into your vessel and have your invisible familiar carry you. Easy access to flight + Invisibility, great for infiltration.
2. Summon shadowspawn +Lance of lethargy: the despair spirit slows everyone around it by flat 20 feet. Lance of lethargy reduces their speed by further 10 feet, possibly reducing their speed to 0. Also combos nicely with other things that reduce speed like spirit guardians.
3. Eldritch adept (misty visions) + school of illusion wizard. Very flexible Infinite illusions starting from quote low levels.
What other interesting uses for the new options have you found?
Artificer gets to level 2, picks up Spellwrought Tattoo as an infusion and chooses Find Familiar. One party member a day gets a familiar until everyone has a familiar.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Paladins and Fighters can stack interception on top of each other. And an Ancestral Guardians Barbarian can do his Spirit Shield on top of that, too. Put those three together in a party and have them all stand close to each other, probably flanking the Ancestral Guardians Barbarian (which still lets the Fighter stand in the Paladin's aura), and it will be very hard to deal damage with attacks. And if it's an Oath of the Ancients Paladin giving resistance to damage from spells, good luck on that.
Telekinetic feat + booming blade. You stab a target, then push it out of melee. Now unless it have reach it have to either waste a turn or take extra damage.
Ooh, I like this thread. Here's a few I have found. . .
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I thought about it, and I disagree with allowing a Bladesinger to replace a Hasted Attack with a cantrip. I explained my thoughts over on the Wizard forum.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
14th level Clockwork soul sorcerer + at least 2 barbarian levels + at least 1 level in hexblade warlock. Reckless attack and use your Trance of Order to remove the advantage on attack rolls against you. Hexblade for Charisma to your weapon attacks, to make melee more viable.
I can't believe I didn't link this combo I found:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/tips-tactics/89612-5e-throwdowns-d-d-beyond-edition-6-magus-maximus?comment=2
I don't recommend playing it, but RAW, it works.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I don't know if you'd be able to add the rage damage bonus though. It says you specifically need to use STR for your attacks (compared to rogue sneak attack where it says you only need to use a finesse weapon, it doesn't matter if you use STR or DEX)
Booming Blade + Crusher feat. I know it has Blade in the title, but it doesn't have to be a blade... The critical bonus that can roll with it is pretty good as well. For example, a Bladesinger who chose Flails as their weapon of choice. Could get the initial hit, then hitting with Booming Blade and use the Crusher feat to push the target away from you. Now, unleash the creature has reach, they have to either choose to not move and forego attacking you, or move and take the Booming Blade damage.
Pact of the Chain w/ Investment of the Chain Master + Summon Undead (Putrid). For your bonus action, use your Sprite to try and poison someone from afar. Then have your Putrid creature attack, attempting to Paralyze. This is mostly just having something to do with Warlock Bonus Action and increasing the odds of removing a creature from the fight, either from sleep (Sprite arrow) or paralys (Putrid attacks).
Darkness + Blind Fighting. A bit obvious, but combining these aspects or Fog or anything that messes with sight. So, like a Shadow Monk could grab the Fighting Style feat and combo it with its own Darkness to just bludgeon stuff. A two character combo I did with my wife was a Bugbear Paladin with Sentinel + Polearm Master. If her Wizard was ever threatened, could drop Fog Cloud and hide by the Paladin, who would keep everything at bay. Could also take the Eldritch Adept feat for a gish like Bladesinger and take Devil Sight for advantage that way as well.
Dual Wield Hammer and Sword with Crusher + Slasher feat. With this, you can reduce a creatures movement by 10 and push them 5 feet away. This can allow you to move in and out of range with relative ease. Especially useful in one on one scenarios. This can also be achieved by a monk wielding a slashing weapon (using Unarmed Strike for the bludgeoning), or maybe a fighter who happened to pick up Unarmed Fighting style.
Variant human monk + fighting intiate feat (unarmed fighting).
Your monk attack starts at 1d8 at level 1
Clockwork Sorcerer 14 Paladin 6 (with 20 Charisma obviously, because you have 14 levels as a Sorcerer).
You'll have a floor of 10 on any saving throw you make from the Clockwork Sorcerer level 14 ability (although for only one minute), along with the 6th level Paladin aura giving you +5 to all your saving throws. Even without any magic gear, you'll have between a 14 and a 21 as your minimum roll on a saving throw, depending on what stat. Pair it with a Staff of Power and the resilient Wisdom feat, and you'll have a floor of 24ish on your Constitution, Charisma, and Wisdom saving throws (floor of 10 from Clockwork level 14 ability, +5 bonus from Paladin level 6 ability, +6 bonus from proficiency bonus at level 20, +2 from gear, and then +1 or better from your actual Constitution or Wisdom score). That'll be enough to not need to roll your Constitution, Charisma, or Wisdom saving throws against most enemy spellcasters.
That doesn't work.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
That does work. The target has to willingly move 5 ft towards you if they want to be able to attack you. Assuming no ranged attacks and ignoring the whole "unless it have reach" bit of course.
Edit: Reply to SeanJp's reply to this below- not making a new post for this since it's not that relevant to the op. Yeah it is kind of easy to miss especially when you read a lot more incorrect abuses of booming blade than correct ones. Also not my post lol.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I misread your post, my bad. Yes, the way you were describing it does work.
True but this isn't really a new combo because the Mobile feat already allowed you to basically do the same thing.
But only in 1v1. Now you can push people out of your defensive line.
Mobile allows you to disengage from any creature you make an attack against (hitting not required), not just one creature. For a 5th level Monk (who are common users of the Mobile feat), you’re able to make 4 melee attacks (Extra Attack + Flurry of Blows), meaning you’re able to mitigate 4 opportunity attacks.
The cantrip that reduces saves + the new spell Summon Fae, which allows bonus action charming!!
I really like using the Summon Fey on a Warlock with Devil Sight. The Tricksy Fey's Fey Step creating a 5 ft. cube of magical darkness around itself that the warlock can see through. Good to engulf the enemy in to gain advantage to attacks or to engulf yourself and give yourself some protection.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills