Dungeons & Dragons offers a wide range of character build options and items to hinder your foes in a variety of ways. Over the years, dedicated gamers have found powerful combinations of class features, feats, and items in order to deal the most damage or cause the most havoc. Here are just a few of them:
- Bag of holding + portable hole
- Darkness + devil’s sight
- Flight + invisibility
- Instant fortress + enlarge/reduce
- Sentinel + Polearm Master
A note on power level
This list contains D&D combos that can give you an edge in combat. Depending on your table’s power level, these combinations could hinder the group’s fun. So, talk to your players and Dungeon Master before using any of them. Remember, just because a combo may be fun for you, doesn’t mean it’ll be fun for others!
1. Bag of holding + portable hole
The bag of holding and the portable hole combo is a classic example of two relatively harmless items that, when brought together, bring chaos to the table. A note included in both of the items' descriptions explains what happens when a bag of holding is placed inside a portable hole or vice versa:
"Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened."
Source: Bag of holding
There are no checks to defend against this effect; any creature within range of it is sucked into the Astral Plane. Using this combo during a boss fight can make for an easy win. Just be warned that if your character is also within that 10-foot radius, they’re also a goner!
2. Darkness + devil’s sight
This combination can be run by Dungeon Masters and warlock players alike. First, you’ll want to cast darkness, a 2nd-level spell that fills a 15-foot radius sphere with magical darkness that nonmagical light and even darkvision can't penetrate. The spell causes the blinded condition for creatures in the spell's radius. That is, unless they have something like devil's sight:
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Source: Warlock class
Where your enemies will be swinging wildly at disadvantage, you'll be cackling and swinging (or blasting) back with advantage. But players beware: Dungeon Masters can pull off this combo by pairing the drow with fiends like an imp, bearded devil, or one of these other creatures with devil's sight. A few monsters even have this combo built into their stat block, like the blue abishai from Mordenkainen’s Tome of Foes.
If you're a player considering this combo, keep one thing in mind: While your enemies might be blinded by your darkness spell, your allies will be, too. It can be frustrating as a player when your character is blinded by an ally's effect. So, position your spell carefully!
3. Flight + invisibility
As a Dungeon Master myself, this is a strong combination that plenty of monsters will struggle to counter. All you need is a source of flight, such as by playing a race with a flying speed like the owlin, and a source of invisibility that doesn't wear off when you attack or cast a spell. The 4th-level spell greater invisibility will likely be your best bet. At high levels, look to the legendary cloak of invisibility.
Put this combo in the hands of a rogue or other ranged damage dealer and they could benefit from advantage on attack rolls made while being unseen. Meanwhile, enemies will be helpless to counterattack unless they have see invisibility or truesight and ranged attacks to strike back with. That’s a tall order for Dungeon Masters who might be rolling off random encounter tables.
Unless combat encounters are created specifically to counter this combination, an invisible, flying character could easily overwhelm enemies—or cause enough of a distraction that their party members are left unscathed after a battle. There is a notable downside to this combination, however: If monsters choose to ignore you combat after combat, that’s one less character to split up their attacks between. So, hope that your party members can take some extra hits.
4. Instant fortress + enlarge/reduce
Instant fortress can be an immediate source of shelter for your adventuring party. But it can also serve as a bomb. When not in use, an instant fortress is a 1-inch metal cube. It's in this form that you'll use the magic item to set up a trap for your enemies.
Enlarge/reduce is one of my favorite spells in the game for the sheer utility that can come out of making creatures and objects bigger or smaller. Normally, this spell is great for turning the party fighter or barbarian into a giant to wreak havoc on your foes. When you have an instant fortress, though, you can shrink it to the size of a pill—or half an inch—using reduce. Then, drop the shrunken magic item into an enemy's drink or pocket with a Dexterity (Sleight of Hand) or just toss it at their feet. When the moment is right, activate the instant fortress to force your target to make a Dexterity saving throw or be squished by the fortress:
"Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically."
Source: Instant fortress
5. Sentinel + Polearm Master
If you've picked through build guides for fighters and other martial characters, you've likely stumbled across this popular combination of feats. It utilizes two feats from the Player's Handbook: Sentinel and Polearm Master. Let's take a look at what these bad boys do and how they interact.
Sentinel
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Source: Player's Handbook
The game plan is straightforward: You rush into battle and get in the face of your enemies. When they attempt to move away from you or past you or attempt to attack another player, you spend a reaction to make an opportunity attack in retaliation. If you hit, the enemy is unable to move.
This combination helps lock down the battlefield, keeping enemies off squishier allies and their attention fixed on you. It's particularly powerful in areas with tight quarters, such as a hallway or small room. For maximum effect, wield a weapon with the reach property, like the glaive. Doing so increases your attack range to 10 feet, allowing you to control a larger portion of the battlefield.
You won't just be protecting your allies, either. Polearm Master also grants you a bonus action attack that deals 1d4 damage. This increases the amount of attacks you can put out, which in turn increases your overall damage output. Just make sure you have a healer nearby to keep you standing when the baddies get their own attacks in.
What's your favorite combo?
These are just a few powerful D&D combos. Just remember to keep your Dungeon Master and other players in mind before picking one of these up. It might be fun trivializing combat encounters, but do it time and time again, and you might find others coming to dislike your build or choice of magic items. In short, communicate and be flexible if your Dungeon Master or players dislike a certain combo you’ve brought to the table. In the end, D&D is about having fun together—not in spite of one another. Do you have a favorite combo that you’d love to share? Tell us in the comments!
DeAngelo Murillo (That_DeAngelo) is a fourth-generation Mexican-American who helps bring more representation to the geeky community through storytelling, journalism, interviewing creatives, and more on his Twitch channel. In his free time, he enjoys harassing his peers into participating in TTRPG charity events with him and also dies quite often in video games.
1st comment
I'm a little scared that my players are going to totally destroy everything if they read this.
My party used the flight and greater invisibility combo. My character, a bard, took greater invisibility as a magical secret and the wizard had flight. Both were applied to the party monk, for a flying, invisible, halfling of doom who challenged a dragon in midair.
The flight + invisibility one misses the fact that unless the invisible creature is actively hiding and beats a character's passive perception, people are aware of where it is and can make attacks against it, albeit with disadvantage.
Bigby's giant hand plus the Silence spell can neutralize powerful spellcasters.
My 3-foot tall gnome Arcane Trickster/Rune knight could use a bonus action to activate the trait “Giant’s Might” to “become a large creature”, So 9 feet tall, THEN cast “Enlarge” as an action to double her size to 18 feet tall.
She then used Shield and Uncanny dodge reactions to tank like a boss while being the size of a barn!!!
Or if she wanted to be a sneaky rogue, minor illusion would make a 5x5 illusory crate that she could fit inside of. :)
Instant fortress+ enlarge reduce is a little redundant. I find it hard to believe someone would notice a 1/2 inch cube less than a 1 inch cube. That said,
a fighter with tavern brawler could hold their first action to speak the command word until the cube is about to impact the target and action surge to throw the cube. Tower would be traveling at 41 mph. That's a lot of damage from a three story metal building.
By accident, I used the Bag of Holding and a Quiver of Ehlonna on a party. They were rushed in looting so grabbed the quiver and threw it into a bag of holding for examination later. One player in 10 foot radius was the party tank. Party level was 14th
Yesterday we inadvertently created a giant portable blender with two 5 level spells.
First my partner casted wall of force, creating a cube around a group of enemies. Then I casted maelstrom, and the poor guys found themselves twirling with no hope to escape except surrendering.
Command as counter-spell. Hear me out: You use Ready an Action to hold Command, with the trigger 'when the enemy spellcaster attempts to use a spell with a verbal component'. You then Command them 'sneeze'. If they fail the save, they sneeze, thus interrupting the verbal component of the spell, thus causing the spell to fail. You can use a first-level spell to counter a ninth-level one using this method.
I like using catapult mixed with javelin of lightning, once you throw it you catapult it back, subclass as monk and use cath missle and you are able to reuse it without moving and it does damage twice.
Dunno about the instant fortress bomb, part of the action is placing the cube on the ground and speaking the command phrase.
True- but disadvantage can be huge!
Also, flying invisible rogue.
A-Shoot BA-Hide
This is absolutely evil and I adore it, definitely using this with my Trickery Cleric
Unfortunately your 'held action' is a reaction, which means it goes after the trigger, i.e. spell, besides the days of counter-spelling with a similar spell are from a bye-gone edition (3.0/3.5) from my recollection. Why wouldn't you want to cast before the caster to affect them rather than tempting fate and potentially being hit and having to roll concentration, since you are 'holding' a spell?
Having two or more players go spear and shield w/ the 5th combo and taking shield master with it... I present to you the Phalanx!
Agreed. If they're already going to sneeze or whatever for their action, then no spell. Holding the spell just risks losing the slot if the caster doesn't cast a spell that turn. Or losing the spell if you take damage, as you say.
Pretty much any spell with an expensive material component, combined with a college of creation bard of at least 14th level, will create a very effective combo. This works with any spell because of bards' magical secrets class feature. Some examples are:
simulacrum: bypass the annoying ruby requirement and create a personal army by having your clones clone you.
mighty fortress: create a city of magical fortresses
imprisonment: instantly banish any creature for eternity, at no cost
invulnerability: become invincible
true resurrection, resurrection, raise dead, or revivify: make your party immortal
forbiddance: rid the world of celestials, elementals, fey, fiends, or undead
heroes' feast: become immune to poison
awaken: create an army of awakened trees and awakened shrubs
symbol: make anything into a death trap
I'm sure this isn't even close to all the spells.
Also, at high enough levels, the path of the zealot barbarian basically becomes immortal, as long as they have at least one potion of healing to drink after they singlehandedly kill a red greatwyrm.
Yeah, this is alright. I would like to have an addendum though. Dms, feel free to use these too! All these combos are completely possible to add to monsters, so please don't let your players walk all over you! If a player decides to use some of these, you can use another one!
#4 probably wouldn't do anything of consequence at my table. #2 is a personal favorite and now can work with a couple of new subclasses as well.
I present you, the cheese grater: Spike Growth and Eldritch Blast with Repelling Blast (and Grasp of Hadar at level 5 and up). You can throw plant growth in there as well to ruin everyone's day.