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.
Forcecage + Sickening Radiance
Not items or spells, but one of the best playable race/class combos that I found was tiefling barbarian. An absolute beast, and you probably don't want to hit that one.
helps that the only things I've used hellish rebuke on where twig people and scarecrows.
Two other combos not mentioned above:
I had this combo recently used on a boss of mine in one of my campaigns. Not a fun time for me and my boss, but my players were loving it.
Immovable Rod + Sovereign Glue + any other object, shields or walls recommended.
I feel like there's a lot more you could do with it, but if you know you're going to suffer an impact in the next round you could activate it - and no matter what happens it'll be a funny result.
Sentinel + any TOD effect delt by being too close to a spell such as Flaming Sphere, Cloud of Daggers, Wall of Fire, ect.
This wouldn't work. Per the spell description "The target must succeed on a Wisdom saving throw or follow the command on its next turn. " So, the caster would finish casting the spell on that turn, then sneeze at the start of their next turn.
Powerful combos, eh? Let me think...
This is missing Heat Metal + Catapult aka High Explosive Anti Tank rounds
While hilarious, unfortunately by RAW I don't think this would work. Command specifically says that the effect takes place on the target's "next turn," so if you cast Command on a creature *during* their turn so they would be able to finish their turn normally and then have to spend their *next* turn sneezing. At that point its better to just cast Command and tell them to do something productive to you like Approach. That way they still waste their turn and you don't have to burn your reaction on trying to time the casting of the spell exactly right.
Dm's give monsters pole arm and sentinel then have them stand in a line to act as a phalanx. Block a hallway with them, anybody enters range they are stopped from moving by 1-3 opportunity attacks then the enemies can attack or disengage on their turn and step back out of range. Its a great way to put bodies between players and squishy archers or mages for an encounter that runs like real world trained medieval soldiers.
This one doesn't work, because of when Command is triggered. Even if it goes off before they cast their spell, it's still "The target must succeed on a Wisdom saving throw or follow the command on its next turn"
Their next turn would happen after the turn you cast Command on, so that spell would still go off.
One deadly combo I’ve heard of is Reverse Gravity right under a spherical shaped Prismatic Wall. ‘Nuff said.
Another powerful combo: Combine Assassinate with any feature that grants you multiple attacks (extra attack, thirsting blade, gloom stalker dread ambusher). The Assassinate feature affects each attack, so you will have multiple attacks that have advantage. Super strong if you have the Sharpshooter feat, or any other ability that grants you burst damage (divine or eldritch smite). That's not all, if you manage to get that situational surprise, you will have several attacks that all are criticaled.
If they have a cleric who can cast revivify or raise dead by their side, death cannot stop them. If they die, the cleric can cast raise dead on them, and the barbarian will be back to fight another day.
Unfortunately the rules on the Ready action state that "When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger."
Right after the trigger finishes-- so, the triggering spell would go off first, before Command.
Spirit Guardians and Spiritual Weapon. At our table we call it the blender.
Cool cow combo: big thanks to my friend for coming up with this!
1. cast hold person/ hold monster (someone else)
2. cast conjure animals at 5th lvl spell slot (cows)
3. have the cows charge
4. hold person paralyzes the target, any attack made becomes a crit, so 16 cows x 4d6 = 64d6 (7th lvl spell slot = 24 cows x 4d6 = 96d6
Nope, the trigger is 'starts to cast a spell', not 'finishes casting'. Timing and phrasing are critical.
Make sure you use your two fighting styles (one from fighter, one from ranger) to get +2 damage from Dueling and another +2 damage from Thrown Weapon Fighting. Sure, you're tossing daggers, but they hit like flying greataxes: 2.5 (average for 1d4) + 2 + 2 = 6.5 (average for 1d12).
You should be an elf, too, for the Elven Accuracy feat, to get "super advantage" (increasing your chance to hit, and tripling your odds of rolling that sweet 20).
If you don't have a reliable source of advantage, take Samurai for your fighter subclass and use Fighting Spirit to get it for the entire turn. Otherwise, you can take Champion to further double your odds of landing a crit for an effective x6 chance on each of your 6 or so attacks.
It might be best, though, to go Battle Master instead - in addition to adding versatility, maneuvers can be added after you land the attack, meaning you know whether you've got a crit before you add that extra die (which becomes two dice on a critical hit). As far as maneuver choices, Quick Toss lets you sneak in just one more attack with your bonus action, Ambush lets you double down on initiative boosts in a pinch (along with adding your Wisdom from Gloom Stalker), and Precision Attack lets you make really, really sure you never miss. Trip Attack won't combo well with your thrown weapons, but if you opted for melee (which means bigger dice - better than flat damage when you crit) it's a great way to secure advantage for every attack after the first one.
Oh, and don't forget to cast Hunter's Mark first.
...
What's "really great" about this build is there are two possible outcomes from your first round in every fight:
A) Whatever it was, you killed it nearly before combat began. Your fellow players got to watch you roll dice for 5 minutes, after which the DM declared the fight over before they got to participate.
B) You didn't manage to kill it, but you burned a lot of time and all of your resources not killing it. Now there's a big target on your head and your friends are probably looking forward to letting you beef it instead of covering your butt - and hoping maybe your next character will be a better team player.
Please don't bring anything like this to a table without the explicit permission of everyone present.