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.
Barbarians exist independently of players, and it's not "knowing the rule book"; if the barbarian has to down a potion before Rage ends, then this makes the effect observable. Your average dragon knows that potions are not an infinite resource, therefore all they have to do is force them to be used until there are none left. They don't need to know why the potion is important, they just to realise the potion is part of why they can't seem to kill the barbarian.
Actually dragons can be psychic, and all gem dragons are psionic by default; a big part of why dragons are so dangerous is because they're intelligent and can fly, if you DM them as getting into a brawl with a barbarian then it's a disservice both to the dragon and to your players.
To fight a dragon properly requires more than just being a zealot barbarian, it requires careful planning and ideally trapping the dragon inside its lair where it cannot fly as effectively (or get far enough away to be safe) or to injure its wings somehow so it can't fly in the first place.
You complain about a dragon acting intelligently being unfair, but it's no less unfair than the DM mollycoddling the zealot barbarian so they can never, ever be in danger.
Rage Beyond Death is not intended to be an "I win" button; a 1st-level caster with sleep can defeat it (since a creature with 0 hit-points cannot fail to be put to sleep, and sleep ends Rage, which will kill or put them on death's door immediately). Having a CR 20+ dragon be incapable of fighting something a CR 1 creature could accidentally defeat is far from "fair".
I agree that a dragon should be a challenge I don't agree that the only good challenge is you as a dm using all your knowledge of the party to counter specific strategies. I'd actually say that it can be a bad challenge because its defined by change and informational power. When over used your monsters will lack identity as they constantly change to conform to the players and the players have to start using strategies that address the informational power imbalance like constantly changing how their characters behave or hiding things from you. If you really want a creature identification/ knowledge mechanic I recommend you make a rule with a roll like what pathfinder has and it should be available to players too. If you are going to play information warfare you shouldn't leave the players unarmed and their conflict should be with the monsters in the game not you as the dm. As for the story/ in universe justifications you give:
Yes npc barbarians exist but that does not give perfect knowledge of barbarians in the way that you have it as a dm have. Even geniuses can be mislead by the data given to them for example if a zealot attacks and deals radiant damage that isn't typically a feature of a barbarian so it would seem likely to me that the dragon may consider them a cleric or paladin. All of this assumes that certain abilities have clear visible manifestations which of course there is actually no rule for that.
Yes dragons can be psychic but that's a specific feature separate to intelligence . You should not treat all intelligent creatures as if they can with a look identify player strategies and combat styles because then psychic and intelligent become indistinguishable. The use of psychic power should be noticeable and weird, your players should be able to tell the difference between a psychic creature and a merely intelligent one.
Yes dragons can see potions and have a general sense they can exhaust party resources. Such a strategy can be applied generally but should not be so laser focused as to know to exhaust specific resources or know to attack a specific number of times or in specific intervals. Also players should be able to trick such strategies and not all monsters should be inclined to use it. Dragons simply do not have the time or energy to harass every powerful creature that enters into their domain. Any monster really requires a specific reason to harry the party like this.
The only situation that I would run a dragon the way you describe is with a psychic dragon that that has a personality that particularly likes hit and run tactics with a specific grudge against the party. That's not just any dragon, that's something like Goergomoth the Amethyst charged to protect this sacred sight that the party is currently intruding on. Frankatorric the red dragon lord of the valley isn't going to act that way, hes going to be off eating a cow or something unless the party steals from him and when he goes after the party the first thing hes is going to do is say " WHO DARES!" because he doesn't know who dares.
That's not what I proposed; all I said is that a dragon should be able to figure out how to threaten the zealot barbarian.
Otherwise what you're doing is the opposite which is just as harmful to the game; letting players exploit an ability to make what should be challenging fights trivial every time. A dragon needs to be given a reason to stand and fight in a losing melee battle, and if it's losing because of a gimmick they're intelligent enough to work out what that is if they see it happening.
They don't need to know the barbarian has Rage Beyond Death, all they need to know is that the barbarian isn't dying and if they see them popping potions or otherwise being healed they can reasonably assume that has something to do with it, and seek to deny them access to healing (or force them to waste it).
Every dragon is capable of using its breath attack and then circling around until it recharges if they want to, and if clawing a target to death isn't working then that's exactly what they should resort to.
The idea that a zealot barbarian can simply outlast any enemy is silly, because it assumes an enemy will gladly fight to the death when something is cleared stacked against them; only the stupidest of enemies would actually do that.
Another nasty spell combo for a Graviturgy wizard would be the Tether Essence spell and Prismatic Wall. According to Tether Essence, if both creatures are affected, then when one of them goes through the Prismatic Wall (hopefully thanks to your other party members) and takes all of its damage, then the other creature affected by Tether Essence will also take the same damage, without being near the Prismatic Wall.
Just discovered this, amazing article but even better comments. The players wont know what hit them.