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.
I can think of one reason to hold a spell and that's to prevent counter spelling. When you ready a spell you cast it with the ready action at the location you use that action which can be out of sight or range of a counter spell then you can move into range or out of cover to release the spell which cannot be counter spelled because it was already cast. I'd only do that when it's a spell that I would counter spell the counter spell because by doing it that way I save myself a third level slot.
I think you guys forgot how the ready action works. The reaction takes place AFTER the trigger, not before... So, you cannot interrupt a casting of a spell. You can look it up if you don't believe me, lol.
pro tip for fighting beholders, its counter intuitive, but stick together, it can either shut off ALL magic going to or coming from the party (including its eye beams) or it can use its eye beams and you can use your spells
My favorite combo is the Sentinel+Polearm Master feat combo. But, not on a martial class. No, I put it on a Sorcerer. Why? I add War Caster, and suddenly I can cast six Magic Missiles and stop enemies from ever engaging in melee with me.
And that's why the trigger is 'when I see a caster begin casting'. It's all about how you word it. Which I think I explained previously.
Is it strictly RAW? No. Does it make sense? Yes. Therefore it is up to DM fiat to allow it or not.
I don't think it makes sense to be able to identify the caster beginning to cast their spell, then start and finish your spell, before the other caster finishes. Command only takes effect on the target's next turn anyway.
Can you use polearm master and war caster to cast a spell when someone enters your range? Looking at the wording I would say yes.
You can.
Yep. 10D10 Bludgeoning.
Exactly the same as if it was just sitting on the ground.
Sorry I know this sounds fun to you, but you are missing a really important part of the text that rules this out entirely. From the PHB section on multiclassing:
"Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class."
This means, and as you can see if you build a character in D&D Beyond's character creator and try this, that you can only prepare spells you'd be able to access at that level. So, a paladin 2/sorcerer 9 would only be able to prepare 1st level paladin spells. If you prefer to run it differently that's totally fine, but it would be a house rule, not an exploit of the actual rules.
Technically everything is up to the DM, but that doesn't make it work. A DM could say "every time you look at someone with the intent to kill, they die" as a house rule. That doesn't make it an exploit or a powerful combo if no other DMs allow it because it isn't RAW. This isn't the "What amazing homebrew combos would your DM let you get away with?".
Any DM following Core rules wouldn't allow this, not saying all wouldn't, but it's not a "canon " combo. Thats all.
You couldn't use this to cast high-level paladin spells early, but you could use it to cast the paladin spells you know at much higher levels than would be otherwise possible.
There is no conflict in the rules. Specific beats general. The most general spellcasting rules are defined in Chapter 10 of the Player's Handbook. More specific are the spellcasting rules described for each of the individual classes and are scoped to that class. Most specific are the rules for spellcasting when it comes to the optional multiclassing mechanic.
Also, note that every casting class talks about spell slots in general terms because they precede that with a note that the spell slots discussed in the section are the ones specifically granted by the class as per the class's progression table. For example: The Paladin table shows how many spell slots you have to cast your paladin spells.
More importantly, the multiclassing rules explicitly call out how prepared/known spells work. You handle those as if you were a single-classed character, and they present examples that align with the intent that the spell slots described in the individual class rules are scoped to those particular classes. For example:
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don’t know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.
You're of course empowered to rule however you deem RAF, but RAW and RAI is quite clear.
If you activate the tower under you can you jump, say the command were, and then be on top? Be a spell caster or ranger, run into a crowd of mobs and jump up and tada you've got the high ground and are basicly untouchable, just duck down after each attack.
Here's an op combo.
Misty visions warlock invocation and a level 14 illusion wizard. You gain silent image at will and can at will make it a real object for a minute as long ( no concentration) as long as it doesn't do damage. With this combo you can basically conjure matter at will and this can be achieved by taking the eldritch adept feat from Tasha's on an illusion wizard. No multiclassing needed.
Don't forget about Gestalt Characters. They can get pretty OP if you use the right combo
Please correct me if I'm wrong, but I don't believe there are any official Gestalt Character rules for 5th edition? There is plenty of homebrew, but to my knowledge no official optional rules exist for this? You can multiclass and that's it.
I had an alchemy jug, and every day my cleric would fill 2 vials with acic, which he stored in a specially made box, which itself fit inside his backpack.
There we were being chased down at sea by a necromantic pirate. Cleric jumped over board, made invisible by the party bard, and flew to the back of the enemy ship.
Cleric threw the bag down on the rear deck of the enemy ship. The vials of acid shattered (I forget how many there were) and did something like 320-420 points of acid damage in one turn.
This destroyed the source our the enemies layer actions and their rudder. (We were still captured, as our captain surrendered).
Out of game, I did the math on the volume and weight of these vial organisers so that I could be sure they would only break when I wanted them to. A backpack could securely hold 60 vials of acid and when thrown, deal 120x d6 damage.
Not bad for a combination of patience, common & uncommon items!
Still, they are really OP
Did you know that an Artificer Battlesmith's Steel Defender can use the Protect action?
Did you know that an Artificer Battlesmith can pick up the Protection fighting style via feat or multiclassing?
The Protect action allows you to force disadvantage on any melee attack made against a person (not you) within 5ft of you.
So you take the man and his dog and you put them side-by-side, and they defend each-other, so anything attacking either of them does so with disadvantage.
Meet Clang, the Warforged Artificer, and Clank, his humanoid steel defender. They fight exclusively side-by-side.
But you can stand behind them, if you like.