Seven Super Effective Spell Combos in D&D 5e
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- Опубликовано: 1 июл 2024
- MONSTERS OF DRAKKENHEIM is 300+ pages of eldritch horror inspired monsters for 5e by the Dungeon Dudes! Coming to Kickstarter March 26th, 2024: www.kickstarter.com/projects/... We take a look at some great (and mostly low level) spell combos spanning a variety of classes in this video. we see how some spell combos can greatly compliment each other and discuss some nasty tricks hidden in the magic of D&D 5e.
This video is SPONSORED by the DECK OF MANY and there BIG BAD BOOKLET check it out at / thedeckofmany
TIME STAMPS
0:00 - Opening
1:54 - Ring The Bell
3:03 - Dragon Kibble
4:40 - Cool Whip
6:15 - Field Of Thorns
9:21 - Undertow
11:52 - Face Melting Solo
13:55 - The Wizard Duelist
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Quick correction: Dispel Magic can indeed take down a Globe of Invulnerability (15:40). Monty has been thrashed for not throughly consulting the Sage Advice Compendium. As a reminder because it's not 100% clear from our description in this video, the Globe of Invulnerability is fixed to the location once it's cast, so plan carefully when you are using it to defend against counterspell.
Of course, if the caster targets you with dispel magic it will fail to dispel the globe, the caster has to know to specifically target the area. As a DM I wouldn't assume all spellcasters know to do so. A well studied abjuration wizard would probably get it, but not every cleric or sorcerer is so learned.
Change Combo, Globe first, then silence. Dispel it now nerds! muHAHAHAHA... Good video, Ignore the haters. WAY too many niches rules to know all. Like Warforged can drown... even tho they don't breathe. ... alllllrighty then. ... umm PEACE.. *dramatically exits stage left*
@@junkpunchhero silence and globe of invulnerability are concentration so I'm not sure this works.
the 'stache... pls no... no... god no... pls... no!
@@brettthompson8413 In my head I was thinking Glyph of warding for freebie concentration for silence as a villain being prepared for the PC's. In my defence, I was operating on 4 hours of sleep due to a sick puppy waking me up at like 2am. I apologize for the confusion.
Gotta love Zone of Truth + Command: Confess. This 1-2 punch makes you the ultimate interrogator.
But it doesn’t specify what they confess to does it! Imo they might just say they are beans for tea yesterday
Well, if all else fails, you can get someone else to ask the questiom, and use the command: Obey.
My DM would probably just have that guy confess that he has a small penis.
@@benthomason3307 Psychic damage
@@nivensmctwispo I used to use this combo all the time with my paladin. I would command him to "Answer" any question they were trying to avoid
One of my favourite spell combo rules is having counterspelling counterspell triggering a wild magic surge.
Roll to divide by zero.
That’s actually a fun homebrew rule.
It's like crossing the streams in ghostbusters or goblet of fire
Love it
I’d really like to see a list of combos between two classes. Like... “Warlock casts X and then Wizard casts Y”
Druid casts Spike Growth. Warlock casts Eldritch Blast and pushes and pulls the enemy through it like a cheese grater.
Yes please do that
I’d love this video as well!!!
That's what I was hoping this was.
Bard: Animate objects
Wizard: Animate objects
Sorcerer: Animate objects
(all choose tiny)
Paladin: Hero's mantle
All those objects almost double in damage :)
Two arcane casters: Wall of Force + Sickening Radiance
This just is a free win against lots of stuff and counterspell or subtle spell or both can help make it a sure thing. The exhaustion levels are super deadly.
@@danbrown8731 Spike Growth and Grease.
Everyone should have heard of Merilwyn's Meatgrinder by now.
That Dragon Kibble combo is one of the only reasons I take Dragon's Breath. The image of some random owl suddenly screaming out lightning always sits well with me.
I like spell combos. I like them better when the whole party gets involved. Face Melting Solo, for example, can be achieved in a single round if a Cleric casts Bane, a Sorcerer casts Synaptic Static, and a Bard uses Vicious Mockery. Good team tactics are key to true optimization.
As a bladelock, i tenderize cleric's opponent with green flames blade to optimize bell toll
Then you have a whole band. Cleric on drums, Sorcerer busting out the electric guitar, and Bard providing the lead vocals
In my session yesterday two sorrowsworn attacked. My war wizard used Slow and the party cleric used Bane and it almost crippled them completely. Would have been a whole different battle otherwise.
You would need to get lucky on initiative order to pull it off in one round. All three party members would have to go in the correct order. While you'll get it off some of the time, assuming it will take two rounds (not three) with multiple spellcasters is a safer plan of attack.
@@mal2ksc they could always use held actions in order to force the proper order.
Kelly has finally achieved old west banker look
I was gonna say Hopper from Stranger things at the start
Come on folks, is clearly Manum P.I.
Got that Movember mojo going.
Ring The Bell: Here’s what makes Level 5+ Clerics deadly. Add Spirit Guardians to it.
Spirit Guardians + Spiritual Weapon + Toll the Dead. It’s passive AOE damage, plus bonus action damage, plus main action damage.
The cleric in my game uses this combo but also has skeleton archers for backup
I play a pair of clerics who use this combo to pretty great effect and even though it takes two turns to set up, it's absolutely worth it once you get it up and running, it's so much fun to just dish out the damage that can really help your party in an encounter if they're in a tight spot. Although if you're looking to do Ring the Bell with Spirit Guardians you're more likely to take damage, so I'd recommend this more for the tankier clerics who are better able to take those hits. ;)
My Light Cleric does this whenever he isn't just dodging. And when he dodges he still uses Spiritul Weapon!
@@AdrianParsons Both of my clerics are Twilight Domain, and I use Toll the Dead or Guiding Bolt (which is amazing in my Strahd game) and Spiritual Weapon a lot mixed in with the occasional Fire Bolt (from Magic Initiate), or Sacred Flame along with Spirit Guardians for some good spell damage because my Strength and Dex stats aren't the best, so weapon attacks are not exactly the way to go. ;)
@@youtubingjaguar5082 if I get surrounded by things that keep bypassing my AC I pull out Word of Radiance! Lol.
(Desperate times call for desperate measures & all that!)
Force choke: concentrate on hold person, inflict wounds. Melee attacks are instant critical against paralyzed targets. At 3rd level (so freaking early) you can not only paralyze someone, but smack them for 6d10 necrotic on your next turn. Ouch!
as a massive Star Wars fan, i fucking adore you sir @Jordan Tiburcio
bruh, this is insane, cause you can even upcast inflict wounds to be a 2nd level spell to deal 4d10, so 8d10 crit!
Here's another fun, if not complicated combo. If you're a 10th level lore bard or 14th level bard of any other school, you can use magical secrets to become the ultimate support summoner. Find familiar to get an owl to give the help action to your allies every turn, find greater steed to get a pertyon or griffin to add loads of damage without concentration, conure animals (conc), aid and inspiring leader and you're broken. I personally play an arakocra when I use this so I can get a cool Lord of the Birds theme going
This next one isn't really a spell combo but its my favorite combination of features in the game. My favorite character is a rogue street doctor. I use the thief archetype so that I can use objects as a bonus action. Then, I take the healer feat (now with great action economy) and you become a very effective combat medic as a rogue! Spice it up by using your rogue expertise on medicine and you have a full blown street doctor
A fun one I’ve seen was wall of thorns in a ring to entrap an enemy, then create bonfire to really do some fun. My players made a “roasted shambling mound” with this strategy
I would never do that... Shambling Mounds smell worse than old tires when they burn.
Water walking + hallucinatory terrain on a lake is something I have been itching to try as a combination!
That’s such a good idea, I wish I had I thought of that
Swap water walking out for silent image or major image or programmed illusion for maximum generalizations, preferably over more dangerous terrains.
water walk is just worse than fly in all aspects, use fly
@@cassiopeia_real water walk can target more people for a lower level slot
@@matbro5579 And it lasts longer, and doesn't require concentration
I like the combo enlarge and reduce. One person enlarges a barbarian, another reduces a boulder, big barbarian throws reduced boulder, everyone stops concentrating and now a small mountain is flying at something that is about to not exist.
pretty sure that only the guy who reduced the boulder would need to break concentration. the barbarian would greatly benefit from continuing to be enlarged. Unless it's just one sorcerer using twincast metamagic, which is probably more efficient anyway.
Never forget Merylwin’s meat grinder. Field of thorns plus grease for enemies chasing you.
I thought it was Spike Growth?
@@WinterPains It was Spike Growth, yes.
@@WinterPains it’s the spike growth + plant growth and grease stacked on top of it
Oooh, that is a gory combo
Great suggestions - especially as they're reasonably simple to assemble (but not obvious), available at relatively low level, and fun rather than 'broken'. Cheers, dudes!
When is Kelly's BOSS mustache going to sponsor one of these videos? 😍
Kelly "Sex Appeal" McLachlan
I just wanted to comment on the epic mustache too.
Starting to hide the lip ring
That is no lip ring! His lips have a halo 😇 !
When it is as wide as his ears.
I think one of the best combos I've ever used was wall of force with cloud of daggers. Ready wall of force with the casting of cloud of daggers as the trigger. Caster A drops the cloud on an enemy, who is instantly boxed in by caster B's wall of force. No save, no rolls to hit. Simply 4d4 (or more, if cloud of daggers is up cast) every round for 10 rounds. My party made a pumpkin smoothy out of a monster by using this technique once. That was a fun encounter.
That stache immediately grants expertise in Persuasion
I don't know why you would entrust me, goblin, with this kind of powerful knowledge but thank you guys anyway.
Another insanely powerful combination is Glibness + Dispel Magic/Counterspell. If you're a charisma caster, you automatically roll a 15 on any Charisma check, and both Dispel Magic and Counterspell are Charisma checks for charisma casters. This means that you can never roll below a 20 for a Charisma check, and will always end any magic effect or spell casting, guaranteed.
The most effective youtube naming convention in D&D 5e... so appealing, and such a great video
I had a good one for a 3rd level cleric, I call it Ward of Faith: Warding Bond+Shield of Faith, as only Shield of Faith requires your concentration. So in effect, youre giving a target a +3 to AC, +1 to all saves, and resistance to all damage
Even better if the guy being buffed is a Frontline caster, with sheild, false life or armor of agathys, and aid, they get loads of hp, resistance and all without their own concentration spell
@@christianlangdon3766 This reminds me a bit of a tactic I used as a player: the other concentration-heavy caster and I would cast concentration spells like Protection from Evil and Good _on each other_ rather than on ourselves. That way if one caster gets whomped and loses concentration, they don't immediately turn into a meat sack, and there's a considerable chance they can get that concentration spell back up on their ally before it becomes an issue. Even if not, at least the ally starts their turn without the protection and can plan accordingly.
I've used Field of Thornss many times (as a Nature Cleric); having Thorn Whip to pull them through the thorns as well is also really nice, as you're doing 2d6 Piercing from the cantrip + 4d4 Piercing from the Spike Growth, with no save to take half damage.
Also, part of the reason that Nature Domain Cleric is one of the best control classes at 5th level or lower. This combo + Wind Wall + Hold Person + Channel Divinity to neutralize beasts, plants, and undead: Lots of "No Thank You" with little the enemy can do about it.
Face Melting Solo... "We love you Wisconsin!"
The Field of Thorns sounds like a war crime.
no no.. that's just warmup. Wait for the warlock to use the combo of Hunger of Hadar and Eldritch Blast with the Lance of Lethargy and Repelling Blast/Arms of Hadar invocations there flat-out is no getting out of that trap - and it can hold multiple targets simultaneously, depending on the number of blasts of Eldritch Blast per casting.
I believe this was all covered in the sickening radiance video
With Spirit weapon being my favorite spell and toll the dead being my favorite cantrip, I'm very happy it made the list!
My favorite combination for Wizard is casting [Contingency] to trigger [Steelwind Strike] when I cast [Tenser's Transformation]
Stronk Force Damage Melee Spell Attacks.
It's only really good for dealing with groups but it obliterates the heck out of them. It's very potent, but it require a long rest to fully set up.
Add in mirror image to be cheeky, if targets are big. I have a 22 AC pure wizard this could be fun with, though they are generally focused on protective and walling magic.
Kelly "Dorian Pavus (from Dragon Age: Inquisition)" McLaughlin -- that moustache/hair, man. Also, fun video as always.
I have "The last prayers" with my paladin/sorcerer
Cast hold person and say "You can use this time to say for your last prayers". On the next round, if they don't save against my spell, I hit them with 2 high level divine smites, that auto crits.
If the enemy is tough, I can quick cast Hold person with metamagic. and attack on the same round, but the flavor of actually waiting a round is amazing.
(also, Divine Smite will count ass a spell for this combo, fight me! >:U )
What if they arwn’t humanoid?
@@sidecharacter7165 If just Divine Smite matters on Paladin, he could get more Sorcerer levels and use Hold Monster.
Reverse gravity + featherfall. Came up once in a recent online game & boy was it funny.
Dragon kibble has always been my favorite, "Light them up Lewigi!"
Excellent video Dudes, with some really great combos! I really love and appreciate that so much of your Dudes' content in videos like this are geared towards lower levels of play since that is the only area in which most people spend most of their time. It really makes your content feel accessible and it gives me hope/excitement that these are actually things I'll be able to set up and pull off in my games whether as a DM or as a player. Keep it up!
My favorite combo I pulled on my players one time was a Cleric that had cast Spirit Guardians on himself prior to the fight, and then as soon as the party attacked him, cast Sactuary on himself.
Every turn after that he took the dodge action or healed himself as they wasted away for several turns at half movement trying to hit him to no avail
RAW, dealing damage with the spirit guardians drops sanctuary. Since spirit guardians deal damage at the top of the enemy’s turn you can’t really use sanctuary in this way. Although I think sanctuary going away when you deal damage was errata-ed in so this may have worked at some point
I'd rule it like that, that's awesome.
"If the warded creature makes an Attack or casts a spell that affects an enemy creature, this spell ends."
I'd say since the effect occurred prior to casting Sanctuary, you can keep it active.
If it was something like Witch bolt, you'd drop Sanctuary.
@@aidanmahar5192 well seems it does work by RAI, but it's SA, so let's take it with a grain of salt
www.sageadvice.eu/2017/05/22/does-sanctuary-end-when-spirit-guardians-deals-damage-to-enemies/
@@Valoruchiha You actually quoted the version from before the errata, the current description adds “or deal damage to another creature.” It was added to prevent stuff like this, but it’s really a niche enough combo that you can allow still allow it, rule of cool and all that.
For that last one, Globe of Invulnerability doesn't prevent magic from affecting it, only what's inside it. So it can be dispelled, even with a level 3 Dispel Magic.
it would actually be a 6th level spell slot not a 3rd
@@codenameera3709 It can be a third level spell slot with a successful Arcana check.
How?
I thought that was only for counterspell
@@codenameera3709 Nope. Dispel Magic allows for an arcana check similar to that of counterspell.
roll20.net/compendium/dnd5e/Dispel%20Magic#content
Another one of my favorite spell combos is what I like to call Touching Dreams. First round you cast sleep next round you cast inflict wounds. Sleep redeners the target unconscious meaning all attacks made against the target have advantage and any attacks that hit the target are critical hits if you are within 5 feet of the target. If you hit the target with inflict wounds you will be rolling 6d10 necrotic damage. This averages 30 necrotic damage. This combo can also be pulled of at 1st level. The problem with this combo is sleep doesn't effect creatures that cannot be charmed, and it is single target damage based.
Sleep into tying them up then daggers in both eyes at once. Even if they survive that there is no way they'll win a fight.
33 damage actually. As dice have no zero, the mid point is always a half point above half of the die. While you're obviously never going to roll 5.5, that's what it averages to in many rolls. Happy murdering!
@@samuelhicks9243 not trying to be rude, just providing knowledge
@@ARatherDapperTapir I apologize and retract my own rude reply. That was uncalled for on my part
@@samuelhicks9243 accepted
6:26 Loved that little wink lmao
Something that pops to my mind is similar to the Druid/Ranger lockdown option, just for the warlock and with a mean twist: Hunger of Hadar combined with Eldritch Blast with the Lance of Lethargy and Repelling Blast invocations. Devil's Sight is advised to maximize the effectiveness.
This combination is doable from Lv 5 onward and deals 2d6 cold damage, potentially also 2d6 acid damage (Dex-save), and in addition the scaling damage of the Eldritch Blasts used to keep the victims trapped inside the area of effect.
In addition to that the mere narrative effect probably also does a number on the enemy's morale - depending on the DM.
Devil's Sight doesn't let you see through Hunger of Hadar (causes 'blackness' not darkness). You can still push creatures back in when they emerge though.
@@ShardTTRPG Good to know. Saves me one invocation. Either way devil's sight is decidedly useful. So far I have foregone it though because i preferred to turn my winged Tiefling warlock into basically the D&D equivalent of an AC-130 by maximizing range on Eldritch Blast. 1200 feet of range is pretty neat.
@@ranekeisenkralle8265 Devil's Sight + Darkness is a great combo (until Shadow of Moil), advantage on all attacks & disadvantage to all enemy attacks is gold.
@@ShardTTRPG at least if you are acting that close to your opponent. Yes. A Hexblade for example would greatly benefit from this. Ranged casters not as much, however. Unless you drop it onto enemy archers - and even then they could just move aside and get out of the area of effect.
@@ranekeisenkralle8265 You can cast Darkness on an object & carry it around with you. You still get advantage on all your Eldritch Blasts. Even more fun if you're an elf with elven accuracy ;) Darkness is not party friendly so probably works better with ranged attacks than melee tbh
For the Field of Thorns, this can make a devastating kill room given that rangers make good scouts... And can move freely through difficult terrain.
Let's call it Taunt and Haunt
I'm a trickery cleric. For big fights, I like to combine Mirror Image, Spirit Guardians, and Spiritual Weapon. It takes some set-up, which is why I reserve it for BIG fights, but it's been a good combo for me!
A cool thing you can do as a Sorcerer is Metamagic quickened spell a Witchbolt to a bonus action for 1d12, then use your action to activate it (since it says on each of your turns and not *subsequent* turns) to instantly cause the damage for another 1d12, then next turn, use your action for the Witchbolt (since WB breaks if you use your action to do anything else) and Metamagic quickened spell any another spell (and since you haven't *cast* anything, you can bonus action cast any spell you want)
That bardic face melting solo is such a great image, a building crescendo of distorted instrumental licks and vile lyrics, like a metal rocker making suburban whitebread parents everywhere clutch their pearls!
One of my personal favorite spell combos is what I like to call the Flaming Shishkebab. First round you cast hold person then second round you cast scorching ray. Because of hold person the target is paralyzed meaning when your are within 5 feet of the target each of your attacks crit on a hit, and you have advantage on attack rolls against the target. Meaning if you are within 5 feet of the target and hit all 3 rays you would be rolling 12d6 fire damage. That's more than a fireball casting using a 5th level spell slot. Also by upcasting scorching ray this combo yields 4d6 fire damage per a spell slot above 2nd level. Additional since the target is incapacitated you don't suffer disadvantage on the ranged attack rolls against the target. The problem with this combo is that it targets only one person, and they must be a humanoid. But that big bandit boss will never know what hit him.
*Shishkebab
Since you need to be within 5ft for the auto-crit effect, the advantage is cancelled out by disadvantage for using ranged spell attacks within 5ft. May I suggest a nice direct Inflict Wounds instead? Advantage, auto-crit, roll those 6d10...
@@TheCorinthus I don't want to be that guy but you don't suffer disadvantage if the target can't see you or is incapacitated.
@Takahashi nani ni shimasu ka? your right it is miss leading so I will edit it for clarification.
@@motymurm sorry I'm not that good at spelling.
instead of face-melting solo, just call it diss-track
Love seeing this channel grow. 250k subscribers approaches!
A nice one is Cage Match, which involves 2-3 party members at least one of which is a martial, a large or smaller creature, and Wall of Force. Apply any desired buff to party member, send them into melee range, drop the wall, and you don't have to worry about a smart enemy taking an AoO trying to get to your backline
Thank you for that Spiritual Weapon/Toll the Dead combo! I'll be sure to use it against my players when they fight the BBEG in their current adventure! (She's a Death Domain Cleric, so it fits her quite fine!)
Paladin+Sorcerer Divine Soul is doing combo: Spirit guardians (before battle) and then on every next turn he takes dodge action and spiritual weapon on bonus (casting or utilizing). Reaction for shield/counterspell.
He grinds battlefields...
Very simple one, but a favorite- Hunger of Hadar and Repelling Blast. If they make it out, push 'em back in! Also works for a Dao genie warlock with Spike Growth in place of the Hunger, buuuuut... Hunger of Hadar is so satisfying to narrate! The whole table squirms
So glad to see plant+spike growth. I've always loved that combo
I've done the "undertow" before. The catch was that all the water in the room was poisoned. So my character that can breathe water and is immune to poison just waited for everything to fall over.
The segues!!
Monty: "It's time for the bard to take center stage..."
Kelly: "That's a tough act to follow."
glad you are supporting Movember. That bard combo is great!
The Ring the Bell combo is indeed one of my favorite bread and butter moves with clerics. Love it
My favorite combo I found when I played a wizard was greater invisibility followed by steel wind strike... 6 attacks at advantage.. 6d10 each... I only got it to work 2-3 times but when it worked I dealt 30d10 of damage
Anyone else noticing the slow evolution of epic-ness of Kelly's mustache
please do more of these! Love the content, and these are super helpful Strat ideas!
I’m a big fan of the Booming Blade, Dissonant Whispers combo. It’s a great way to proc the extra damage from Booming Blade. It works even better if the Character using Booming Blade also has War Caster because they can use a reaction to use Booming Blade on the fleeing enemy immediately triggering the extra damage.
This won't work after new booming blade erata
You mean the Warcaster OA, not the same turn combo, right?
@@feed-backl6876 Booming Blade still works with Warcaster, Jeremy Crawford confirmed it. Or is there some other errata in TCoE that makes this not work?
Doesn't booming blade specify that they have to willingly move to trigger the damage?
@@TheOmegaPlayer Willingly move to deliver a portion of the damage.
I love that these are low level! Thank you dudes
Another spell combo I like to call Gnomes Offering Hand. First you cast mage hand and then you cast enlarge/reduce on yourself. A gnome can weigh about 80 pounds and enlarge/reduce reduces a targets weight to one-eighth of it's normal weight meaning the gnome now weighs 10 pounds. A mage hand can move up to 10 pounds. So a gnome under the reduce effect of enlarge/reduce can ride in their mage witch can move 30 feet as a bonus action. The weakness of this spell combo is that it isn't really useful in combat since it takes two rounds to set up.
I don't have access to thorn whip. However, my Warlock companion has the eldritch blast invocation where it pushes the target ten feet on a hit. Now I have a lovely little combo to suggest for our next combat. Thanks dungeon dudes! 👍😀💖
Spike Growth and pushing the target back is called a Meat Grinder. (One of several types, not the only Meat Grinder combo.)
Those are some really fun combinations and I probably would not have the imagination to come up with them :P Good stuff, Dudes!
That shirt though.....just rolled a natural 20 against my eyes. Love the videos and personalities guys, keep it up. Liked, subbed, and so ready for my first game.
Awesome! Thank you!
siege magic:
Find a huge boulder, cast reduce size on it, then have an ally cast catapult on said boulder...lastly, drop the reduce size effect and enjoy the show.
once the reduced boulder has been catapulted, the same character who reduced the boulder should then cast enlarge on the boulder...
And the GM ruins all the fun by deciding the spell only changes mass, not momentum. Making your character do precise calculations to hit. Or just say, that enlarged weapons do only 1d4 extra damage.
@@lastmalkavian Yes, always do a test beforehand with the DM. There are two possibilities; conservation of momentum and conservation of speed. If the answer is momentum making an moving object bigger slows it down, which is not very useful. The reverse gets exciting though; making a moving object smaller speeds it up! The challenge for the DM is that for Reduce/Enlarge momentum makes most sense, but Polymorph can make things MUCH smaller (and can't enlarge them), so the acceleration effect is more dramatic.
Spirit Guardian + Sanctuary + Dodge action. Thank you for coming to my TED talk.
Great video, as always. I can’t help but hope that Larian Studios incorporates some of these combos into Baldurs Gate 3 in the near future:) (great game in early access btw, just not enough of it yet)
I’m gonna try Darkness combined with Faerie Fire in a few days as a DM. It’s an easy encounter according to the kobold fight club, but will probably be quite difficult as most players will be visible without being able to see the enemies, thus having disadvantage on saving throws.
The Interrogation: Zone of Truth + Command (Answer)
The truth will be found. My cleric went full Inquisitor with this on a VERY unlucky Yuan-Ti.
I did something similar. I was the cleric, but i employed the help of a tiefling that was immune to fire. He would stand inside a flaming sphere and hold the unlucky prisoner outside of it. If he lied he would be pulled into the sphere taking damage xD ..
Ring the Bell is amazing! I have used it just yesterday with my cleric! When I will be able to take the Magic Initiate (Druid) feat, I will definitely try the "Cool Whip" combo! :D
I love the dragon’s breath + find familiar, but let me offer you this:
Warlock (or Wizard) + Sorcerer multiclass. I prefer the warlock because it overlaps with charisma spellcasting ability and the pact of the chain feature for warlocks lets you get a pseudodragon familiar. By 6th level you can use the combo I’d like to call A Tale of Two Dragons which consists of Find Familiar, Flock of Familars, and Dragon’s Breath. You can Twin Cast Dragon’s Breath of two of your three familiars from flock of familiars to unleash draconic fury upon your enemies two-fold. I was building a Sorlock when I was watching this video, and I realized this combo was just AMAZING.
2 combos I love are:
Glibness + Counterspell/ Dispell magic. as those are Cha checks for a Cha caster they auto succeed for the whole combat.
Also Wall of Fire (Etc) with the push and pull eldritch blast invocations.
omg Glibness + dispel is WICKED! I was going to be the smartass that wrote "yeah but glibness let's you pick 15 for CHECKS, not SAVING THROWS" and then I realized you were referring to the CHA CHECK to dispel/counter higher level spells with 3rd level dispel and counterspell and I immediately went OMGOMGOMG THIS IS INSANE and my head exploded and my cat had to write this because it is hard to write without your head
Instead of the various wall-of spells, why not use Hunger of Hadar instead? Works just as well and can be done at lower levels (Lv 5+)
Because not everyone is a warlock in disguise, looks around nervously
Also works for Hexblade. Or a place of the tome who picked up shillelagh.
Please keep the names of the spells/abilities up when you guys talk. I cant keep up with english so well (2nd language) and I was seartching for "glow of vulnerability" for 10 minutes. : /
You could have just went back and checked the name
"Goodnight Springton. There will be no encores."
That bard combo is my jam. 9th level is rare for me but this is incredibly tempting.
Great vid guys. Cant wait for shadows to be uploaded tmrw
Creatures can breathe underwater for longer than most combat lasts...
most people prefer the suffocation mechanics instead when you’re caught by surprise
I've always wanted to play a party where everyone was the same class - like 4 rogues or 4 bards/wizards etc
Nerdarchy did some videos on it
4 clerics can give a surprinsingly balanced and diverse party.
@@PyroGobbo A-men
I have DMed parties of gestalt Monks once and gestalt Soulknife. I rarely have more that three players so I let them choose a class and then I let them have the abilities of the class I chose for the group. The first campaign was set in Kara-Tur with a Crouching Tiger Hidden Dragon (it had just come out) meets 1980's Hong Kong Wushu tone. So, a party of monks fit right in. They all decided to play Spirit-folk to add an anime vibe all on their own. In the Mindblade campaign the party woke up in an inn inside the City-state of Celik in the Dark Sun setting. They eventually discovered that they were newly minted immortal Elans. So, Highlander in the middle of a sorcery induced environmental hellscape.
got a game of four clerics. we call ourselves the Godssquad, and the campaign "Clerical Errors."
Love these combos as always well thought out and good aim for levels can be done at with range.
Lets not forget that party memebers can help with the set up for some of these as well.
The only thing that got me slighty down from the list is no tricks for the warlock...which means you are still eldricth blast or booming blade and your darkness combos.
It is a huge issue with there spell list i know the celetrial can help itself to some of the cleric options so that helps but would love to see a guide in the future that goes along the lines of a top 5 or even 3 way to warlock that are not elidritch blast, booming blade and darkness
With a bit of luck might get some more creativity flowing from the class in some games.
I love the wizard Druid combo of spike growth, gust of wind, and thorn whip. You just drag them through a field of daggers as they paint the floor red.
If your bard has war caster, "Dissonant Whispers
"+"Booming Blade". (Magic Initiate or otherwise).
Sadly this one does not officially work anymore after this week's errata. Booming Blade now has a range of self and is thus ineligible for War Caster... 😥
Animate Objects + Dissonant Whispers is still a super effective combo, though!
@@MrMasque or lore bard and get tiny servant/animate dead to trigger alot of opportunity attacks with dissonant whispers. Then use the warcaster spell to cast your control spell of choice. I prefer hold person (boosted by an instruments of the bards) so that allies get free crits and the enemy stays stuck in place so you can repeat the combo next turn.
@@MrMasque BB + WarCaster still fine. twitter.com/jeremyecrawford/status/1326596181560942593?s=21
Unfortunately booming blade only triggers on willnging movement, which Dissonant Whispers does not produce.
Darkness + shadow blade on a blade pact warlock with devils sight
Both have concentration unfortunately so you need someone else to concentrate on darkness :(
@@Samlli Also the shadow blade, unfortunately, doesn't count as a pact weapon and thus doesn't get any associated bonuses, which IMO is downright criminal
@@Archimonde259 Eh. It's light, so just make your regular pact weapon in to a short sword and you have some nice dual wielding. An extra chance to fish for crits, for your eldritch smite, especially in dim light/darkness.
But yeah, personally, as a DM, I allow warlocks to assign the shadowblade as their pact/hex warrior weapon. It has the downside that you have to use a spell slot, your action and bonus action to summon it for a limited duration that requires concentration. Also, I'm not allowing you to change it's form to something other than the properties of the shadowblade (no turning it in to a longbow). Plus side is that it benefits from hex warrior and all your blade pact invocations.
@@oOPPHOo That's not a bad point about duel-wielding, especially since warlocks don't get all that many attacks naturally. I never even thought about it that way. Pick up at least one level in Fighter for the Dual-Wielding style and you're in business. Only problem is that it eats up concentration.
Another combo that I caught one of my DM's off guard with is what I like to call whip crack which is a combo between thorn whip, and any smiting spell as thorn whip is a melee spell attack it effectively allows you to deliver smites from 30ft away or even further if your playing a sorcerer.
"What're you gonna do? Smite me?"- archer that was smitten.
One of my favorite spell combos was a regular of a bard of mine. We were in a campaign where interrogation came up often. So what I would often do was use Dominate Person to force them to tell us whatever we wanted, then Modify Memory to make them forget they did so. Then we would often send them on their way.
My favorite level 1 spell combo is definitely Disguise self + friends or charm person (they know who bewitched them but.... it was john, not you xD)
Not a spell combo as such, but for Spellcaster duels I'd make use of Seeming with the illusory reality feature that the school of illusion brings.
Cast seeming with your main action and specify a number of casters you can see within range to have illusory breastplates. On the same turn use your bonus action to make a breastplate real on one of your targets. By RAW, you can't cast spells while you are wearing armour that you are not proficient in. It also takes a number of turns to doff armour. Therefore, if your opponent doesn't have medium armour proficiency he's pretty much out of the fight. The trade off is that they probably have a higher armour class.
You can also use this combination on your allies if you're ambushed or have your gear stolen, and arm up your melee fighters.
Sadly, the campaign I was in died before my illusionist could bit level 14.
“And that’s when the party learned they were fighting a bunch of spellswords.”
@@spartaneternal8423 translation, Dm went "oh shit" and needed a fast fix
That first combo's my jam!
Dude! Diggin' that stash Kelly! 😎👍
Can you do a video about the best party composition of 4 classes in 5e?
A frontline tank, a glass cannon with skills, an arcane caster for damage and control, and a bard or cleric for support. The og party was fighter, rogue, wizard, cleric for a reason.
Fighter/Barbarian + Druid/Cleric + Bard/Rogue + Sorcerer/Warlock.
@@OakenTome mine is div wizard, moon Druid, lore bard, bearbarian.
Fireball, then fireball
For the "Field of Thorns" I believe the description for Difficult Terrain says that each foot traveled costs and extra foot of movement. You can see an example of additive properties by looking at the section on crawling while prone, where it is stated that crawling(which takes 1 extra foot of movement) in difficult terrain will therefore take 3 feet of movement for every foot traveled. Still, with a 20 foot radius sphere that's 2 turns 'wasted' with a Dash each turn for a target in the center to escape.
Fun story with Dragons Breath. The only time I’ve used it so far, I gave fire breath to the bloke who was afraid of fire.
Bit cruel
@@director1336 i didn’t even know the poor bastard was afraid of fire. Our characters only met a half hour before, when I ran screaming down a corridor into him.
Cool Whip. No? Nobody's gonna say anything about the Stewie Griffin reference?
Why are you saying it like that?
@@wftghw What? I'm just saying Cool wHip.
My favorite combo we randomly came up with was Spike Growth + Darkness between the Druid and Shadow Monk. An enemy cleric + bodyguards was basically unable to do anything. One the darkness lifted they were already dead, trying to leave the area
Sleet Storm and Spike Growth(Druid and Wizard of 5th level) They fall prone, deal with damage and slowing of each spell, and casters are forced to make Concentration save at the wizard’s spell DC.
Another good combination for Clerics would be Guiding Bolt + Spiritual Weapon. If you hit with GB, SW should have advantage on its attack. Sixth Level War Clerics especially can pretty much guarantee that leading GB hits - and do the combo twice! Combine that with Spirit Guardians and you have one power house damage dealer. For added benefit, take a dip into Wizard or Sorc to pick up Shield and Absorb Elements.
A combo I've enjoyed is faerie fire and fog cloud. You can see your enemies and attack with advantage, but they can't see you!
Kellys wink in sync with Montys "thorny situations" was hilarious.
Yesterday, I've tried a variation on the Cool Whip combo: Moonbeam + Thorn Whip. Let's call it "Moon whip" for the flavor. Fantastic against undead. Need a bit more precision, but still. You place Moonbeam in front of your ennemy in a bonus action, then use your thorn whip to drag your ennemi into it. He takes damage right away and again in the beginning of his turn. That's great! :)
I once had a player use a similar combo to Cool Whip (Eldritch Blast+Grasp of Hadar instead of Thorn Whip) and other party members piled on with Moonbeam and Spike Growth.
As a player, one of my favorite combos, though higher level, has been to cast a lasting AoE in an enemy's space (Wall of Fire, etc.) and use Action Surge to lock them in with Forcecage. With a second caster, Wall of Force works just as well in most instances.
Hey Dudes! I was actually a bit surprised that you did not mention my favorite high level combo! That being Prismatic Wall and Reverse gravity! I always enjoy putting it above enemies heads and they question it and on my next turn I hit them with reverse gravity! The fun does not stop there though, as on my next turn I will drop the Reverse Gravity and they will have to go through again and then deal with the fall damage! If I were to put this against a party, I could also guarantee the floor was shaking for harder dex saves! A very funny two turn massive damage combo! Anyways, I always love that bell notification from you guys because you give out the best D and D content! Stay awesome my dudes! :D
You should check out the video we released a few weeks back, ruclips.net/video/t590k9X9s40/видео.html we discuss that combo in detail there!
@@DungeonDudes Ah, I missed that one for some reason. I will for sure check that out!
Cheers Gent's, some very creative spell combo's there.
My favorite spell combo is combining the sickening radiance spell with spells that prevent movement from an ally, such as wall of force or earthen grasp(as a lower level option). As always, that was a fantastic video.
We discussed this very combo in our prior spells combo episode :)
My minotaur used spike growth and thorn whip and the knock back to do a lot of damage at level 3 (he was also a spore Druid for even more damage). It was compounded with the warlock having repelling blast.
For using Plant Growth more frequently, Carry around a nice vine plant, or something that spreads super far, as with grapevines or blackberry bushes. The spell causes plants to become overgrown, and thus A single vine plant could probably fill the entire spell radius.
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