recently discovered your videos and am enjoying them immensely, the following isn't meant to be overly critical but I think when you cast Bestow Curse you only get 1 of the options and not all of them at once ps. you also only get 1 WIS save vs. the Bestow Curse... there are no further saves at the end of the target's turns like there are for some other spells.
found your channel looking for spell combos. liking the vibe of your content as alot of the vids i've seen so far focus on optimization (as i'm an optimizer myself). anyway a couple of comments and i'll share my own spell combos from my own builds: a. subscribed to the channel! looks like you have alot of interesting stuff b. for these types of spell combo vids, i personally prefer stuff that can be done solo so it would be nice if you come up with stuff that don't involve 2 concentration spells. here's my own top 10 spell combos (with some feats/abilities mixed in) from my own builds. All combos are doable by level 10 builds (and some even lower). should you wish me to expound further if it piqued your interest, let me know: 1. silent image (via misty visions invocation) + good dmg atk spells like eldritch blast, scorching ray or chromatic orb + elven accuracy + hexblade's curse- perfect obscurement to start combat so you can reliably blast away on your 1st turn. add in elven accuracy to ensure everything hits and hexblade's curse to crit-fish for more dmg. 2. cloud of daggers + booming blade + crusher + polearm master + warcaster + quicken spell- quicken cloud of daggers behind an enemy. use action to booming blade crusher enemy into cloud of daggers for entry dmg. if they stay in the cloud of daggers they waste their action and keep taking dmg every turn. if they decide to move back towards you, pam and booming blade triggers, convert the opportunity attack to another booming blade and crusher them back into the warcaster for entry dmg again. then they have to decide if they want to stay or move back towards you again and trigger booming blade for the 2nd time on their turn. lots of dmg. 3. find steed + enlarge + quicken spell + mounted combatant- cast enlarge on yourself and you become a large creature riding a huge steed. both of you gain the combat bonuses while also allowing you to benefit from mounted combatant more consistently (advantage now vs. large or smaller). 4. dissonant whispers + summon beast/undead + primal companion/steel defender- cast summon beside the enemy. move towards enemy mounted on primal companion/steel defender. cast dissonant whispers to trigger lots of opportunity attacks. 5. wall of force + sacred flame + quicken spell + minor illusion - quicken wall of force to trap enemy/enemies inside and sacred flame them to death (sacred flame bypasses wall of force). you can also minor illusion with your action a crate to be in to protect your concentration then just sacred flame spam on turn 2 onwards. sacred flame doesn't create a line effect to the target so nobody will know you are the one burning the ones in the wall of force prison from inside the crate. 6. telekinesis + repelling blast + quicken spell- quicken telekinesis the enemy 30 ft into the air on turn 1. repelling blast them 10-20 ft more upward (by standing directly under them so you are considered to be pushing away from you). on turn 2 quicken repelling blast them 10-20 ft away again. if you push them past 60 ft this breaks telekinesis on them and they fall from 70 ft taking falling dmg and landing prone. use your action to make the telekinesis contested check again. lather rinse repeat until dead. 7. black tentacles + repelling blast + quicken spell + mind whip- quicken black tentacles behind the enemy. use action to repelling blast them in to force the save for restrain and dmg. if they break out on their turn simply repelling blast them back in. you can also quicken mind whip on your 2nd turn to force them to lock themselves in the tentacles moving forward by forcing them to either give up their move or action (which means they can't escape the area). 8. spirit guardians + grasp of hadar + lance of lethargy + quicken spell + tentacle of the deep + action surge- cast spirit guardians. move towards enemy and action surge for grasp of hadar + lance of lethargy to pull them into the outer edge of spirit guardians for dmg and no save speed reduction. use bonus action to attack with tentacle of the deep for more speed reduction. assuming they have 40 ft or less speed they won't be able to move from that outer edge of spirit guardians (they won't be able to go out or get close to melee you) and just take dmg every turn. only way they hurt you is through ranged attacks or spells or if they have a reach of 15 ft (most wont have this). 9. 3 tiny servants + magic stone + silent image (via misty visions invocation)- good sustained ranged dmg (3d6 + 12-15 dmg at advantage) while just consuming your bonus action. 10. repelling blast + grasp of hadar + spike growth + action surge + hexblade's curse- cast spike growth behind the enemy. bonus action hexblade's curse. action surge to grate them through the spike growth with repelling blast + grasp of hadar. each instance of 5 ft movement dmg from spike growth gets boosted by hexblade's curse for lots of dmg. *bonus- transmute rock to mud + water walk + tentacle of the deep- cast water walk on yourself and allies. once combat starts cast transmute rock. enemies will be stuck in the mud while you and your allies are free to move around normally. bonus action tentacle of the deep for dmg and speed reduction for 1 enemy. even if that enemy makes their save the speed reduction from both transmute rock and tentacle of the deep ensures that an enemy with a 30-45 ft speed can only move 5 ft a turn unless they dash. this combo is concentration free so you can add in your concentration spell of choice on turn 2 onwards (like something that creates difficult terrain, prone, etc).
Thank you very much for the support! I really appreacite everything!!!! I also absolutley love a lot of your combos hahah can I use some of them in another video?
Conjure Fey + Planar Binding. In a game where action economy is hugely important, having a Concentration free Korred in your back pocket for a month can pay dividends. Especially if you use their own summons to get a Xorn to help with the treasure hunting.
@@ThisCrits if you want a more evil idea that I’d reserve for the BBEG to pull, imprisonment to put an enemy to sleep followed by repeated casts of modify memory. Rewrite the necessary events in someone’s life and build supporting memories such that when they wake up, you’ve brainwashed them into becoming a proper sleeper agent for when they’re rescued.
Darkness + Spike Growth. Our DM rolls a d6 that decides in which direction a character will move when "blinded" (in this case darkness). If you pair it with a ranged character with Devil's Sight, the combination is devastating.
You could even stack Plant Growth (since it does not require concentration) and keep the enemy at in its place with Thorn Whip. You can pull it off with 2 spellcasters however, if you wish to ALSO stack Maelstorm you'll need another spellcaster.
Yea...I know...I realized that when this video initially came out and I got hammered for it hahaha but thank you for the call out! My newer videos a much better produced and have more in them if you are interested in more combos lol
recently discovered your videos and am enjoying them immensely, the following isn't meant to be overly critical but I think when you cast Bestow Curse you only get 1 of the options and not all of them at once
ps. you also only get 1 WIS save vs. the Bestow Curse... there are no further saves at the end of the target's turns like there are for some other spells.
Thanks a bunch I am super glad you enjoy them! And yes you are correct I misread bestow curse hahah hopefully you enjoy the newer style videos too!
found your channel looking for spell combos. liking the vibe of your content as alot of the vids i've seen so far focus on optimization (as i'm an optimizer myself). anyway a couple of comments and i'll share my own spell combos from my own builds:
a. subscribed to the channel! looks like you have alot of interesting stuff
b. for these types of spell combo vids, i personally prefer stuff that can be done solo so it would be nice if you come up with stuff that don't involve 2 concentration spells.
here's my own top 10 spell combos (with some feats/abilities mixed in) from my own builds. All combos are doable by level 10 builds (and some even lower). should you wish me to expound further if it piqued your interest, let me know:
1. silent image (via misty visions invocation) + good dmg atk spells like eldritch blast, scorching ray or chromatic orb + elven accuracy + hexblade's curse- perfect obscurement to start combat so you can reliably blast away on your 1st turn. add in elven accuracy to ensure everything hits and hexblade's curse to crit-fish for more dmg.
2. cloud of daggers + booming blade + crusher + polearm master + warcaster + quicken spell- quicken cloud of daggers behind an enemy. use action to booming blade crusher enemy into cloud of daggers for entry dmg. if they stay in the cloud of daggers they waste their action and keep taking dmg every turn. if they decide to move back towards you, pam and booming blade triggers, convert the opportunity attack to another booming blade and crusher them back into the warcaster for entry dmg again. then they have to decide if they want to stay or move back towards you again and trigger booming blade for the 2nd time on their turn. lots of dmg.
3. find steed + enlarge + quicken spell + mounted combatant- cast enlarge on yourself and you become a large creature riding a huge steed. both of you gain the combat bonuses while also allowing you to benefit from mounted combatant more consistently (advantage now vs. large or smaller).
4. dissonant whispers + summon beast/undead + primal companion/steel defender- cast summon beside the enemy. move towards enemy mounted on primal companion/steel defender. cast dissonant whispers to trigger lots of opportunity attacks.
5. wall of force + sacred flame + quicken spell + minor illusion - quicken wall of force to trap enemy/enemies inside and sacred flame them to death (sacred flame bypasses wall of force). you can also minor illusion with your action a crate to be in to protect your concentration then just sacred flame spam on turn 2 onwards. sacred flame doesn't create a line effect to the target so nobody will know you are the one burning the ones in the wall of force prison from inside the crate.
6. telekinesis + repelling blast + quicken spell- quicken telekinesis the enemy 30 ft into the air on turn 1. repelling blast them 10-20 ft more upward (by standing directly under them so you are considered to be pushing away from you). on turn 2 quicken repelling blast them 10-20 ft away again. if you push them past 60 ft this breaks telekinesis on them and they fall from 70 ft taking falling dmg and landing prone. use your action to make the telekinesis contested check again. lather rinse repeat until dead.
7. black tentacles + repelling blast + quicken spell + mind whip- quicken black tentacles behind the enemy. use action to repelling blast them in to force the save for restrain and dmg. if they break out on their turn simply repelling blast them back in. you can also quicken mind whip on your 2nd turn to force them to lock themselves in the tentacles moving forward by forcing them to either give up their move or action (which means they can't escape the area).
8. spirit guardians + grasp of hadar + lance of lethargy + quicken spell + tentacle of the deep + action surge- cast spirit guardians. move towards enemy and action surge for grasp of hadar + lance of lethargy to pull them into the outer edge of spirit guardians for dmg and no save speed reduction. use bonus action to attack with tentacle of the deep for more speed reduction. assuming they have 40 ft or less speed they won't be able to move from that outer edge of spirit guardians (they won't be able to go out or get close to melee you) and just take dmg every turn. only way they hurt you is through ranged attacks or spells or if they have a reach of 15 ft (most wont have this).
9. 3 tiny servants + magic stone + silent image (via misty visions invocation)- good sustained ranged dmg (3d6 + 12-15 dmg at advantage) while just consuming your bonus action.
10. repelling blast + grasp of hadar + spike growth + action surge + hexblade's curse- cast spike growth behind the enemy. bonus action hexblade's curse. action surge to grate them through the spike growth with repelling blast + grasp of hadar. each instance of 5 ft movement dmg from spike growth gets boosted by hexblade's curse for lots of dmg.
*bonus- transmute rock to mud + water walk + tentacle of the deep- cast water walk on yourself and allies. once combat starts cast transmute rock. enemies will be stuck in the mud while you and your allies are free to move around normally. bonus action tentacle of the deep for dmg and speed reduction for 1 enemy. even if that enemy makes their save the speed reduction from both transmute rock and tentacle of the deep ensures that an enemy with a 30-45 ft speed can only move 5 ft a turn unless they dash. this combo is concentration free so you can add in your concentration spell of choice on turn 2 onwards (like something that creates difficult terrain, prone, etc).
Thank you very much for the support! I really appreacite everything!!!! I also absolutley love a lot of your combos hahah can I use some of them in another video?
@@ThisCrits sure! with a shout out of course. haha. should any of them be unclear just let me know. did you like any of them in particular?
@@TheRobversion1 Of course! Once I add any of them to a script I will reach out if I have questions! Thanks =D
Conjure Fey + Planar Binding. In a game where action economy is hugely important, having a Concentration free Korred in your back pocket for a month can pay dividends. Especially if you use their own summons to get a Xorn to help with the treasure hunting.
Oh my goodness that is such a good idea!!!
@@ThisCrits if you want a more evil idea that I’d reserve for the BBEG to pull, imprisonment to put an enemy to sleep followed by repeated casts of modify memory. Rewrite the necessary events in someone’s life and build supporting memories such that when they wake up, you’ve brainwashed them into becoming a proper sleeper agent for when they’re rescued.
Darkness + Spike Growth. Our DM rolls a d6 that decides in which direction a character will move when "blinded" (in this case darkness). If you pair it with a ranged character with Devil's Sight, the combination is devastating.
You could even stack Plant Growth (since it does not require concentration) and keep the enemy at in its place with Thorn Whip. You can pull it off with 2 spellcasters however, if you wish to ALSO stack Maelstorm you'll need another spellcaster.
Hahah thats actually great. Its like stepping on a lego in the middle of the night!
Conjure woodland beings (8 pixies) have half of them cast polymorph on the party and the other half cast fly. For instance a bunch of flying mammoths.
Hahah I love that so much!!!
Bestow curse only gives one of the chosen effects. Still a good combo
Yea, I re-read it after posting this video big oops on my part! Thanks for watching and letting me know =D
Fast food HAH XD
😊
👌
Read Bestow Curse more closely. You’re supposed to choose only one of those effects. It doesn’t do all of them at once.
Yea...I know...I realized that when this video initially came out and I got hammered for it hahaha but thank you for the call out! My newer videos a much better produced and have more in them if you are interested in more combos lol