It always pains me to see how most players never coordinate in a team based game where most game breaking abilities/combos are designed to not be doable by one character alone.
You guys make two types of videos: 1. Videos I want to share with my group. 2. Videos I want to hide from my group. This is one I want to hide from my group. They’re already terrifying.
What we ended up doing in Curse of Strahd to Strahd himself, I cast wall of force around him with the Barbarian and Fighter in there with him. Our cleric cast Silence to prevent him from porting out (originating inside the wall so it worked). Then myself (wizard), the cleric and our rogue with a sunblade fought off minions while the sun burned him and our melee wailed on him. I then teleported to his tomb flipping him off, becoming the new lord of Barovia after making a deal with another dark power and killing strahd.
@@ARatherDapperTapir It's a quote from a character called "Rorshach". The character is sentenced to prison where a lot of the prisoners are there because he put them there. One tries to attack him, so he grabs a pot of boiling oil and dumps it on the guy. After which he shouts at the other prisoners, "You have to understand, I'm not locked in here with you, you're lock in here with me!"
Plant growth + Sleet Storm can be absolutely devastating over a large area and since plant growth isn't concentration, it only takes 1 druid with 2 turns. Have another caster throw in some sickening radiance and the foe has the chance to rack up levels of exhaustion. That's one spicy meatball
You missed the Fun One Summon Greater Demon if it breaks free (which you want) it stays around for 1d6 rounds after the spell ends so you then drop the wall of force on them. it is situational but if you multiclass two diff stat casters EX. Wizard and Warlock you cast the demon with say your 13 INT wizard spell and Wall of Force with your CHA 20/22 Warlock and watch the carnage.
As long as something's not immune to exhaustion, the Wall of Force/Sickening Radiance combo is particularly powerfull. If the damage doesn't kill them, the exhaustion will. They only need to fail 6 CON saves over 10 minutes (so 100 save attempts), with disadvantage after the third failure. Works really well on regenerating creatures.
Groups wizard and lock literally blew up a Kraken. Lock used their high level fey pact to lock down kraken for wizard to set up prismatic wall and anti gravity
No love for the classic combo of levitate on an enemy combined with cloud of daggers. Levitate can hold them in place without any further saves allowed while they sit in the cloud eating 4d4 damage every round for a minute
My group does a combo called hadars fury it's a 2 druid and 1 warlock spell combo of spike growth, wall of fire, and hunger of Hadar all on the same radius add slow to that you can take down anyone
Hunger of hadar and Spike growth together are my Favorit Combo because our dm brought Up a intesting Question. Are the Monster able to move straight out? Rules as ritten don't say that they can't but they don't say they can. Then he make the call. When you blind and stand in Spike's while your Attackt by Tentakel's are your able to move straight out. He sayd probably Not. so he started too role a d4 to See were they go. I as the warlook Walkd around and used eldritch blast to Push most of them back in to the Combo
My wife and I like to have her bard polymorph somebody into a t rex, and my wizard casts haste. We call it the jurassic world because it's like jurassic park but very dumb.
@@aaronwentling2334 seen this one in action, classic suicide...unless you convince your DM that your pixie sorcerer shouldn't take damage because it doesn't take damage from non magical sources....and he buys it 🤣 3e nostalgia right there...
@@ArmoredChocoboLPs I managed to pull this off in an Adventurers League game and ooooh boy did we accidentally mess with the story, the bad guy was supposed to get away for a later fight but we did almost double the bbeg listed hitpoints
I always loved the simple combo of bane and slow, if you have a third caster to stack on fairy fire or synaptic static, at higher levels, you can completely dismantle your DMs combat.
In late 90s tournament play (2e) we learned we were far behind other parties. Next big encounter, Wall of Force (hemisphere option) and Create Water. Big time saver.
I've got one that my players discovered on accident. Command (Approach) + Tasha's Hideous Laughter both on the same Large or larger creature. Suddenly you have a big, laughing monster rolling over its allies to get to you. One of my favorite rpg moments ever.
for a higher level version, though it might be more apt to call it a pressure cooker, just stick a delayed blast fireball in the domed variety of wall of force
There's no mechanic for it, so it's DM discretion, but I've been toying with the idea of: The Bard readies Enlarge with the trigger being the Artificer casting catapult. The Artificer catapults a tiny pebble and the Bard turns it into a boulder as it flies. Like I said; there's no mechanics for that combo, so consult with the DM before using.
Its likely that the DM would let it happen, but the description of enlarge says that an enlarged creature deals 1d4 extra damage. So unless you could convince your DM otherwise, the boulder is still going to do the same amount of damage that a normal pebble does with only an extra 1d4. Probably not worth the 2nd lvl spell slot.
The momentum of a pebble being launched and then growing rapidly wouldn't have the result you wish for. It would slow rapidly and fall short of the target when it was a pebble. That is how I would rule it
Enlarge : "The target's size doubles in all dimensions" Catapult : "one object weighing 1 to 5 pounds" and "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds" Looking online, a 5lb stone ball is about the size of a small cannon ball. Doubling the size would be interesting... but as Yueff mentioned, the spells are specific. Catapult : " 3d8 bludgeoning damage" and "damage increases by 1d8, for each slot level above 1st." Enlarge : "the target's attacks with them deal 1d4 extra damage" A RAW DM would likely rule the result to be the damage as written in the spells. So an Enlarged 1st lvl Catapult would be 3d8 + 1d4. Overall, making Enlarged Catapult cool but not potent. I could see an argument for a special ruling in this situation, to basically say that 3 levels of spell slot were spent on this combo, so it could instead be treated as up casting Catapult. Thus, an Enlarged 1st lvl Catapult would be the same as a regular 3rd lvl Catapult, doing 5d8 damage. This means, that a 9th lvl Catapult could be enlarged to act like an 11th lvl Catapult (3d8 1st lvl + 8d8 upcast to 9th lvl + 2d8 Enlarge = ) 13d8 damage. Of course, a DM might instead rule that doubling the size should double the damage... but that would cause some balance issues. In this situation, it would make Enlarged Catapult viable for a pair of lvl 20 casters. Catapult 9th lvl for 11d8, Enlarge to double that to 22d8. Of course, early on it already is slightly more powerful than treating it as an up cast, as 1st lvl Catapult 3d8, Enlarge doubled would be 6d8... one more than the up cast idea. Not much, but again... just shows that it is a more powerful ruling.
I had a campaign where I was a druid alongside a cleric and we had a combo we occasionally did. Cleric would cast Beacon of Hope with the party in range, and then I would follow up with Mass Cure Wounds to get max healing for the entire party in one round.
One that I tend to do with others is a very simple technique I call Buried Alive. The only requirements are that the two in question know the cantrip Mold Earth, and that one of them has at least 2 levels of Fighter for Action Surge. One spellcaster creates a 5x5 foot pit behind an enemy by excavating the earth with the Mold Earth spell. The second, someone who is multiclassed into Fighter for Action Surge, uses the Shove action or makes a Battle Master Push Attack to send the creature into the pit, making them prone. Then the fighter/caster action surges and uses Mold Earth to take the excavated mound of dirt and dump it back into the pit, burying the enemy alive.
I was just pondering how mold earth (to make a pit behind an opponent) and the Tasha's feat of Telekinetic would/could work--it would get 'em in the hole, at least, and with a not-to-stingy DM, seems like most opponents 'shoved' into dropping 5' are going to be prone/surprised, so same overall result as your double team. But your way doesn't rely on a non-stingy DM.
Our party took out one of the most powerful spellcasters in Curse of Strahd with this. Sorcerer cast surprise round Hold Person, my paladin got nat20 on initiative - her 2nd level Smite + regular attack and the sorcerer's 4th level Guiding Bold nearly took it down before it broke out of it when it was her turn next.
Forget conjure animals... Animate dead and have the wizard cast flame arrows along with the paladin casting crusader's mantle... Now your skeletons will attack for 1d6 piercing + 1d6 fire + 1d4 radiant...
I have been playing in a campaign recently and have an amazing combo that myself (Grave Cleric) and my paladin buddy have worked out. We call it our KO Combo as my character name is Kade and his is Oztsu. He sets it up with his channel divinity to add bonus damage to his attacks. I then cast my Channel Divinity: Path to the Grave just before his turn. When he hits, he dumps his highest level smite into the attack. With vulnerability, the attack have been hitting for over 80 damage on one swing at level 6. Try it out sometime.
One interesting combo my party had was using spike growth under an enemy (2nd level druid spell) and dissonant whispers (1st level bard spell). On a failed sabe, the creature takes 3d6 psychic and runs away from you, walking into 3 tiles of spikes for a total of 6d4 piercing damage. Pretty good for a level 1 and level 2 spell! Now, there could be an argument that the creature doesn't run into the spikes if they saw spike growth being cat, as the description says it "requires a perception check if the creature had not seen the spell being cast", so it could be up to DM discretion. Our DM was nice to us :)
Very simple combo at level 2: Sanctuary + Compelled Duel. Paladin uses Compelled Duel on an enemy (preferably one with a low Wisdom score); Cleric/Artificer/other Paladin uses Sanctuary on the Paladin. The target has to attack the Paladin, but they have to succeed a Wisdom save to do it. And if they fail, they have to attack someone else in range, but they do it with disadvantage. This doesn't let the Paladin attack, or let anyone else attack the target, but it's good in a pinch if your Paladin needs a couple rounds to heal and you have either a couple of big targets or a bunch of minions to fight anyways.
To piggy back off of their previous videos, hand that Ring of Spell Storing to another character and have them be your second concentrator if you can think of a combination purely on your own list.
Ah, the classic 'Summon Greater Barbarian' spell. Components Material (Keg of Beer), Somatic (Throw the beer at the target), Verbal ('Hey! Barbarian! There's beer over there!'). The spell also requires one barbarian, not consumed by the spell (hopefully).
Spike Growth, and any spell or ability that can move enemies around the battlefield. It doesn't matter if they spotted the ground is hazardous if you push or drag them across the dangerous ground against their will. It doesn't necessarily involve two people using their concentration, but if the enemies were debuffed with Bane or something it'd make it less likely they'd pass any checks to stop getting tossed around.
Barbarians are basically purpose built to drag enemies through spike growth. They are strong enough to grapple anything (especially if they have Athletics!), fast enough to drag them a decent distance, and rage means they take half damage AND get advantage on grappling. A 5th level barb can easily grab two enemies and yank them through a spike growth in the same turn.
Another absolutely killer combination of spells, albeit at slightly higher level is getting your druid to drop Plant Growth, centred on the area the enemy are in, then either your sorc or wizard to drop Sickening Radiance on them. You do need at least a 5th level druid and 7th level sorc or wizard, but the effects are destructive. Every round the enemy is trapped inside the AoE, they gain a level of exhaustion on a failed Con save and take 4d10 radiant damage. With Plant Growth, their movement is down to a quarter of their normal speed. If you can get someone else to cast Entangle, the chances are at least some of them will die without ever getting out of the AoE of the Sickening Radiance. It's a brutal spell combo.
I know it is not a teamwork spell but this is My celestial Warlock's fave combination. Unlikely allies: conjure fey (hag) + conjure elemental (invocation) + summon greater demon. With losing the concentration, all 3 go wild on the nearest non-respective creature of their type, so angle them properly against a small group or individual, or have them wreak havoc on a city block. Yes it is a non-good, chaotic plan but it is helpful if you need to distract or derail the enemies plans
A combo that I like has a wizard (or other caster who can use it) cast Grease and then have the Ranger cast Spike Growth. I don't have a fun name for it, but it's one of the ultimate pursuit discouragers.
Gonna be real, the best combo ever has been missed. Honestly almost worth it's own video. Evards black tentacles + Sickening Radiance. Just read it, it snowballs so hard
My team has a build up combo that is fun to watch. Step 1 warlock hex enemy strength Step 2 barbarian rage and grapple target Step 3 cleric spiritual weapon attack then eyes of the grave Step 4 warlock hex blades curse, attack advantage, eldritch smite. Step 5 barbarian cleans up scrapes Technically only a level 1 and 2 spell slot used and the second isnt really needed. First time done warlock hit a crit on the first attack with his greatsword at level 5 (4d6+2d6+6d8+8) which rolled out to 60 damage before vulnerability so 120 in the single hit. The party was happy.
I’d like to put forward a combo that my friend adores that he has dubbed: “The Spikerowave” Sickening Radiance + Spike Growth Either the enemy dies to Sickening Radiance, or they take the full damage from walking through an entire field of Spike Growth. 40d4 guaranteed damage (if they’re right in the middle of the Spike Growth) with no saves is pretty nice, not to mention the difficult terrain guaranteeing a minimum of one extra turn of Sickening Radiance.
also now with the eldrich adept feat, devil's sight +darkness, give to your wizard, sorcerer, warlock, eldritch knight, arcane trickster, and other subclasses for avoiding counterspells, upping defense, avoid opportunity attacks, and giving advantage to your attacks pretty often. Not as good as fog cloud since fog cloud works against truesight but also means you cant target anyone you need sight for outside of the blind fighting 10ft radius sight.
@@MrSeals1000 Im not even totally opposed to blind fighting, but Tasha's subclasses are playtest material. It says a lot that Xanathar's included MORE subclasses, yet devotes FEWER pages to subclasses.
Wall of Force + A lot of things. I casted Wall of Force as a sphere and trapped enemies inside and had my teammates use spiritual guardians(the cleric walked up and smiled while watching like Jim from the office looking through the shutters), produce flames, Wall of Fire, and a bunch of other spells as we just sat and watched a bunch of enemies get roasted inside...The DM let out a sigh and just said "well...that does it for those 3 encounters." The best part, imo, is they came up with a spell called Corpse Explosion so as they started going down, I would then detonate the fallen enemy inside to harm the others too
A really simple combo is polymorph + haste (+ greater invisibility if you want). Simple because it doesn't require positional planning, just big buffs to stats. Our party called this "Plan-T" because we'd basically summon an invisible, hasted T-Rex into battle.
A fun one that I came up with after watching a bard disable a group of enemies for 3 rounds is called Bad Gas. One party member casts stinking cloud, and another casts wall of fire. If you have a large group of enemies, catching them within this area basically means that they spend their turns vomiting while burning alive. A horrible, terrible way to deal with a large number of creatures that are all grouped up.
One combo that I love is using any damaging wall across the ceiling and invert gravity. Not only it forces the enemies into the wall, but also have the fall damage to be taken in consideration. The combo shines that it can also be used in a more stealthy approach if you for example use wall of thorns. Most won't pay attention to the ceiling and suddenly they faceplant into a bunch of sharp thorns that reduces movement
These guys have a high-level version of that where you use Prismatic Wall and Reverse Gravity to pass them through the sphere at least twice, if not 4 times. I think they mathed it out and it came to 700 average damage.
This is a small one that is hard to pull off but can be a good way to use unused reactions. Our party called it "Conga Line of Doom" where you have the party lined up on one side of a hallway and a spell caster on one end. The spell caster casts Dissonant Whispers and forces the enemy to use it's reaction to run as far away from the spellcaster as it can. Meanwhile it runs past all party members granting opportunity attacks.
I had a lot fun coordinating the use of a wizard's portent die rolls with spells by my cleric. (The wizard got 2 daily portent die rolls, which could be applied to a PC or a foe.) Using the wizard's LOW portent roll on a foe's saving throw and casting Hold Person or Banish on that foe was fabulous. (The wizard generally used the high portent rolls on things like her fireball or her saving throws.)
In a homebrew system I used to play... I had a gnome who had a "wand of ice shards". Lots of small damage projectiles. The ranger buddy had a 100% immunity (yes, immune) to all magic. He'd engage the target, and I'd blast everything with ice shards. Didn't affect him... very fun combo.
It’s not so much a combo of two spells, but my friend and I did come up with a classic move for her dragonborn tempest cleric and my tabaxi/halfling bard. Basically, she picks up my bard and shot-puts him at an enemy (or several) while he casts Thunderwave once he’s in range. It’s very fun, especially if she follows it up next round with Call Lightning. We dubbed it the “Chuck-a-Truxx” move.
My group found a crazy good combo the other day by accident - one half is a feature, not a spell, so it's quite niche, but proved killer. Step 1: Our Bard cast hold person Step 2: Our Grave Cleric used Channel Divinity - Path to the Grave An enemy paralysed by hold person takes auto-crits, and Path to the Grave makes them vulnerable to ALL damage on their next hit for a x4 total. So the paladin coming in with a Level 3 Divine Smite casually knocked out about 60 damage in a single hit
My favorite combo: A Vengeance Paladin having Holy Weapon cast on their weapon and having someone cast Haste on them. This frees them up to cast Hunter's Mark. So much damage :D
Made my DM cry with that. To make it worse, I’d used Vow of Enmity on the target and my Vengeance Paladin was also a Multi-Class Battlemaster Fighter. Landed crit on the first attack using a goading attack, divine smite. Rinse and repeat for second attack, then those words…. Action Surge…. 😂 I did ask him before hand whether he’d let the goading attack happen on the same attack as a divine smite as it felt like overkill but he said it was cool. Any tears shed after that are entirely on him 😅
personally one of my favourites is levitate + literally any damaging concentration spell that can be off the ground could use heat metal, sickening radiance, really anything and the enemy is hopeless against it unless they have a ranged attack because they're stuck midair with no way to get down while the party is blasting away at them, and while they're stuck in whatever effect is applied to them
Cherry Bomb - Entangle & Fireball Entangle - A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. Restrained - The creature has disadvantage on Dexterity Saving Throws. Fireball - is a Dex save.
A spell combo that i really like: Web & Fireball. First cast "Web", the spell creates a 20-ft cube of difficult terrain, creatures in this space must make a dexterity saving throw and if they fail they are restrained (their movement is 0 & they have disadvantage at dexterity saving throw); then cast fireball this spell force creatures in a 20ft cube to make a Dexterity saving throw (they have disatvantage because of Web) and on a fail they take 8d6 fire damage, and after this the web catches on fire and creatures in a 20ft cube take 2d4 extra fire damage. Lots of damage and a great area control.
The Play Pen could be cast by one person. Rare is the enemy who'll be able to suddenly parley with a barlgura demon when you drop concentration to cast Wall of Force and he's free-roaming for 1d6 rounds but has only one available target; The guy who just hit him with a sword.
I love the idea of coupling wall of force with Hunger of Hadar, blind, no escape, 2d6 cold damage at the start of any creature within the hungar followed by a a DEX saving throw if you end your turn within the hunger dealing an extra 2d6 necrotic if they fail. To boot the are so difficult terrain too
Demoralization - Bane+Synaptic Static. Bane provides a -1d4 on attack rolls and saving throws. Synaptic Static is -1d6 on attack rolls, ability checks, and con saves for concentration.
One of my favorite combinations is spike growth and eldritch blast+repelling blast or eldritch blast+grasp of hadar. Spike growth is 2d4 damage per 5 feet and is difficult terrain. Just hit them with eldritch blast with repelling blast /grasp of hadar and you just push them around in the spike growth.
@@goodgulfgas the nice thing about repelling blast or grasp is they don’t have a saving throw so if your eldritch blast hits you can just move creatures around
Tasha's Mind Whip is a Great Spell to combine with anything that makes your opponents slower, as they cannot Move and take the Dash Action in the same turn. We also love to combine it with our Hexblade's Booming Blade and Eldrich Smite. All the enemy is doing on his turn is standing up, taking damage for moving and not even catch up with our party members
Here's a fun spell combo I pulled off. Did it by myself via the metamagic Quickened Spell, but could also be a good team combo. According to the text of Vortex Warp, "The chosen space must be on a surface... that can support the target without the target having to squeeze." Player: How tall are the trees around here? DM: about 50 feet. Player: I look for a tall tree with sturdy branches at least 40 feet up. I cast Vortex Warp. DM: He fails the save. Player: he's now on that tree branch up there. I then Quicken Spell and cast Ray of Frost. In addition to the damage from that, I'm hoping that this will knock him out the tree on his back. DM: he failed his Dex save and took 4d6 damage and is now prone.
One that we discovered in CoS: Hold Person / Hold Monster + Moonbeam. Our DM wanted Rahadin to just walk by, taunt us at the farm, and leave. We attacked him, the Cleric dropped Hold Person (which succeeded), and then my Druid dropped Moonbeam, dropping it so he was just on edge enough, so the Paladin could hack him to pieces. Our DM had one of Those DM Moments where NOT prepared for what happened. We enjoyed using that spell whenever we could. That is, until my Druid picked a couple too many boons, turned Neutral Evil, shapeshifted into Great Elk and ran off to work for Strahd.
It's not the most sophisticated combo, but my Bard loves casting Confusion so that the Cleric in our group can stroll in afterwards and cast Spirit Guardians. Unless those enemies roll really well, they're going to have a bad time as they stand in a confused stupor taking damage every turn.
There's a spell combo I like to call the hat trick. You arcane eye the dungeon to map it out or by other means map it, summon something like a greater demon, d-door in, d-door out. Another spell combo I like is invisibility cast on a familiar, very powerful scout and assassination tool if you use the right touch spells and stay within the 120ft.
You want to slap faerie fire on that third one too. A lot of multi summons have such a low attack modifier that this will nearly double the effectiveness of the combo. Adding an extra summoning spell for even more minions is another good option, as this also means more hit points as well as more attacks.
For the play pen combo you can do it by yourself because you can cast it then lose concentration to cast wall of force and since the demon doesn't disappear and instead attacks the nearest thing it will still attack the bbeg if you summoned it close enough to it, great vid.
My favorite combo is stacking enlarge/reduce from multiple casters onto a party Frontliner as enlarge, making them huge or gargantuan and having a d4 bonus to their damage *per caster*. Btw, use this as a dragonborn armorer artificer and have the enlarges on yourself (at higher levels you can also have the spell stored in your spell storing item so the whole party can pass it around, doubling your size for each member of the party) and you can become Mecha Godzilla. Or, a warforged artificer and become a megazord
Web and fireball. The restrained condition of web imposes disadvantage on the Dex save of the fireball AND adds another 2d4 fire damage PER SQUARE. So if you hit a large or huge creature with it, the incinerated web deals an extra 20 (8d4) or 45 (18d4) damage on top of the 8d6 of the potentially failed save from the fireball. As an additional bonus you can let your melee chars wail on the enemy for a round too before incinerating the web.
A multiplayer combo I dub: Stealth Bomber 1 Barbarian, possibly carrying something to drop, or dropping ontop of the enemy himself 1 caster casting Invisibility on the Barb a second caster casting Fly on the barb. The enemy will never see it coming
You can do the play pen solo by holding your action to cast Summon Greater Demon at the end of the turn of the creature that goes before you, then on your turn you can cast Wall of Force, which will drop concentration on SDG, but won't make the summoned demon disappear due to the wording of the spell. The best part is that even if the fight ends with an uncontrolled demon still alive, they'll disappear in 1d6 rounds. Wall of Force has a duration of 100 rounds, so they're never getting out of there.
Enlarge/reduce works well with spirit guardians. A Rune knight fighter can also pull this off with a ring of spell storing. Since you increase in size, you effectively also make your spirit guardians bigger.
I'm just so looking forward to get to mess with the DMs plan using Twinned Haste from the sorcerer on our paladin and barbarian, and then my wizard using Greater Invisibility on our monk with Elven Accuracy... it's gonna be fun XD
"Bad advice" is a combo I've pulled off multible times in my current curse of strahd campaign with the party's bard casting phantasmal force and me giving a subtle suggestion.
Dissonant Whispers + Conjure Animals/Animate Object, to give those summons an opportunity attack doubling their damage for a turn. Bane + Synaptic Static will cause every enemy attack for a turn or two to have -1d4 and 1d6 to its attack rolls. Hellish Rebuke + Armor of Agathys + Fire Shield, all give retributive damage, and with all of them stacked may cause the enemy to take more from their own attacks than you do. Heroes Feast + Aid both grant extra maximum hp allowing for your party to gain an extra 2d10 + 5 hp. Bonus points for the Inspiring Leader feat on top of that.
Crusaders Mantle applies to each hit. Choose creatures with multiattack like Velociraptors, Giant Badgers, etc. to maximize the number of Crusaders Mantle bonuses. Throw in some Dissonant Whispers and you're chewing up damn near anything in short order. Elk are great if they Charge. Then they're somewhat stuck in melee and have to eat an OA to get their Charge again. Dissonant Whispers can often give them space to Charge again though.
Bold of you to assume the spellcasters in my campaigns will cooperate.
It always pains me to see how most players never coordinate in a team based game where most game breaking abilities/combos are designed to not be doable by one character alone.
@@jeffreybond9327 oh no the characters in my games cooperated, it's just that they often synergized in other ways.
Not related to the video but i absolutely love the żapusta meme
Hope springs eternal
Wizards are inherently untrustworthy.
Change my mind
You guys make two types of videos:
1. Videos I want to share with my group.
2. Videos I want to hide from my group.
This is one I want to hide from my group. They’re already terrifying.
i myself am a player
im not telling my DM or others about these combos as i plan to use them as a surprise or use it realy often like Trench Warfare
Agreed. Then I remember the BBEG of my game uses generals with class levels.
Remember, you as the DM can also create two spellcasting NPCs to pull these combos off on the party... all is fair in love and war.
You should check out their other spell combo video. I actually used their Prismatic Doom combo on the party I DM for.
Haha!! This is so true!!
Best spell combo:
The wizard casts fireball
The sorcerer also casts fireball
Ah yes, we call those the ex-wife malediction.
You forgot something
The Light domain Cleric casts Fireball
@@moosemafia and the bard
@@iododendron3416 Let's not forget the Arcane Trickster and Eldritch Knight! That's a whole lotta Fireball. Pitbull would be proud 😂
This made me laugh, and in the right circumstance is pretty awesome.
The BBEG and the Barbarian locked in a wall of force: 'I'm not locked in here with you, you're locked in here with me!'.
ok rorschach
The spiderman wrestling scene
What we ended up doing in Curse of Strahd to Strahd himself, I cast wall of force around him with the Barbarian and Fighter in there with him. Our cleric cast Silence to prevent him from porting out (originating inside the wall so it worked). Then myself (wizard), the cleric and our rogue with a sunblade fought off minions while the sun burned him and our melee wailed on him. I then teleported to his tomb flipping him off, becoming the new lord of Barovia after making a deal with another dark power and killing strahd.
@@zaiburst um, what?
@@ARatherDapperTapir It's a quote from a character called "Rorshach". The character is sentenced to prison where a lot of the prisoners are there because he put them there. One tries to attack him, so he grabs a pot of boiling oil and dumps it on the guy. After which he shouts at the other prisoners, "You have to understand, I'm not locked in here with you, you're lock in here with me!"
Plant growth + Sleet Storm can be absolutely devastating over a large area and since plant growth isn't concentration, it only takes 1 druid with 2 turns. Have another caster throw in some sickening radiance and the foe has the chance to rack up levels of exhaustion. That's one spicy meatball
The bridge/suggestion combo feels like a dark jedi mind trick.
You act like the Jedi mind trick wasn’t messed up to begin with.
Sounds like Death Note anime when he makes the girlfriend of the FBI agent disapear (Naomi Misora).
You're once again putting way too much power in my hands, but at least you're giving me wholesome pretense this time!
Heres one for low levels. Fog cloud plus web, for surprise sticky.
You missed the Fun One Summon Greater Demon if it breaks free (which you want) it stays around for 1d6 rounds after the spell ends so you then drop the wall of force on them. it is situational but if you multiclass two diff stat casters EX. Wizard and Warlock you cast the demon with say your 13 INT wizard spell and Wall of Force with your CHA 20/22 Warlock and watch the carnage.
As long as something's not immune to exhaustion, the Wall of Force/Sickening Radiance combo is particularly powerfull. If the damage doesn't kill them, the exhaustion will. They only need to fail 6 CON saves over 10 minutes (so 100 save attempts), with disadvantage after the third failure. Works really well on regenerating creatures.
already done in another video, they called the move The Microwave
Unless your beefy monster is also immune to exhaustion of course.
@@sovest555 There's actually a lot of big nastys that it hits, including a few final bosses for campaign books. (I'm looking at you, Strahd...)
That's so evil the Paladin just used Divine Sense.
Am I the only one who misses the slashing sword sound at the end of the intro?
"Let's get rolling!" - SHING
Same!
My bard and his fellow druid have a combo that we call the toilet bowl. Wall of force and maelstrom
Groups wizard and lock literally blew up a Kraken. Lock used their high level fey pact to lock down kraken for wizard to set up prismatic wall and anti gravity
I can’t stop laughing at Wall of Force + Summon Greater Demon combo. It’s so freaking perfect
Regarding force cage "I'm not trapped in here with you, you are trapped in here with me!" -Rorschach
Guys, why did you stop saying “Dungeon Dudes” at the same time? 😭 The fact it did not match 100% online made it even better!
This
No love for the classic combo of levitate on an enemy combined with cloud of daggers. Levitate can hold them in place without any further saves allowed while they sit in the cloud eating 4d4 damage every round for a minute
Ah, ye old blender. I also use witch bolt in substitute of cloud of daggers for some Sith lightning.
My party has come to love the combo of Slow and Hunger of Hadar.
My group does a combo called hadars fury it's a 2 druid and 1 warlock spell combo of spike growth, wall of fire, and hunger of Hadar all on the same radius add slow to that you can take down anyone
Hunger of hadar and Spike growth together are my Favorit Combo because our dm brought Up a intesting Question. Are the Monster able to move straight out? Rules as ritten don't say that they can't but they don't say they can. Then he make the call. When you blind and stand in Spike's while your Attackt by Tentakel's are your able to move straight out. He sayd probably Not. so he started too role a d4 to See were they go. I as the warlook Walkd around and used eldritch blast to Push most of them back in to the Combo
@@marcelbulling8710 or Telekinetic.
My wife and I like to have her bard polymorph somebody into a t rex, and my wizard casts haste. We call it the jurassic world because it's like jurassic park but very dumb.
This comment is brilliant
Fly + shapechange or Polymorph into orca or shark etc...
@@aaronwentling2334 seen this one in action, classic suicide...unless you convince your DM that your pixie sorcerer shouldn't take damage because it doesn't take damage from non magical sources....and he buys it 🤣 3e nostalgia right there...
Before I watch I want to say: My favorite combination is Crusader's Mantle and anyone else casting Animate Objects
Edit: Hell yeah!
10d4+40 bludgeoning plus 10d4 Radiant
*chefs kiss*
@@ArmoredChocoboLPs I managed to pull this off in an Adventurers League game and ooooh boy did we accidentally mess with the story, the bad guy was supposed to get away for a later fight but we did almost double the bbeg listed hitpoints
@@KingKevin108 I'm assuming he still got away cuz plot said "well he was MUCH stronger here than his final fight cuz you beat him up so bad"
I always loved the simple combo of bane and slow, if you have a third caster to stack on fairy fire or synaptic static, at higher levels, you can completely dismantle your DMs combat.
In late 90s tournament play (2e) we learned we were far behind other parties. Next big encounter, Wall of Force (hemisphere option) and Create Water. Big time saver.
I was JUST watching the other spell combo videos when this came out, that’s some otherworldly timing there fellas 🤔
Hex+Wildshape. A lot of beasts have abilities that require the target to make an ability check.
I've got one that my players discovered on accident. Command (Approach) + Tasha's Hideous Laughter both on the same Large or larger creature. Suddenly you have a big, laughing monster rolling over its allies to get to you. One of my favorite rpg moments ever.
My group have "The oven"
it is just wall of force and wall of fire.
This is just sadistic.
Personally I like the microwave more lol.
for a higher level version, though it might be more apt to call it a pressure cooker, just stick a delayed blast fireball in the domed variety of wall of force
* Furiously taking notes *
I have to slay 50 balors as a two man team. Cleric and a druid. Oh I'm taking notes!
Me too
There's no mechanic for it, so it's DM discretion, but I've been toying with the idea of:
The Bard readies Enlarge with the trigger being the Artificer casting catapult. The Artificer catapults a tiny pebble and the Bard turns it into a boulder as it flies.
Like I said; there's no mechanics for that combo, so consult with the DM before using.
Bro I was thinking that too. But I guess a dm could let that happened in one turn if the caster has tow attacks
Its likely that the DM would let it happen, but the description of enlarge says that an enlarged creature deals 1d4 extra damage. So unless you could convince your DM otherwise, the boulder is still going to do the same amount of damage that a normal pebble does with only an extra 1d4. Probably not worth the 2nd lvl spell slot.
Ant-Man: Throw this!
The momentum of a pebble being launched and then growing rapidly wouldn't have the result you wish for. It would slow rapidly and fall short of the target when it was a pebble. That is how I would rule it
Enlarge : "The target's size doubles in all dimensions"
Catapult : "one object weighing 1 to 5 pounds" and "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds"
Looking online, a 5lb stone ball is about the size of a small cannon ball. Doubling the size would be interesting... but as Yueff mentioned, the spells are specific.
Catapult : " 3d8 bludgeoning damage" and "damage increases by 1d8, for each slot level above 1st."
Enlarge : "the target's attacks with them deal 1d4 extra damage"
A RAW DM would likely rule the result to be the damage as written in the spells. So an Enlarged 1st lvl Catapult would be 3d8 + 1d4. Overall, making Enlarged Catapult cool but not potent.
I could see an argument for a special ruling in this situation, to basically say that 3 levels of spell slot were spent on this combo, so it could instead be treated as up casting Catapult. Thus, an Enlarged 1st lvl Catapult would be the same as a regular 3rd lvl Catapult, doing 5d8 damage. This means, that a 9th lvl Catapult could be enlarged to act like an 11th lvl Catapult (3d8 1st lvl + 8d8 upcast to 9th lvl + 2d8 Enlarge = ) 13d8 damage.
Of course, a DM might instead rule that doubling the size should double the damage... but that would cause some balance issues. In this situation, it would make Enlarged Catapult viable for a pair of lvl 20 casters. Catapult 9th lvl for 11d8, Enlarge to double that to 22d8. Of course, early on it already is slightly more powerful than treating it as an up cast, as 1st lvl Catapult 3d8, Enlarge doubled would be 6d8... one more than the up cast idea. Not much, but again... just shows that it is a more powerful ruling.
Phantasmal Force / Major Image + Suggestion is the kind of simple genius combination that I wish I had thought of.
I had a campaign where I was a druid alongside a cleric and we had a combo we occasionally did. Cleric would cast Beacon of Hope with the party in range, and then I would follow up with Mass Cure Wounds to get max healing for the entire party in one round.
Monty 'Mad Mage' Martin is really good
One that I tend to do with others is a very simple technique I call Buried Alive. The only requirements are that the two in question know the cantrip Mold Earth, and that one of them has at least 2 levels of Fighter for Action Surge. One spellcaster creates a 5x5 foot pit behind an enemy by excavating the earth with the Mold Earth spell. The second, someone who is multiclassed into Fighter for Action Surge, uses the Shove action or makes a Battle Master Push Attack to send the creature into the pit, making them prone. Then the fighter/caster action surges and uses Mold Earth to take the excavated mound of dirt and dump it back into the pit, burying the enemy alive.
I was just pondering how mold earth (to make a pit behind an opponent) and the Tasha's feat of Telekinetic would/could work--it would get 'em in the hole, at least, and with a not-to-stingy DM, seems like most opponents 'shoved' into dropping 5' are going to be prone/surprised, so same overall result as your double team. But your way doesn't rely on a non-stingy DM.
Great Idea, but i would rule restrained by the ground, not ALL the way burried
I think that this is an *excellent* topic for a whole series of videos! Synergistic strategies are beloved by gamers. Keep up the great work, Dudes!!
Hold person + a paladin for autocrit smites (I obviously haven't seen the video yet because it was just posted so idk if it's in there)
The more optimized your team is, the better spells like this become
Only works on humanoids tho
@@RefugeeOfReality Hold Monster
Vengeance paladin: *smiles*
Our party took out one of the most powerful spellcasters in Curse of Strahd with this. Sorcerer cast surprise round Hold Person, my paladin got nat20 on initiative - her 2nd level Smite + regular attack and the sorcerer's 4th level Guiding Bold nearly took it down before it broke out of it when it was her turn next.
Forget conjure animals... Animate dead and have the wizard cast flame arrows along with the paladin casting crusader's mantle... Now your skeletons will attack for 1d6 piercing + 1d6 fire + 1d4 radiant...
Awesome! Nice combo!
The Witches Web could also be done using Bestow Curse since it can also debuff ability checks with an ability score
I have been playing in a campaign recently and have an amazing combo that myself (Grave Cleric) and my paladin buddy have worked out. We call it our KO Combo as my character name is Kade and his is Oztsu. He sets it up with his channel divinity to add bonus damage to his attacks. I then cast my Channel Divinity: Path to the Grave just before his turn. When he hits, he dumps his highest level smite into the attack. With vulnerability, the attack have been hitting for over 80 damage on one swing at level 6. Try it out sometime.
One interesting combo my party had was using spike growth under an enemy (2nd level druid spell) and dissonant whispers (1st level bard spell). On a failed sabe, the creature takes 3d6 psychic and runs away from you, walking into 3 tiles of spikes for a total of 6d4 piercing damage. Pretty good for a level 1 and level 2 spell!
Now, there could be an argument that the creature doesn't run into the spikes if they saw spike growth being cat, as the description says it "requires a perception check if the creature had not seen the spell being cast", so it could be up to DM discretion. Our DM was nice to us :)
Very simple combo at level 2: Sanctuary + Compelled Duel.
Paladin uses Compelled Duel on an enemy (preferably one with a low Wisdom score); Cleric/Artificer/other Paladin uses Sanctuary on the Paladin. The target has to attack the Paladin, but they have to succeed a Wisdom save to do it. And if they fail, they have to attack someone else in range, but they do it with disadvantage. This doesn't let the Paladin attack, or let anyone else attack the target, but it's good in a pinch if your Paladin needs a couple rounds to heal and you have either a couple of big targets or a bunch of minions to fight anyways.
To piggy back off of their previous videos, hand that Ring of Spell Storing to another character and have them be your second concentrator if you can think of a combination purely on your own list.
Prismatic Wall /Reverse Gravity....so good
Ever since I used palladium’s carpet of adhesion, I’ve always and will always love a web spell.
The single most broken spell in that system. I love it.
I love these spell combo videos. Great job, guys!
Ah, the classic 'Summon Greater Barbarian' spell.
Components Material (Keg of Beer), Somatic (Throw the beer at the target), Verbal ('Hey! Barbarian! There's beer over there!').
The spell also requires one barbarian, not consumed by the spell (hopefully).
Spike Growth, and any spell or ability that can move enemies around the battlefield. It doesn't matter if they spotted the ground is hazardous if you push or drag them across the dangerous ground against their will. It doesn't necessarily involve two people using their concentration, but if the enemies were debuffed with Bane or something it'd make it less likely they'd pass any checks to stop getting tossed around.
Barbarians are basically purpose built to drag enemies through spike growth. They are strong enough to grapple anything (especially if they have Athletics!), fast enough to drag them a decent distance, and rage means they take half damage AND get advantage on grappling. A 5th level barb can easily grab two enemies and yank them through a spike growth in the same turn.
Another absolutely killer combination of spells, albeit at slightly higher level is getting your druid to drop Plant Growth, centred on the area the enemy are in, then either your sorc or wizard to drop Sickening Radiance on them. You do need at least a 5th level druid and 7th level sorc or wizard, but the effects are destructive. Every round the enemy is trapped inside the AoE, they gain a level of exhaustion on a failed Con save and take 4d10 radiant damage. With Plant Growth, their movement is down to a quarter of their normal speed. If you can get someone else to cast Entangle, the chances are at least some of them will die without ever getting out of the AoE of the Sickening Radiance. It's a brutal spell combo.
Wall of force cast to lock someone in after throwing a hornet's nest sounds looney toons levels of danger
For the righteous stampede, animate object + animal shapes is a devastating combo! Ten rhinos or ten giant scorpions ? Hell yeah.
Some of these are just pure genius. Bad Advice has to be my new favorite mechanic. Wow. THE POWER I WIELD!!!
I know it is not a teamwork spell but this is My celestial Warlock's fave combination.
Unlikely allies: conjure fey (hag) + conjure elemental (invocation) + summon greater demon. With losing the concentration, all 3 go wild on the nearest non-respective creature of their type, so angle them properly against a small group or individual, or have them wreak havoc on a city block.
Yes it is a non-good, chaotic plan but it is helpful if you need to distract or derail the enemies plans
A combo that I like has a wizard (or other caster who can use it) cast Grease and then have the Ranger cast Spike Growth. I don't have a fun name for it, but it's one of the ultimate pursuit discouragers.
Merilwen’s Meatgrinder
Our group we were lvl 8 or 9, years ago found beacon of hope and aura of vitality turned the tide in a dragon fight
Gonna be real, the best combo ever has been missed. Honestly almost worth it's own video. Evards black tentacles + Sickening Radiance. Just read it, it snowballs so hard
My team has a build up combo that is fun to watch.
Step 1 warlock hex enemy strength
Step 2 barbarian rage and grapple target
Step 3 cleric spiritual weapon attack then eyes of the grave
Step 4 warlock hex blades curse, attack advantage, eldritch smite.
Step 5 barbarian cleans up scrapes
Technically only a level 1 and 2 spell slot used and the second isnt really needed. First time done warlock hit a crit on the first attack with his greatsword at level 5 (4d6+2d6+6d8+8) which rolled out to 60 damage before vulnerability so 120 in the single hit. The party was happy.
I’d like to put forward a combo that my friend adores that he has dubbed: “The Spikerowave”
Sickening Radiance + Spike Growth
Either the enemy dies to Sickening Radiance, or they take the full damage from walking through an entire field of Spike Growth. 40d4 guaranteed damage (if they’re right in the middle of the Spike Growth) with no saves is pretty nice, not to mention the difficult terrain guaranteeing a minimum of one extra turn of Sickening Radiance.
Fog cloud + the blind fighting style. Can be used at level 1. Simple and brutal.
also now with the eldrich adept feat, devil's sight +darkness, give to your wizard, sorcerer, warlock, eldritch knight, arcane trickster, and other subclasses for avoiding counterspells, upping defense, avoid opportunity attacks, and giving advantage to your attacks pretty often. Not as good as fog cloud since fog cloud works against truesight but also means you cant target anyone you need sight for outside of the blind fighting 10ft radius sight.
Tasha's really was crap. It reads like playtest material and half the shit is totally unbalanced.
@@trequor Unbalanced maybe lol but it has a certain spark of fun life with it that makes it feel better than other more refined material
@@MrSeals1000 Im not even totally opposed to blind fighting, but Tasha's subclasses are playtest material. It says a lot that Xanathar's included MORE subclasses, yet devotes FEWER pages to subclasses.
Instead of calling the combo "the play pen" id say call it "the cage match".
grease and spike growth on a slope with a little bit of dm ruling that they slide down. merliwyn's meat grinder
Wall of Force + A lot of things. I casted Wall of Force as a sphere and trapped enemies inside and had my teammates use spiritual guardians(the cleric walked up and smiled while watching like Jim from the office looking through the shutters), produce flames, Wall of Fire, and a bunch of other spells as we just sat and watched a bunch of enemies get roasted inside...The DM let out a sigh and just said "well...that does it for those 3 encounters."
The best part, imo, is they came up with a spell called Corpse Explosion so as they started going down, I would then detonate the fallen enemy inside to harm the others too
A really simple combo is polymorph + haste (+ greater invisibility if you want). Simple because it doesn't require positional planning, just big buffs to stats. Our party called this "Plan-T" because we'd basically summon an invisible, hasted T-Rex into battle.
A fun one that I came up with after watching a bard disable a group of enemies for 3 rounds is called Bad Gas. One party member casts stinking cloud, and another casts wall of fire. If you have a large group of enemies, catching them within this area basically means that they spend their turns vomiting while burning alive. A horrible, terrible way to deal with a large number of creatures that are all grouped up.
One combo that I love is using any damaging wall across the ceiling and invert gravity. Not only it forces the enemies into the wall, but also have the fall damage to be taken in consideration.
The combo shines that it can also be used in a more stealthy approach if you for example use wall of thorns. Most won't pay attention to the ceiling and suddenly they faceplant into a bunch of sharp thorns that reduces movement
These guys have a high-level version of that where you use Prismatic Wall and Reverse Gravity to pass them through the sphere at least twice, if not 4 times.
I think they mathed it out and it came to 700 average damage.
This is a small one that is hard to pull off but can be a good way to use unused reactions. Our party called it "Conga Line of Doom" where you have the party lined up on one side of a hallway and a spell caster on one end. The spell caster casts Dissonant Whispers and forces the enemy to use it's reaction to run as far away from the spellcaster as it can. Meanwhile it runs past all party members granting opportunity attacks.
I had a lot fun coordinating the use of a wizard's portent die rolls with spells by my cleric. (The wizard got 2 daily portent die rolls, which could be applied to a PC or a foe.) Using the wizard's LOW portent roll on a foe's saving throw and casting Hold Person or Banish on that foe was fabulous. (The wizard generally used the high portent rolls on things like her fireball or her saving throws.)
Prismatic wall as a sphere above a group of enemies followed up by reverse gravity. It’s only for high level casters but whew “that’s a lot of damage”
In a homebrew system I used to play... I had a gnome who had a "wand of ice shards". Lots of small damage projectiles. The ranger buddy had a 100% immunity (yes, immune) to all magic. He'd engage the target, and I'd blast everything with ice shards. Didn't affect him... very fun combo.
It’s not so much a combo of two spells, but my friend and I did come up with a classic move for her dragonborn tempest cleric and my tabaxi/halfling bard. Basically, she picks up my bard and shot-puts him at an enemy (or several) while he casts Thunderwave once he’s in range. It’s very fun, especially if she follows it up next round with Call Lightning. We dubbed it the “Chuck-a-Truxx” move.
My group found a crazy good combo the other day by accident - one half is a feature, not a spell, so it's quite niche, but proved killer.
Step 1: Our Bard cast hold person
Step 2: Our Grave Cleric used Channel Divinity - Path to the Grave
An enemy paralysed by hold person takes auto-crits, and Path to the Grave makes them vulnerable to ALL damage on their next hit for a x4 total. So the paladin coming in with a Level 3 Divine Smite casually knocked out about 60 damage in a single hit
My favorite combo: A Vengeance Paladin having Holy Weapon cast on their weapon and having someone cast Haste on them. This frees them up to cast Hunter's Mark. So much damage :D
Made my DM cry with that. To make it worse, I’d used Vow of Enmity on the target and my Vengeance Paladin was also a Multi-Class Battlemaster Fighter.
Landed crit on the first attack using a goading attack, divine smite.
Rinse and repeat for second attack, then those words….
Action Surge…. 😂
I did ask him before hand whether he’d let the goading attack happen on the same attack as a divine smite as it felt like overkill but he said it was cool. Any tears shed after that are entirely on him 😅
Web and Hunger of Hadar is a great combo
personally one of my favourites is levitate + literally any damaging concentration spell that can be off the ground
could use heat metal, sickening radiance, really anything and the enemy is hopeless against it unless they have a ranged attack because they're stuck midair with no way to get down while the party is blasting away at them, and while they're stuck in whatever effect is applied to them
Love this kind of stuff guys! I Would love to see a list of spells or effects that DMs can use to spook the party
They made a video on spells for villains that might be what you're looking for
@@PandaKnightsFightingDragons Oh cool! Thanks for the info 😁 I'll check it out.
Thx for doing what you do guy. I DM now because of you.😁😁😁
Cherry Bomb - Entangle & Fireball
Entangle - A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends.
Restrained - The creature has disadvantage on Dexterity Saving Throws.
Fireball - is a Dex save.
A spell combo that i really like: Web & Fireball.
First cast "Web", the spell creates a 20-ft cube of difficult terrain, creatures in this space must make a dexterity saving throw and if they fail they are restrained (their movement is 0 & they have disadvantage at dexterity saving throw); then cast fireball this spell force creatures in a 20ft cube to make a Dexterity saving throw (they have disatvantage because of Web) and on a fail they take 8d6 fire damage, and after this the web catches on fire and creatures in a 20ft cube take 2d4 extra fire damage.
Lots of damage and a great area control.
The Play Pen could be cast by one person. Rare is the enemy who'll be able to suddenly parley with a barlgura demon when you drop concentration to cast Wall of Force and he's free-roaming for 1d6 rounds but has only one available target; The guy who just hit him with a sword.
I love the idea of coupling wall of force with Hunger of Hadar, blind, no escape, 2d6 cold damage at the start of any creature within the hungar followed by a a DEX saving throw if you end your turn within the hunger dealing an extra 2d6 necrotic if they fail. To boot the are so difficult terrain too
Demoralization - Bane+Synaptic Static. Bane provides a -1d4 on attack rolls and saving throws. Synaptic Static is -1d6 on attack rolls, ability checks, and con saves for concentration.
One of my favorite combinations is spike growth and eldritch blast+repelling blast or eldritch blast+grasp of hadar.
Spike growth is 2d4 damage per 5 feet and is difficult terrain. Just hit them with eldritch blast with repelling blast /grasp of hadar and you just push them around in the spike growth.
good one, EB doesn't cost a thing either. I like spike growth and thunderwave+thornwhip.
@@goodgulfgas the nice thing about repelling blast or grasp is they don’t have a saving throw so if your eldritch blast hits you can just move creatures around
Tasha's Mind Whip is a Great Spell to combine with anything that makes your opponents slower, as they cannot Move and take the Dash Action in the same turn.
We also love to combine it with our Hexblade's Booming Blade and Eldrich Smite.
All the enemy is doing on his turn is standing up, taking damage for moving and not even catch up with our party members
Here's a fun spell combo I pulled off. Did it by myself via the metamagic Quickened Spell, but could also be a good team combo.
According to the text of Vortex Warp, "The chosen space must be on a surface... that can support the target without the target having to squeeze."
Player: How tall are the trees around here?
DM: about 50 feet.
Player: I look for a tall tree with sturdy branches at least 40 feet up. I cast Vortex Warp.
DM: He fails the save.
Player: he's now on that tree branch up there. I then Quicken Spell and cast Ray of Frost. In addition to the damage from that, I'm hoping that this will knock him out the tree on his back.
DM: he failed his Dex save and took 4d6 damage and is now prone.
One that we discovered in CoS: Hold Person / Hold Monster + Moonbeam. Our DM wanted Rahadin to just walk by, taunt us at the farm, and leave. We attacked him, the Cleric dropped Hold Person (which succeeded), and then my Druid dropped Moonbeam, dropping it so he was just on edge enough, so the Paladin could hack him to pieces. Our DM had one of Those DM Moments where NOT prepared for what happened.
We enjoyed using that spell whenever we could. That is, until my Druid picked a couple too many boons, turned Neutral Evil, shapeshifted into Great Elk and ran off to work for Strahd.
It's not the most sophisticated combo, but my Bard loves casting Confusion so that the Cleric in our group can stroll in afterwards and cast Spirit Guardians. Unless those enemies roll really well, they're going to have a bad time as they stand in a confused stupor taking damage every turn.
This works better in an enclosed area but using Darkness and Spike Growth together was something I discovered some time back
Roasting Marshmallows
Warlock
2-Eldritch Invocations: Lance of lethargy and Repelling Blast
Spell-Wall of Fire
There's a spell combo I like to call the hat trick. You arcane eye the dungeon to map it out or by other means map it, summon something like a greater demon, d-door in, d-door out. Another spell combo I like is invisibility cast on a familiar, very powerful scout and assassination tool if you use the right touch spells and stay within the 120ft.
You want to slap faerie fire on that third one too. A lot of multi summons have such a low attack modifier that this will nearly double the effectiveness of the combo. Adding an extra summoning spell for even more minions is another good option, as this also means more hit points as well as more attacks.
Got plenty out of your last spell combo video, even used Prismatic Doom and can't wait to use one of these too.
Frighten also imposes disadvantage on ability checks.
I literally just got done watching your earlier video on combos thinking “what if they made one with multiple spell casters?” Blowing my mind!
For the play pen combo you can do it by yourself because you can cast it then lose concentration to cast wall of force and since the demon doesn't disappear and instead attacks the nearest thing it will still attack the bbeg if you summoned it close enough to it, great vid.
My favorite combo is stacking enlarge/reduce from multiple casters onto a party Frontliner as enlarge, making them huge or gargantuan and having a d4 bonus to their damage *per caster*. Btw, use this as a dragonborn armorer artificer and have the enlarges on yourself (at higher levels you can also have the spell stored in your spell storing item so the whole party can pass it around, doubling your size for each member of the party) and you can become Mecha Godzilla. Or, a warforged artificer and become a megazord
Mind opening and well-thought out. Monty and Kelly truly love this game.
Web and fireball. The restrained condition of web imposes disadvantage on the Dex save of the fireball AND adds another 2d4 fire damage PER SQUARE. So if you hit a large or huge creature with it, the incinerated web deals an extra 20 (8d4) or 45 (18d4) damage on top of the 8d6 of the potentially failed save from the fireball.
As an additional bonus you can let your melee chars wail on the enemy for a round too before incinerating the web.
A multiplayer combo I dub: Stealth Bomber
1 Barbarian, possibly carrying something to drop, or dropping ontop of the enemy himself
1 caster casting Invisibility on the Barb
a second caster casting Fly on the barb.
The enemy will never see it coming
You can do the play pen solo by holding your action to cast Summon Greater Demon at the end of the turn of the creature that goes before you, then on your turn you can cast Wall of Force, which will drop concentration on SDG, but won't make the summoned demon disappear due to the wording of the spell.
The best part is that even if the fight ends with an uncontrolled demon still alive, they'll disappear in 1d6 rounds. Wall of Force has a duration of 100 rounds, so they're never getting out of there.
Going to spring the righteous stamped for sure. Great video!
Honestly one of my favorite combos is the use of Web to trap enemies within while the wizard throws down a Fireball on said trapped enemies
Enlarge/reduce works well with spirit guardians. A Rune knight fighter can also pull this off with a ring of spell storing. Since you increase in size, you effectively also make your spirit guardians bigger.
I'm just so looking forward to get to mess with the DMs plan using Twinned Haste from the sorcerer on our paladin and barbarian, and then my wizard using Greater Invisibility on our monk with Elven Accuracy... it's gonna be fun XD
"Bad advice" is a combo I've pulled off multible times in my current curse of strahd campaign with the party's bard casting phantasmal force and me giving a subtle suggestion.
Dissonant Whispers + Conjure Animals/Animate Object, to give those summons an opportunity attack doubling their damage for a turn.
Bane + Synaptic Static will cause every enemy attack for a turn or two to have -1d4 and 1d6 to its attack rolls.
Hellish Rebuke + Armor of Agathys + Fire Shield, all give retributive damage, and with all of them stacked may cause the enemy to take more from their own attacks than you do.
Heroes Feast + Aid both grant extra maximum hp allowing for your party to gain an extra 2d10 + 5 hp. Bonus points for the Inspiring Leader feat on top of that.
Crusaders Mantle applies to each hit.
Choose creatures with multiattack like Velociraptors, Giant Badgers, etc. to maximize the number of Crusaders Mantle bonuses.
Throw in some Dissonant Whispers and you're chewing up damn near anything in short order.
Elk are great if they Charge. Then they're somewhat stuck in melee and have to eat an OA to get their Charge again. Dissonant Whispers can often give them space to Charge again though.