@@ThisCrits You are the star my friend. I am simply a lowly commenter who wouldn't be doing anything if you were not presenting. I appreciate what you do. Hope you have a great day.
Not Sure if anyone has mentioned this combo yet but playing as a druid and casting the spells Plant growth and spike growth overlapping can reduce a normal person's speed from 30 ft to 3.75 ft a turn by the plant growths taking 4 ft of movement to move 1 ft and then difficult terrain of spike growth you can trap a lot of people in an area and if they move then they take spike growth damage.
Cleric gets into melee, concentrates on Spirit Guardians (half movement speed in AoE) Ranger concentrates on Spike Growth in that area (difficult terrain) Druid concentrates on Plant Growth in that area (requires additional movement to move) Three different effects, so they all stack. A creature that cannot fly/teleport and has a standard 30' movement speed gets 2' of actual movement. Warlock uses Eldritch Blast + Repelling Blast/Grasp of Hadar, Druid uses Thorn Whip. Cheese Grater.
:D thank you for the shout-out! Yeah you said it correctly! We currently have two spellcasters in our group on Wednesdays so might be fun to try the darkness and animate object combo just to see how the DM reacts lol
I’ve been working on two simple combos with my Kensei monk, both of which involves cantrips. The first one I call the “monkey’s tail” which combines green flame blade with stunning strike, and the second one I call the monkey’s fist, which combines booming blade with the Kensei’s deft strike feature; both of these combos have the added benefit of the Ki fueled attack feature that lets me make a bonus action attack immediately afterwards. They’re not necessarily spell combos, nor are they particularly strong, but they are fun to use.
The Cheese Grater: Cleric gets into melee, concentrates on Spirit Guardians (half movement speed in AoE) Ranger concentrates on Spike Growth in that area (difficult terrain) Druid concentrates on Plant Growth in that area (requires additional movement to move) Three different debuff effects, so they all stack. A creature that cannot fly/teleport and has a standard 30' movement speed gets 2' of actual movement. Warlock uses Eldritch Blast + Repelling Blast/Grasp of Hadar and the Druid uses Thorn Whip to drag the target around the Spike Growth.
@@ThisCritsI like this one because it's a good party comp and it's all spells and abilities that are already amazing on their own, so it's not just a meme combo :)
One combo I thought of you could call booming fear. To do this, you need the warcaster feat. You use dissonant whispers within melee range. On a failed save, they flee which provokes opportunity. You use booming blade for you opertunity attack, which deals your weapon damage plus the thunder damage for moving. That's 3d6 psychic plus weapon damage plus booming blade thunder damage. Then you could even take one step back to be out of range next turn.
@ThisCrits but one caveat is that the booming blade damage requires "willing" movement. It's tricky, but a DM could say this doesn't trigger when they're forced to move by a spell. But even so, they take the damage if they choose to move their next turn. If they don't move, they essential pass their turn if they can't attack at range.
This is my list and thank you for your video I have now added them to mine cheers! Toll the dead & Spiritaul Weapon Thornwhip & Spirit Guardians Spike growth & Plant Growth Control Water & Water Breathing Animate Dead & Cloudkill Storm Sphere & Web Hex & Maze Bless & Faerie Fire Summon Greater Demon & Wall of Force
Nice ideas. However, a better spell than Darkness for a single caster is Pyrotechnics. If you use the Smoke option, it creates what is essentially the Darkness spell for a minute in a 20' radius, and it doesn't require concentration. This makes the shroud of slicing all the more deadly.
A spell combo that is fun but is rather high level (Level 9 Minimum) is what I would call "Natural Talent" (Bard, Sorcerer, Wizard) Combining the 2nd Level Spell Borrowed Knowledge with the 5th level Spell Skill Empowerment. Borrowed Knowledge allowes the caster to gain proficiency in one skill of their choice and Skill Empowerment let's you choose one skill a creature is proficient in and give them expertise in that skill. Both spells have a duration of an hour. Bonus points if you use two caster and the one with borrowed knowledge just so happens to be an arcane trickster of 11th level or higher triggering reliable talent to boot Sorry I've been quiet lately, I am not caught up with your videos because University is keeping me busy (Wished I could cast Borrowed Knowledge just before my exams ^^")
Thats such a great combination! Pretty much gauentee a success on any check hahaha. And no worries dude hahah I appreciate you continuing to drop by when you get a chance =D
Something I abused in 3.5 was shrink item. I would cast wall of iron to get a big chunk of metal, shrink item, roll the slab of metal up and tie it to an arrow. Have the ranger fire the arrow at whatever wall is in your way, drop shrink item in flight. Instant siege weapon
I'm late to the party here but one of my fav combos is Mind Sliver + Bane. If they both work you can force a 2d4 penalty on the next save the creature makes which can allow for some strong spells to have a good chance of landing. It also allows for easy reapplication of Mind Sliver in subsequent turns because of the Bane. Combo with some metamagic to quicken the Bane and you can apply them both in the same round.
The Putrid Paralyzation combo can be made a bit more efficient if you're playing as a Grung, or have a Grung party member. Grung can add poison to their weapon attacks, without using a resource, so getting poison this way cuts down on the spell slots needed to getting going. You already mentioned it, but using Eldritch Blast for the Wall of thorns combo is also more efficient. However, pairing it with spike growth would probably get you more damage out of the combo.
Grung are great hahha I have never played one so I wasn't aware of thse! But yea, you can combo spike growth with almost everything! It's one of my favorite spell in 5e!
I really wouldn't recommend the first combo. If you have both Spirit Shroud and Spiritual Weapon you're either a Cleric or a Conquest Paladin. As a cleric, a 3rd level slot for Spirit Shroud is just not worth it. You do not make enough attacks on you action to make good use of it. Instead use Spirit Guardians, a lot more damage, a lot more control of enemy movement. And if you're a paladin you should really be considering just getting Polearm Master, and save that second level spell slot for a smite. I still wouldn't recommend the spell, since you could just not waste that bonus action to set it up, and intead make a bonus action to make a Polearm Master attack and smite at third level, which would deal 4d8+1d4+mod damage. It would take Spirit Shroud 5 attacks (that you hit with) to match that damage. That would translate to a minimum of 2 round including the one you used to cast the spell, to an average of closer to 3-4 rounds. And as well all know not only is damage now better than damage later, but you'd be lucky if both your encounter lasted that long and you hadn't lost concentration. Also, the 2 turn set up is too long when compared to something like Spirit Guardians and the Telekinetic feat, which you can do in one turn and abuse every turn after it. The Shroud of Slicing combo sounds pretty strong. Though advertiziing it as dealing 70 damage is kind of misleading since you don't account for accuracy. Also, for that reason choosing Tiny objects for this might be even better since they do similar damage at a better to hit bonus. To note, this combo is very susceptible to AOE damage spells like fireball, that could wipe all of the animated objects in a turn. Another cool part of the spell though is that if the enemy can't see the animated objects it can't take opportunity attacks on it. An interesting, cheaper/lower level version of Prick'n'Push is using the Spike Growth spell instead of Wall of Thorns. There are also other spells that work similarly to it like the previously mentioned Spirit Guardians, Evard's Black Tentacle, and probably some others.
Hard to disagree but thats why I said arguably hahah Believe it or not the only difference between the unconscious condition and the paralyzed condition is that the creature is unaware of it's surroundings, falls prone, and drops what its holding. I'm actually surprised how little difference there is aside from the obvious implication that unconscious generally means you have hit 0hp
Putrid Paralyzation sounds fun! Con saves are usually easier to make but if you choose your targets wisely, I think it would be more reliable than one may think. Slip n Snag is MAGNIFICENT 🤌🏻 Shroud of Slicing is bAnAnAs Prick n Push is a classic! Great for most wall spells! Spirit Blender… how is that better than Spirit Guardians?
@@JnJake Overall they are really similar. I think the main difference it going to be one is tied to your attack vs a creatures save. Realistically speaking, the bonus damage is the same, with minor differences from move speed effects and healing.
@@ThisCrits but wait there’s more! You also have to use both your action AND your bonus action AND hit with them on subsequent turns in order for anything to happen. I appreciate you liking it, but c’mon, that’s extraordinarily significant.
Mind whip also works excellently with black tentacles in stacking action denial to ensure enemies stay in place.
This Crits!: Game-Changing Spell Combos in Dungeons and Dragons 5e
(@0:18) Spiritual Blender [Spirit Shroud + Spiritual Weapon]
(@1:55) Putrid Paralyzation [Ray of Sickness + Summon Undead] {from @Hathus5536}
(@4:16) Slip'n'Snag [Grease + Evard's Black Tentacles]
(@5:59) Shroud of Slicing [Darkness + Animate Object]
(@8:27) Prick'n'Push [Wall of Thrones + Thunderwave]
You are the unsung hero of the comments section!
@@ThisCrits You are the star my friend. I am simply a lowly commenter who wouldn't be doing anything if you were not presenting. I appreciate what you do. Hope you have a great day.
Not Sure if anyone has mentioned this combo yet but playing as a druid and casting the spells Plant growth and spike growth overlapping can reduce a normal person's speed from 30 ft to 3.75 ft a turn by the plant growths taking 4 ft of movement to move 1 ft and then difficult terrain of spike growth you can trap a lot of people in an area and if they move then they take spike growth damage.
Also, if you have a team member knock them prone, then another team member use telepathy to drag them thru the spike growth
Cleric gets into melee, concentrates on Spirit Guardians (half movement speed in AoE)
Ranger concentrates on Spike Growth in that area (difficult terrain)
Druid concentrates on Plant Growth in that area (requires additional movement to move)
Three different effects, so they all stack. A creature that cannot fly/teleport and has a standard 30' movement speed gets 2' of actual movement.
Warlock uses Eldritch Blast + Repelling Blast/Grasp of Hadar, Druid uses Thorn Whip. Cheese Grater.
I love that combination! I believe I covered that in one of my earlier spell combo videos but it's definitley one of my favorites!
:D thank you for the shout-out! Yeah you said it correctly!
We currently have two spellcasters in our group on Wednesdays so might be fun to try the darkness and animate object combo just to see how the DM reacts lol
Of course, its a great combo!
After you do let me know how it goes!!! Also, be sure to give my appologies to the DM hahaha
I’ve been working on two simple combos with my Kensei monk, both of which involves cantrips. The first one I call the “monkey’s tail” which combines green flame blade with stunning strike, and the second one I call the monkey’s fist, which combines booming blade with the Kensei’s deft strike feature; both of these combos have the added benefit of the Ki fueled attack feature that lets me make a bonus action attack immediately afterwards. They’re not necessarily spell combos, nor are they particularly strong, but they are fun to use.
Those are great! I was actually working on a "class combos" kind of video so if your cool with it I might add these in there!
@@ThisCrits please do! they’re too fun not to try!
The Cheese Grater:
Cleric gets into melee, concentrates on Spirit Guardians (half movement speed in AoE)
Ranger concentrates on Spike Growth in that area (difficult terrain)
Druid concentrates on Plant Growth in that area (requires additional movement to move)
Three different debuff effects, so they all stack. A creature that cannot fly/teleport and has a standard 30' movement speed gets 2' of actual movement.
Warlock uses Eldritch Blast + Repelling Blast/Grasp of Hadar and the Druid uses Thorn Whip to drag the target around the Spike Growth.
Honestly, I didnt think all 3 of those stacked but looking throught them again your right! They are going literally nowhere hahaha
@@ThisCritsI like this one because it's a good party comp and it's all spells and abilities that are already amazing on their own, so it's not just a meme combo :)
One combo I thought of you could call booming fear. To do this, you need the warcaster feat. You use dissonant whispers within melee range. On a failed save, they flee which provokes opportunity. You use booming blade for you opertunity attack, which deals your weapon damage plus the thunder damage for moving. That's 3d6 psychic plus weapon damage plus booming blade thunder damage. Then you could even take one step back to be out of range next turn.
Wait thats such a good combo. Mind if I use this in my next combo video?
@@ThisCrits no problem.
@ThisCrits but one caveat is that the booming blade damage requires "willing" movement. It's tricky, but a DM could say this doesn't trigger when they're forced to move by a spell. But even so, they take the damage if they choose to move their next turn. If they don't move, they essential pass their turn if they can't attack at range.
This is my list and thank you for your video I have now added them to mine cheers!
Toll the dead & Spiritaul Weapon
Thornwhip & Spirit Guardians
Spike growth & Plant Growth
Control Water & Water Breathing
Animate Dead & Cloudkill
Storm Sphere & Web
Hex & Maze
Bless & Faerie Fire
Summon Greater Demon & Wall of Force
I actually covered most of these combos in other videos!
Nice ideas. However, a better spell than Darkness for a single caster is Pyrotechnics. If you use the Smoke option, it creates what is essentially the Darkness spell for a minute in a 20' radius, and it doesn't require concentration. This makes the shroud of slicing all the more deadly.
Thats awesome! Great call out! Pyrotechnics is a spell I ALWAYS forget exists
A spell combo that is fun but is rather high level (Level 9 Minimum) is what I would call "Natural Talent" (Bard, Sorcerer, Wizard)
Combining the 2nd Level Spell Borrowed Knowledge with the 5th level Spell Skill Empowerment. Borrowed Knowledge allowes the caster to gain proficiency in one skill of their choice and Skill Empowerment let's you choose one skill a creature is proficient in and give them expertise in that skill. Both spells have a duration of an hour.
Bonus points if you use two caster and the one with borrowed knowledge just so happens to be an arcane trickster of 11th level or higher triggering reliable talent to boot
Sorry I've been quiet lately, I am not caught up with your videos because University is keeping me busy (Wished I could cast Borrowed Knowledge just before my exams ^^")
Thats such a great combination! Pretty much gauentee a success on any check hahaha.
And no worries dude hahah I appreciate you continuing to drop by when you get a chance =D
Something I abused in 3.5 was shrink item. I would cast wall of iron to get a big chunk of metal, shrink item, roll the slab of metal up and tie it to an arrow. Have the ranger fire the arrow at whatever wall is in your way, drop shrink item in flight. Instant siege weapon
Hahah thats awesome!
I'm late to the party here but one of my fav combos is Mind Sliver + Bane. If they both work you can force a 2d4 penalty on the next save the creature makes which can allow for some strong spells to have a good chance of landing. It also allows for easy reapplication of Mind Sliver in subsequent turns because of the Bane. Combo with some metamagic to quicken the Bane and you can apply them both in the same round.
Thats a great combo! I actually coverered that in an earlier combo video although I have no idea which one hahaha
My Combo Is To Throw Down 10 Ball Bearings & Then Cast ANIMATE OBJECT'S, Targeting The Ball Bearing's...
Shroud of Bludgeoning?
The Putrid Paralyzation combo can be made a bit more efficient if you're playing as a Grung, or have a Grung party member. Grung can add poison to their weapon attacks, without using a resource, so getting poison this way cuts down on the spell slots needed to getting going.
You already mentioned it, but using Eldritch Blast for the Wall of thorns combo is also more efficient. However, pairing it with spike growth would probably get you more damage out of the combo.
Grung are great hahha I have never played one so I wasn't aware of thse! But yea, you can combo spike growth with almost everything! It's one of my favorite spell in 5e!
@@ThisCrits I have seen the Spike Growth "cheese grater" combo a few times, so I now how good it is.
I really wouldn't recommend the first combo. If you have both Spirit Shroud and Spiritual Weapon you're either a Cleric or a Conquest Paladin. As a cleric, a 3rd level slot for Spirit Shroud is just not worth it. You do not make enough attacks on you action to make good use of it. Instead use Spirit Guardians, a lot more damage, a lot more control of enemy movement. And if you're a paladin you should really be considering just getting Polearm Master, and save that second level spell slot for a smite. I still wouldn't recommend the spell, since you could just not waste that bonus action to set it up, and intead make a bonus action to make a Polearm Master attack and smite at third level, which would deal 4d8+1d4+mod damage. It would take Spirit Shroud 5 attacks (that you hit with) to match that damage. That would translate to a minimum of 2 round including the one you used to cast the spell, to an average of closer to 3-4 rounds. And as well all know not only is damage now better than damage later, but you'd be lucky if both your encounter lasted that long and you hadn't lost concentration.
Also, the 2 turn set up is too long when compared to something like Spirit Guardians and the Telekinetic feat, which you can do in one turn and abuse every turn after it.
The Shroud of Slicing combo sounds pretty strong. Though advertiziing it as dealing 70 damage is kind of misleading since you don't account for accuracy. Also, for that reason choosing Tiny objects for this might be even better since they do similar damage at a better to hit bonus. To note, this combo is very susceptible to AOE damage spells like fireball, that could wipe all of the animated objects in a turn. Another cool part of the spell though is that if the enemy can't see the animated objects it can't take opportunity attacks on it.
An interesting, cheaper/lower level version of Prick'n'Push is using the Spike Growth spell instead of Wall of Thorns. There are also other spells that work similarly to it like the previously mentioned Spirit Guardians, Evard's Black Tentacle, and probably some others.
Definitely going to give my necromancy wizzard the putrid paralyzation combo :D
Awesome! I'm glad you found something useful!!!
Cool combos
I always have trouble figuring out what spells to take as a bard
Glad you enjoyed Rivers! I have never played a bard but hopefully I give everyone some spells to consider!
Insane SMELL combos.
Absolutley INSANE!!!
Force cage and sickening radiance is basically a microwave
The classic!!!! I think I covered this one in my 1st ever spell combo video!
2:45 ummm, unconscious and dead are objectively the worse conditions to have in d&d 👀
Hard to disagree but thats why I said arguably hahah Believe it or not the only difference between the unconscious condition and the paralyzed condition is that the creature is unaware of it's surroundings, falls prone, and drops what its holding. I'm actually surprised how little difference there is aside from the obvious implication that unconscious generally means you have hit 0hp
wow!
wow!
Putrid Paralyzation sounds fun! Con saves are usually easier to make but if you choose your targets wisely, I think it would be more reliable than one may think.
Slip n Snag is MAGNIFICENT 🤌🏻
Shroud of Slicing is bAnAnAs
Prick n Push is a classic! Great for most wall spells!
Spirit Blender… how is that better than Spirit Guardians?
I liked this comment until I read the last sentence.
@@ThisCrits it is a legitimate question though… 👉🏻👈🏻
@@JnJake Overall they are really similar. I think the main difference it going to be one is tied to your attack vs a creatures save. Realistically speaking, the bonus damage is the same, with minor differences from move speed effects and healing.
@@ThisCrits but wait there’s more! You also have to use both your action AND your bonus action AND hit with them on subsequent turns in order for anything to happen. I appreciate you liking it, but c’mon, that’s extraordinarily significant.
I'm going to complete disregard your commenta and continue living in my fantasy world.