Proposing an alternate combo for the Restrained in Flames title: Heat Metal + Iron Bands of Bilarro. Iron bands requires a DC20 strength check to break; if a creature fails, then further attempts to break the bands by the same creature auto fail for 24 hrs. Moreover, heat metal imposes has disadvantage on attack rolls and ability checks when a creature remains in contact with an object that is affected. If a creature cannot escape contact from the object heat metal is used on (ie the bands), then they take the damage and aforementioned disadvantage; and anyone who wants to help get them out has also succeed on a CON save to stay in contact with the metal (imposing disadvantage) and a DC 20 STR save to break them (now made with that disadvantage). Yw c:
Anything that includes Heat Metal is a winner in my book. One of my favorite spells just because of how efficient it is! I love this entire combo! I have a similar one I mentioned in an older video that combines this with levitate!
I created the cantrip combo i call Burial Procession. As a sorceror use Mold Earth under the persons feet then bonus action telekinetic shove to bury the person. You have proned them in a 5 foot ditch and then buried them. They not only have to spend an action to dig themself up but also waste 10 ft of movement climbing up and half their movement standing out of prone. That wastes nearly their entire turn. Next turn you mold earth and make the hole they climbed out of deeper. Its 10 feet deep jow ajd then telekinetically shove them into the hole or get teammates to assist. The snowball starts to take effect making it harder and harder to escape the hole. Now you suddenly have no movement and no actions cause you spent it all trying to dash out climbing.
i shared this before as "Buried alive." I'm glad someone else brought it up again. while the benefit you shared is based on a very restrictive DM interpretation of the effect of the combo, take note you have buried them under 5 ft of earth and prone. As per the rules, they have to be dug out by allies. if the dm wants to be lenient, they can use avalanche rules instead from tashas. this states: they are blinded and restrained. they can attempt to break free and climb out on a successful DC 15 str check. if you fail the check 3 times, you cant attempt the check anymore. you suffer 1 level of exhaustion for every 5 minutes you are buried. you can't stand up from prone either as you have 5 ft of earth on top of you. or because you are restrained and have 0 speed if you haven't broken out of it. you can only crawl + climb after breaking out. you also have to hold your breath or start the suffocation timer. just to share my version of this was a fighter sorc multiclass (fighter 2, sorc 3): bonus action: quicken mold earth behind enemy action: shove enemy into the ditch action surge: mold earth on top of the prone enemy
@@TheRobversion1 there is another combo with the Hadozee if you make a way of the elements monk you get gust as a cantrip which allows you to fly infinitely. You have a permanent boost of speed provided you have the action to boost yourself. 50 feet is alot of movement for a base character. You can chase down someone easily
@@jacobmosovich pretty meh though because it's a monk. mobility is good if you have something effective to do with that mobility (like grinding someone through spike growth). if its just to chase them down and hit them with weak melee attacks, might as well use ranged attacks or spells.
@@TheRobversion1 isnt there a feat that pets you cast certain spells as a bonus action? Specificially cantrips and first level spells. Preserve the attack action.
@@jacobmosovich yup. i shared that in my initial comment: quicken spell. not a feat though. metamagic. it lets you cast any spell as a bonus action, not just 1st level spells or cantrips.
Craziest combo? Simple. All it requires is a two mage party with one able to cast 7th level spells. Have the higher leveled mage cast delayed fireball and keep the small fireball safe untill it's very last minute. Then. Have the other mage gently take the fireball and cast the cantrip, catapult, using the fireball as ammunition. The target gets hit by the delayed fireball radius and if they fail the DC for catapult they take force damage as well. Once force damage is delt to the fireball it will explode, dealing the max amount of damage dice with the possible addition of force damage as well. Make the fireball casting mage take a few feats of elemental mastery (choosing fire ofc) just to shit in the enemies face further.
wouldnt call this the craziest but it does look fun. if the objective is just dmg there are much better lower level spells that dont get easily shut down my magic/legendary resistance. i am a big fan of the catapult spell though.
This is why I love monk’s stunning strike, in stun condition “The creature automatically fails Strength and Dexterity Saving Throws.” - player’s handbook. Which means they just take the effects of the spell and damage of Str and Dex spells.
@@ArvelDreth agreed. con saves scale well for monsters, especially at tier 3 and tier 4 so like 80% of the time at those tiers, stunning strike is just a wasted ki point. there's also legendary resistance for the time a monster finally fails.
@@TheRobversion1 yep, people overestimate how useful the ability is for two reasons: 1, they remember the times it succeeded and made a huge difference more than they remember the times when it failed and 2, they test their builds in 1v1 or even sometimes PvP scenarios that are not representative of actual play. It's a very feast or famine ability. I'll never deny that when it works, it can very quickly turn the tide of combat. But it's just not reliable in any way.
@@ArvelDreth agreed on reason #1. for reason #2, i'd agree with a caveat. i do pvp sometimes and it does provide useful data and also do alot of tests 1v1 vs. monsters. the key i think why people have a different impression of stunning strike is they're not checking the numbers or facing weak monsters 1v1 (i consider CR = to character level to be my baseline so level 10 build fights a CR 10 monster 1v1) or facing an unoptimized pvp opponent. it is very high risk high reward indeed but its more risk than reward if people just pay attention to the numbers. i liken how often it works to a crit happening on a non-crit fisher build. that's how much it's unreliable.
@@TheRobversion1 definitely agreed, didn't mean to imply that 1v1 scenarios are worthless but it doesn't give the full picture and definitely won't represent the value of a class feature over the course of a whole campaign. I think there are ways to make stunning strike have good synergy in the right party but the monk class in general is just lacking all around in most cases. I have a feeling you're aware of the TH-camr Treantmonk and he has covered the topic of how weak monks are mechanically many times over.
I like all these spell combos. One issue I see with them is requiring concentration per spells, and you can only cast one of the spells once per turn. so you would need a wizard buddy and some coordination. but altogether a cool list!
agreed here but i think he had a druid in mind here who don't have access to sickening radiance. you'd need a multiclass or a bard to have plant growth and sickening radiance on the same spell list.
Yey! my fave type of vids from you. Hows it going Lee? Here's my inputs for each: 1. you know i dont think highly of con save reliant combos, especially if it involves tier 2 spells so yeah not a big fan of elemental bane. the dmg numbers you mentioned seemed off for immolation. it's 7d6 + 2d6 initially, then 3d6 + 2d6 after. not a big fan of immolation either because of the low dmg for the spell level. for the combo with elemental bane, i prefer as you said, persistent dmg effects that can dmg enemies multiple times in a round such as wall of fire + forced movement. 2. its a great level 1 combo but definitely won't scale well as there are better concen options as you level up. iirc there isnt a spell list out there that has shocking grasp and expeditious retreat but not sleep. in those cases, i'd rather use sleep instead of running away. so most likely this is a combo done by someone who acquired either of the spells through background, race or feats and the other through their spell list (like warlock) or through background, race or feats again without gaining access to sleep. ashardalon's btw is 3rd. 3. haha i knew you'd find a way to use maelstrom again! excellent combo and this one i fully approve as it has no caveats. and yes the DM should allow because it stacks RAW. if the DM has issues with water and plant life together impeding movement saying it doesnt "make sense" for them, tell them to watch Aquaman. 4. Love the appearance of the banana! i think this goes through alot of hoops for a weaker effect (impeded movement). you could take out gust of wind and just do dissonant whispers (or shocking grasp) + wall of stone and just prevent the enemy from doing anything at all which is a stronger effect. 5. good combo. btw the dex save for dmg component of wall of fire is just for the initial dmg. the persistent and entry dmg for wall of fire is NO save.
Not to be that guy, but these are all concentration spells. RAW 5e, you can't use them at the same time, so this would be a team combo instead. In which case, why not just cast 4x Immolation?
agreed on the part that most of the combos require 2 casters (or a chronurgist) so its not as "useable." however, i'd disagree with just casting immolation 4x with a party of casters. its a bad spell.
The main reason is because only 1 effect of the same name can apply. So stacking immolation wouldn't work because only 1 of them would technically occur based on RAW. That being said I chose immolation specifically to double dip on the extrta damage from elemental bane which can then be further improved with other casters using other fire spells alongside the continuous damage of imolation.
@@ThisCrits I think if you're going for multiple dmg occurrences without using concentration there are options in melf's acid arrow and vitriolic sphere. that way it's doable by one caster.
In the game my friends & I are playing I’d like 2 see combo spells that work like the jutsus in Naruto similar 2 Rasendori,Rasengan + Chidori…if combos like this are possible
@@ThisCrits not gonna lie I’d love 2 c that kinda combo spells…either by a single or ,lik the Rasendori, combos used by 2 party members combining spells together
I have a bunch of spell combo videos already but none specifically focused on imitating anime style powers like jutsu. Although that may change soon hahaah
I'll share one of my combos here though if i did share this previously, apologies for the redundancy: "Earth Guardians" (though my friend calls this Captain Planet) Distant Earth Tremor + Spirit Guardians the distant spell metamagic allows you to create a 20 ft ground area around you of difficult terrain (no save) along with 1d6 of dmg and prone if they fail a save. Combine with spirit guardians (use action surge for 1st turn execution) which halves the speed of anyone within a 15 ft radius you can pretty much lock down any enemy with 40 ft speed or less in place. let's say you walk to the enemy and have them on the outer rim of SG. since their speed is reduced by half they have 20 speed left. it wil cost them 10 ft of movement to stand up. if they do they have 10 ft of movement left. since all the area surround them is difficult terrain if they decide to move out, they can move 1 square. if they decide to move in, they can also move 1 square and unless they have a 10 ft reach, they cant hit you. here's the clincher. combine with tentacle of the deep from your bonus action slot to reduce one enemy's speed further by 10 ft which means after standing up from prone they will have 5 ft of movement left and thus be unable to enter difficult terrain, which is all around them, and thus they will stay rooted in place. on further turns, combine with grease and ray of frost/lance of lethargy to continue to keep them rooted taking SG dmg. if they decide to dash to get out, they wont get very far, just go after them and pull them back in with grasp of hadar/lightning lure.
This is a very resource heavy way to do what the shadowspawn from Tasha's already does. Reduce speed by 20 when their turn starts, lance of lethargy from EB and tentacle from fathomless and this combo not only gives good damage And good control but you also don't have to be at melee range at all. Plus the concentration for the shadowspawn can last up to an hour. Or 2 hours with extended spell if you're doing sorlock shananigans
@@crunchevo8974 i already have a separate build for what you mentioned. Doesnt use eb but combines the despairspawn with animated performance from creation bard to achieve the same thing. The point in the combo here and why its a bit more resource intensive than what you suggested is to optimize spirit guardians as a control spell. Despairspawn jusr focuses on speed reduction with low dmg. This is speed reduction, prone and SG dmg. The prome for allies to take advantage off and the SG allows me to kill things faster. Yes it does put me at melee range but its not a problem since i'm in very little danger anyway with the control this provides (along with the armor, shield and reaction spells i'm packing). And yes like yours the build is capable of doing tentacle of the deep, ray of frost/lance of lethargy + SG for single target control for lesser resource cost. I just didnt mention it because the main tactic of the build is aoe control + dmg with SG and ET. and lets be honest. Spending an extra 1st level spell and 1 sorc point for that is not exactly resource intensive. You're exaggerating here. I can post the full build if you'd like more details.
this is a bad combo. unless you're thinking of a past edition version of grease. firebolting someone on grease doesn't set the grease area on fire anymore. you're just giving yourself disadvantage on that ranged atk roll by greasing an enemy.
Lightning lure+ dissonant whispers+spike growth. Now they have to run away at reduced speed, talking damage for every 5' then you simply pull them back. It works with thorn whip as well
imo spike growth grating is better done through Eldritch blast. moreover, dissonant whispers will not work with spike growth because it states in dissonant whispers creatures would not move into dangerouos ground.
@@TheRobversion1 yes, the warlock cheese grater is the most optimal, but something you forgot is that spike growth is an invisible area of difficult terrain and dissonant whispers states that they won't move into an obviously dangerous area.
@@jacobyspurnger8488 nah i didnt forget. Read spike growth again. Its not invisible. They get to make a perception check. Or if they can see the area at time of casting, no need to make a perception check. They just see it.
Also, if you want to get really nasty with eb, add the battlemaster maneuvers of disarming and trip attacks. Leave them in painful difficult terrain 20' from their weapon and prone
@@jacobyspurnger8488 i think this depends. If you're using thorn whip, grapple+drag or lightning lure to grate then yeah knocking them prone is awesome. For an EB grater though, you'd want them standing up as you'd want to ensure that you dont get disadvantage on your EB attack rolls.
Proposing an alternate combo for the Restrained in Flames title: Heat Metal + Iron Bands of Bilarro. Iron bands requires a DC20 strength check to break; if a creature fails, then further attempts to break the bands by the same creature auto fail for 24 hrs.
Moreover, heat metal imposes has disadvantage on attack rolls and ability checks when a creature remains in contact with an object that is affected. If a creature cannot escape contact from the object heat metal is used on (ie the bands), then they take the damage and aforementioned disadvantage; and anyone who wants to help get them out has also succeed on a CON save to stay in contact with the metal (imposing disadvantage) and a DC 20 STR save to break them (now made with that disadvantage). Yw c:
Anything that includes Heat Metal is a winner in my book. One of my favorite spells just because of how efficient it is! I love this entire combo! I have a similar one I mentioned in an older video that combines this with levitate!
I created the cantrip combo i call Burial Procession. As a sorceror use Mold Earth under the persons feet then bonus action telekinetic shove to bury the person. You have proned them in a 5 foot ditch and then buried them. They not only have to spend an action to dig themself up but also waste 10 ft of movement climbing up and half their movement standing out of prone. That wastes nearly their entire turn. Next turn you mold earth and make the hole they climbed out of deeper. Its 10 feet deep jow ajd then telekinetically shove them into the hole or get teammates to assist. The snowball starts to take effect making it harder and harder to escape the hole. Now you suddenly have no movement and no actions cause you spent it all trying to dash out climbing.
i shared this before as "Buried alive." I'm glad someone else brought it up again. while the benefit you shared is based on a very restrictive DM interpretation of the effect of the combo, take note you have buried them under 5 ft of earth and prone. As per the rules, they have to be dug out by allies. if the dm wants to be lenient, they can use avalanche rules instead from tashas. this states:
they are blinded and restrained. they can attempt to break free and climb out on a successful DC 15 str check. if you fail the check 3 times, you cant attempt the check anymore. you suffer 1 level of exhaustion for every 5 minutes you are buried.
you can't stand up from prone either as you have 5 ft of earth on top of you. or because you are restrained and have 0 speed if you haven't broken out of it. you can only crawl + climb after breaking out. you also have to hold your breath or start the suffocation timer.
just to share my version of this was a fighter sorc multiclass (fighter 2, sorc 3):
bonus action: quicken mold earth behind enemy
action: shove enemy into the ditch
action surge: mold earth on top of the prone enemy
@@TheRobversion1 there is another combo with the Hadozee if you make a way of the elements monk you get gust as a cantrip which allows you to fly infinitely. You have a permanent boost of speed provided you have the action to boost yourself. 50 feet is alot of movement for a base character. You can chase down someone easily
@@jacobmosovich pretty meh though because it's a monk. mobility is good if you have something effective to do with that mobility (like grinding someone through spike growth). if its just to chase them down and hit them with weak melee attacks, might as well use ranged attacks or spells.
@@TheRobversion1 isnt there a feat that pets you cast certain spells as a bonus action? Specificially cantrips and first level spells. Preserve the attack action.
@@jacobmosovich yup. i shared that in my initial comment: quicken spell. not a feat though. metamagic. it lets you cast any spell as a bonus action, not just 1st level spells or cantrips.
Craziest combo? Simple. All it requires is a two mage party with one able to cast 7th level spells. Have the higher leveled mage cast delayed fireball and keep the small fireball safe untill it's very last minute. Then. Have the other mage gently take the fireball and cast the cantrip, catapult, using the fireball as ammunition. The target gets hit by the delayed fireball radius and if they fail the DC for catapult they take force damage as well. Once force damage is delt to the fireball it will explode, dealing the max amount of damage dice with the possible addition of force damage as well. Make the fireball casting mage take a few feats of elemental mastery (choosing fire ofc) just to shit in the enemies face further.
wouldnt call this the craziest but it does look fun. if the objective is just dmg there are much better lower level spells that dont get easily shut down my magic/legendary resistance. i am a big fan of the catapult spell though.
This is why I love monk’s stunning strike, in stun condition “The creature automatically fails Strength and Dexterity Saving Throws.” - player’s handbook. Which means they just take the effects of the spell and damage of Str and Dex spells.
Sadly it uses too much Ki and has a high chance of not working.
@@ArvelDreth agreed. con saves scale well for monsters, especially at tier 3 and tier 4 so like 80% of the time at those tiers, stunning strike is just a wasted ki point. there's also legendary resistance for the time a monster finally fails.
@@TheRobversion1 yep, people overestimate how useful the ability is for two reasons: 1, they remember the times it succeeded and made a huge difference more than they remember the times when it failed and 2, they test their builds in 1v1 or even sometimes PvP scenarios that are not representative of actual play.
It's a very feast or famine ability. I'll never deny that when it works, it can very quickly turn the tide of combat. But it's just not reliable in any way.
@@ArvelDreth agreed on reason #1. for reason #2, i'd agree with a caveat. i do pvp sometimes and it does provide useful data and also do alot of tests 1v1 vs. monsters. the key i think why people have a different impression of stunning strike is they're not checking the numbers or facing weak monsters 1v1 (i consider CR = to character level to be my baseline so level 10 build fights a CR 10 monster 1v1) or facing an unoptimized pvp opponent.
it is very high risk high reward indeed but its more risk than reward if people just pay attention to the numbers. i liken how often it works to a crit happening on a non-crit fisher build. that's how much it's unreliable.
@@TheRobversion1 definitely agreed, didn't mean to imply that 1v1 scenarios are worthless but it doesn't give the full picture and definitely won't represent the value of a class feature over the course of a whole campaign.
I think there are ways to make stunning strike have good synergy in the right party but the monk class in general is just lacking all around in most cases. I have a feeling you're aware of the TH-camr Treantmonk and he has covered the topic of how weak monks are mechanically many times over.
I like all these spell combos. One issue I see with them is requiring concentration per spells, and you can only cast one of the spells once per turn. so you would need a wizard buddy and some coordination. but altogether a cool list!
I love videos like this, it teaches me to torture my players. Keep up the good work dude!
Maelstrom is great, but I propose Sickening Radiance as an alternative.
It deals decent damage, but the levels of Exhaustion are the good bit!
agreed here but i think he had a druid in mind here who don't have access to sickening radiance. you'd need a multiclass or a bard to have plant growth and sickening radiance on the same spell list.
Yey! my fave type of vids from you. Hows it going Lee? Here's my inputs for each:
1. you know i dont think highly of con save reliant combos, especially if it involves tier 2 spells so yeah not a big fan of elemental bane. the dmg numbers you mentioned seemed off for immolation. it's 7d6 + 2d6 initially, then 3d6 + 2d6 after. not a big fan of immolation either because of the low dmg for the spell level. for the combo with elemental bane, i prefer as you said, persistent dmg effects that can dmg enemies multiple times in a round such as wall of fire + forced movement.
2. its a great level 1 combo but definitely won't scale well as there are better concen options as you level up. iirc there isnt a spell list out there that has shocking grasp and expeditious retreat but not sleep. in those cases, i'd rather use sleep instead of running away. so most likely this is a combo done by someone who acquired either of the spells through background, race or feats and the other through their spell list (like warlock) or through background, race or feats again without gaining access to sleep. ashardalon's btw is 3rd.
3. haha i knew you'd find a way to use maelstrom again! excellent combo and this one i fully approve as it has no caveats. and yes the DM should allow because it stacks RAW. if the DM has issues with water and plant life together impeding movement saying it doesnt "make sense" for them, tell them to watch Aquaman.
4. Love the appearance of the banana! i think this goes through alot of hoops for a weaker effect (impeded movement). you could take out gust of wind and just do dissonant whispers (or shocking grasp) + wall of stone and just prevent the enemy from doing anything at all which is a stronger effect.
5. good combo. btw the dex save for dmg component of wall of fire is just for the initial dmg. the persistent and entry dmg for wall of fire is NO save.
But Elememtal Bane and Immolation is 2 spell with Concentration,you can't use them both,because one spell will disappear
True! I didn't mention it in the video but that one specifically requires 2 casters to pull off.
Not to be that guy, but these are all concentration spells. RAW 5e, you can't use them at the same time, so this would be a team combo instead. In which case, why not just cast 4x Immolation?
agreed on the part that most of the combos require 2 casters (or a chronurgist) so its not as "useable." however, i'd disagree with just casting immolation 4x with a party of casters. its a bad spell.
@Rob Vera Aye. But it's to illustrate that you've got better options
The main reason is because only 1 effect of the same name can apply. So stacking immolation wouldn't work because only 1 of them would technically occur based on RAW. That being said I chose immolation specifically to double dip on the extrta damage from elemental bane which can then be further improved with other casters using other fire spells alongside the continuous damage of imolation.
@@ThisCrits I think if you're going for multiple dmg occurrences without using concentration there are options in melf's acid arrow and vitriolic sphere. that way it's doable by one caster.
fantastic
Fantastic!
In the game my friends & I are playing I’d like 2 see combo spells that work like the jutsus in Naruto similar 2 Rasendori,Rasengan + Chidori…if combos like this are possible
Thats actually a crazy good idea for a video....🤔🤔🤔
@@ThisCrits not gonna lie I’d love 2 c that kinda combo spells…either by a single or ,lik the Rasendori, combos used by 2 party members combining spells together
I have a bunch of spell combo videos already but none specifically focused on imitating anime style powers like jutsu. Although that may change soon hahaah
These are some cool combos
It will take some work with other characters but still…
Yea, a lot of these are quite resource heavy!
I'll share one of my combos here though if i did share this previously, apologies for the redundancy:
"Earth Guardians" (though my friend calls this Captain Planet)
Distant Earth Tremor + Spirit Guardians
the distant spell metamagic allows you to create a 20 ft ground area around you of difficult terrain (no save) along with 1d6 of dmg and prone if they fail a save. Combine with spirit guardians (use action surge for 1st turn execution) which halves the speed of anyone within a 15 ft radius you can pretty much lock down any enemy with 40 ft speed or less in place.
let's say you walk to the enemy and have them on the outer rim of SG. since their speed is reduced by half they have 20 speed left. it wil cost them 10 ft of movement to stand up. if they do they have 10 ft of movement left. since all the area surround them is difficult terrain if they decide to move out, they can move 1 square. if they decide to move in, they can also move 1 square and unless they have a 10 ft reach, they cant hit you.
here's the clincher. combine with tentacle of the deep from your bonus action slot to reduce one enemy's speed further by 10 ft which means after standing up from prone they will have 5 ft of movement left and thus be unable to enter difficult terrain, which is all around them, and thus they will stay rooted in place.
on further turns, combine with grease and ray of frost/lance of lethargy to continue to keep them rooted taking SG dmg. if they decide to dash to get out, they wont get very far, just go after them and pull them back in with grasp of hadar/lightning lure.
This is a very resource heavy way to do what the shadowspawn from Tasha's already does. Reduce speed by 20 when their turn starts, lance of lethargy from EB and tentacle from fathomless and this combo not only gives good damage
And good control but you also don't have to be at melee range at all. Plus the concentration for the shadowspawn can last up to an hour. Or 2 hours with extended spell if you're doing sorlock shananigans
@@crunchevo8974 i already have a separate build for what you mentioned. Doesnt use eb but combines the despairspawn with animated performance from creation bard to achieve the same thing.
The point in the combo here and why its a bit more resource intensive than what you suggested is to optimize spirit guardians as a control spell. Despairspawn jusr focuses on speed reduction with low dmg. This is speed reduction, prone and SG dmg. The prome for allies to take advantage off and the SG allows me to kill things faster. Yes it does put me at melee range but its not a problem since i'm in very little danger anyway with the control this provides (along with the armor, shield and reaction spells i'm packing).
And yes like yours the build is capable of doing tentacle of the deep, ray of frost/lance of lethargy + SG for single target control for lesser resource cost. I just didnt mention it because the main tactic of the build is aoe control + dmg with SG and ET. and lets be honest. Spending an extra 1st level spell and 1 sorc point for that is not exactly resource intensive. You're exaggerating here.
I can post the full build if you'd like more details.
Add in hex with disadvantage on dex. If only parties cooperated
the disadvantage only applies to dex checks, not saves.
I love Hex with Telekinesis! Its soooo good!
@@ThisCrits this works as long as you select the caster stat.
Stupefy\mind maze or any int damage spell can technically starve a creature to death.
? are you talking about harry potter?
@@TheRobversion1 Oops now I'll have to look up the D&D equivalent.
@@TheRobversion1 Ahh here it is ( mind blank\maze
Grease + FireBolt.
this is a bad combo. unless you're thinking of a past edition version of grease. firebolting someone on grease doesn't set the grease area on fire anymore. you're just giving yourself disadvantage on that ranged atk roll by greasing an enemy.
Lightning lure+ dissonant whispers+spike growth. Now they have to run away at reduced speed, talking damage for every 5' then you simply pull them back. It works with thorn whip as well
imo spike growth grating is better done through Eldritch blast. moreover, dissonant whispers will not work with spike growth because it states in dissonant whispers creatures would not move into dangerouos ground.
@@TheRobversion1 yes, the warlock cheese grater is the most optimal, but something you forgot is that spike growth is an invisible area of difficult terrain and dissonant whispers states that they won't move into an obviously dangerous area.
@@jacobyspurnger8488 nah i didnt forget. Read spike growth again. Its not invisible. They get to make a perception check. Or if they can see the area at time of casting, no need to make a perception check. They just see it.
Also, if you want to get really nasty with eb, add the battlemaster maneuvers of disarming and trip attacks. Leave them in painful difficult terrain 20' from their weapon and prone
@@jacobyspurnger8488 i think this depends. If you're using thorn whip, grapple+drag or lightning lure to grate then yeah knocking them prone is awesome. For an EB grater though, you'd want them standing up as you'd want to ensure that you dont get disadvantage on your EB attack rolls.