Of course, If you cast hex, the only other spells you can cast during that turn are cantrips. At higher levels, it puts out something like 15 d6 if they all hit. Cast hex the first then follow it up with scorching Ray to add an extra d6 each time one of your rays hits. This combo delivers three 3d6 attacks with each casting. Keep them distracted, unable and beat them to death if you can’t crush em. (I think, might be all) attacks so punching them to death works well too. Crushing Hand version of Bigby’s means that the target must make a grapple check (at disadvantage) to avoid damage.Īlso, enemies waste their turn doing nothing and they take an extra d8 damage on melee. This combo works with pretty much any ray spell, especially if it requires concentration, as you will gain partial (to total) cover.īestow curse and Bigby’s hand spell comboīestow Curse using a 5th or higher slot doesn’t require concentration the curse is that Str saves and checks at disadvantage. Move earth and Lightning bolt spell comboĬreate a trench, go in and blast at will. Then use power word kill to kill the creature. Polymorph and Power word kill spell comboįirst use polymorph to choose a creature with less than 100 HP. Create a dome with wall of force and use spiritual weapon to… blend. Spiritual weapon and Wall of force spell combo The combo still works, you just have to lay down Sickening Radiance first, and then wall of force second. The latter allows you to trap a foe and still rain magical hell on them. The former prevents casting of most spells through the barrier. “Cover is a physical obstruction, not necessarily a visual one.” And “Unless a spell says otherwise, you can’t cast it at someone or something behind total cover.”This is one of the big mechanical distinctions between Wall of Force and Force Cage. Under “A Clear Path to the Target: To target something, you must have a clear path to it, so it can’t be behind total cover.” It goes on to say that if you target something behind total cover, the spell effect takes place on the near side of the obstruction.Īlso, cover is cover even if it’s transparent. When using this combo with wall of force set up as a dome, make sure you cast sickening radiance first. Sickening Radiance gives 100 Con Saves with failure giving a level of Exhaustion (and some damage) unless it’s dispelled. Wall of Force/Force Cage keeps enemies penned in (barring Disintegrate). Wall of Force or Force Cage and Sickening Radiance spell combo Sickening radiance is a 30ft radius green light that causes halved speed, 4d10 poison damage on a failed Con save AND gives a level of exhaustion with each failed save while inside the aura. Hold person gives advantage to hit enemies and prevents them from moving. Hold person and Sickening Radiance spell combo Allowing you to fight stragglers, rather than the full enemy force. This is a great way for low level casters to slow down a large group or throw them into confusion. Although it doesn’t deal masses of damage it stops the big damage dealing bad guy from being effective and makes them more vulnerable to magic attacks/abilities.Ĭommand allows you to disarm an opponent, and an owl familiar can dart in and take the weapon out of reach, possibly even bring it to your party’s fighter. A great low-level escape plan.Ī combo of bane to reduce attacks and saves by 1d4 for up to three creatures, followed by vicious mockery to give disadvantage on the next attack roll. When enemies attack, cast fog cloud first, then cast disguise self to look like one of the enemies, or minor illusion to create an object to hide in. You can also combine disguise self with fog cloud. Right before friends is over, turn a corner and dispel disguise self so the angry enemy doesn’t know it was you who cast friends. Then cast mage hand to fly you away.Ĭast disguise self first to change your appearance. If you are a gnome or halfling, cast reduce to weigh 10 lbs or less. And here are the best spell combos you came up with: Low level spell combos Instead of spending hours poring over lists of spells, I decided to ask you guys. There are also many ways to lower saving throws and then use a spell that requires that saving throw.īut with so many possibilities that’s certainly not the only fun to be had. The best spell combos in D&D 5e often involve some way to immobilize the enemy and then deal damage, or making movement hurt and forcing the enemy to move. So I wondered, what are the best spell combos for D&D 5e? When playing a magic-user I like to combine spells in clever ways.
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