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: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
Cool combos
I always have trouble figuring out what spells to take as a bard
Definitely going to give my necromancy wizzard the putrid paralyzation combo :D
ОтветитьInsane SMELL combos.
ОтветитьSomething 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
ОтветитьNot 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.
ОтветитьNice 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.
ОтветитьPutrid 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?
My Combo Is To Throw Down 10 Ball Bearings & Then Cast ANIMATE OBJECT'S, Targeting The Ball Bearing's...
ОтветитьForce cage and sickening radiance is basically a microwave
ОтветитьThe 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.
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.
ОтветитьThe 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.
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.
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.
Ответитьwow!
ОтветитьA 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 ^^")
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.
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