Super Powerful Spell Combinations in Dungeons and Dragons 5e

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In Dungeons and Dragons there are so many spells with so many different effects. But what happens when we combine 2 spells together? Well, today we are going to find out.

Im going to take you through 5 Amazing Spell Combos for Dungeons and Dragons 5e that you can use in your D&D session today.

As always, many of these combos are incredibly powerful. Because of this dungeon masters may vary on their allowed usage of these combos. So before you pull any of these out at your Dnd session talk to your DM to make sure they are ok with you using these combos!

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0:00 Introduction
0:33 Curse of Silver
2:19 Torture
4:10 Spirit Wave
5:13 Glyph of Summoning
6:32 Telekinetic Burns
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Not sure if it's been mentioned before already, but: The Microwave. Forcecage (invisible bars form) + Sickening Radiance

DragonKingZero
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Not a combo I’d consider powerful in its own right, but it is mechanically interesting is the “remote godsmack”. Sacred flame has a unique feature in that it ignores cover, only requiring that you see your target. Stuff like Find Familiar and Clairvoyance allow you to see places you might not normally be able to, due to such pesky things as walls. Sacred Flame doesn’t deal a lot of damage, being only a cantrip, but if you happen to have a secure room up to sixty feet away, you can certainly play a psychological game with it. Only one exit to the BBEG’s room? Arcane Lock it from your side and enjoy ten minutes of divine justice using Clairvoyance to see into the room.

jb
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I like making war casters. The ideal of a wizard in plate armor running around the battlefield excites me, especially when they are hard to kill. Your best combos start at level 5 with the human variant but it starts working as low level 2.

I take cleric at level 1 and any domain with heavy armor. Take the human variant and you can take the sentinel feat. Nothing major happens now...wait until you take a wizard level.

At level 2, start taking wizard and you become a one on one beast and a slow killer.

You have multiple concentration spells that deal damage over time such as create bonfire, which is the best starter spell. Cast it on the enemy and stand next to them. If they try and move, you can hit them and they are stopped and take more damage. You can use your attack action to hit them with shocking grasp (especially if they have metal armor) and prevent reactions or green-flame blade or... You can even been more ruthless and use booming blade on them so even if they move, they still take damage.

With the shield spell, you can really buff up that AC and stay protected.

At level 3, if you took the war magic subclass, you can now use arcane deflection (smaller but free shield spell) and you use those cantrips to hit.

At level 4, you can get 2nd level spells and get really good spells like flaming sphere, cloud of daggers (this gets better at level 5), or Max's earthen grasp.

You can also use spells like web and fire to do more damage or just keep them locked in the web at the edge.

At 5th level is when you really get powerful. You can take a second feat and get War Caster. Now your concentration spells are harder to break and you can use a spell in place of your opportunity attack. Sooo, when they go to move away from you, you can use shocking grasp, green flame blade or booming blade and hit them. Or...If you really don't want them moving out of that cloud of daggers, magic missile.

The higher you go, the better this becomes. You can take tough or resilient to make those concentration checks even more or have more health. If you are hurt, you do have heal spells...or you can use spells like vampire embrace. You can really boost your AC and become the primary tank. You may not do a lot of damage, but you will be an annoyance and a slow killer.

This combo shines even more when you have another player working with you. A caster to debuff, another melee with sentinel, anyone with sneak attack and you use any grasping/restraining spells...it is so much fun.

This build is so much fun I rarely have the big AOE spells like fireball/lightning bolt.

chrisjones
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I think spirit of wave can be done solo (just like my own version that combines speed reduction via lance of lethargy/tentacle of the deeo and spirit guardians) if a caster has action surge. spirit guardians + prone can be done via earth tremor (add in difficult terrain), grease (add in difficult terrain but no dmg) and tidal wave (which retains the name of the spell). plant growth is also an alternative for areas with plants for a similar effect.

btw for wall of fire is only for the dmg within the wall when you create it. if they enter the wall or end their turn in the area is no save.

anyway i think this is your niche among the d&d youtuber folks. great vid as usual! :)

TheRobversion
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Sidenote for the glyph of summoning; summons usually need directions by the caster

pencilbender
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Um...Bestow Curse can only apply one effect per casting. Granted, if you cast it with a spell slot of 5th level or higher, it no longer takes concentration. So at Lv5 it would take at least 2 casters to apply both Wis Disadvantage and save or do nothing, but you could do it with 1 Lv9 caster.

JohnDoe-dhjg
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It was confirmed that Silvery barbs takes effect AFTER the rolls are made, so is not superdisadvsntage per se, since even if it has advantage or disadvantage, it takes the final roll of that rolling of dice, only one of those two ( the ones that applies for adv/disadv) and then roll a new dice, comparing those two separe for the one already discarded of the first roll
Still, broken combo, but its not like lucky. Lucky DO let you choose from three dice on a advantage/disadvantage roll. You make them roll a disadvantage, vhoose the lowest, if suceed, make the roll one extra and compare it with the one that already succeed. Its not super disadvantage, it is two different disadvantages

FarothFuin
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Your Telekinetic Burn - Would work much better with Eldritch Blast using the Repelling Blast. With the Wall of Fire facing the enemy, you just ready an action to Eldritch Blast an enemy the comes through the wall, sending them back 10-feet to the other side there for getting burned twice. One when they crossed the wall and again when they end there turn on the wrong side again, or try to get through a second time on their turn.

leohale
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So for the levitate combo can't the opponent take off their armor mid air?

nickaplease
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Double jeopardy. Cast imprisonment if the target succeeds on their saving throw cast silvery barbs to make them reroll. Imprisonment specifies that if the target succeeds "it is immune to this spell if you cast it again." No time limit. If you ever cast the spell again on that target it will fail. But Silvery Barbs doesn't actually cast the spell again. So the creature has to make another saving throw. And if you have allies who also know the first level spell they can also make the target reroll against YOUR spell save DC. So if you get 9th level spells get a few henchmen find your mortal enemy and hammer away until he is in the coffin and remember you only need to spend the material component for the original casting.
Broken? Yes very.

nicka
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You can't bestow curse and curse Wisdom and ALSO bestow curse to make him lose the round to my knowledge. They don't stack.

carlomartinotti