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<blockquote data-quote="ECMO3" data-source="post: 8529604" data-attributes="member: 7030563"><p>Here are a few:</p><p></p><p>1. Using a free action to place a vail of acid, alchemists fire or holy water on the ground so the wizard can Catapult it on her turn getting extra damage on the catapult</p><p></p><p>2. Using your familiar to "help" the Rogue, although this is a bit obvious I think.</p><p></p><p>3. 6+ level Human Rune Kinght with tavern brawler and a Rogue dip for athletics expertise - action: shove prone then with 2nd attack d8 unarmed strike then bonus action grapple. If you miss with any of those you can action surge to take another shot at it. The enemy is now prone and has a move of 0 and can not stand up until he breaks the grapple which he is doing against expertise. If you use the Rune Knight ability to turn large you can do this to Dragons and Giants and you have advantage on the athletic check. To add insult to injury, a Warlock or other caster can lay in Hex and make the enemy have disadvantage on str or dex checks. </p><p></p><p>4. Arcane Trickster - Bonus action mage hand legerdemain to take an enemy caster's focus or component pouch. Can do this with Thief using fast hands too, but it is harder to pull off.</p><p></p><p>5. Put silence on a Lich from beyond 60 feet and then use a use a Shield guardian to grapple her so she can't escape. I had a party defeat a Lich at 4th level doing this. She was supposed to be a major story item that we could not defeat.</p><p></p><p>6. Put silence on an enemy casters and then have another character levitate him. </p><p></p><p>7. Fighter uses disarm attack then the Rogue uses his mage hand to take the enemies weapon off the ground with a bonus action.</p><p></p><p>8. Hex plus grapple or shove. Hex wisdom to screw up insight checks.</p><p></p><p>9. Grapple an enemy then use him for cover.</p><p></p><p>10. Grapple a small or tiny enemy then throw him as an improvised weapon doing damage to both the thrown guy and the guy you throw him at.</p><p></p><p>11. Rogue covering an escape and playing rear guard by throwing caltrops, ball bearings or hunting traps or just taking the dodge action, while he cunning action dashes to keep up with the rest of the party</p><p></p><p>12. Bladesinger with all defenses up walking by every enemy on the battlefield just to draw their AOO so the rest of the party can move around that round at will.</p><p></p><p>13. Bladesinger/Undead Warlock - hitting one enemy with an attack and causing frightened, hit a second with booming blade so he takes movement damage then move away and draw AOOs (one at disadvantage) so your quasit can go in and try to poision the one you hit with booming blade and still escape without drawing an AOO. After this one enemy is frightened and can't move towards you, the other can move towards you but he takes BB damage and is poisioned.</p><p></p><p>14. Using sapping sting or ensnaring strike on anything that is flying.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>3.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8529604, member: 7030563"] Here are a few: 1. Using a free action to place a vail of acid, alchemists fire or holy water on the ground so the wizard can Catapult it on her turn getting extra damage on the catapult 2. Using your familiar to "help" the Rogue, although this is a bit obvious I think. 3. 6+ level Human Rune Kinght with tavern brawler and a Rogue dip for athletics expertise - action: shove prone then with 2nd attack d8 unarmed strike then bonus action grapple. If you miss with any of those you can action surge to take another shot at it. The enemy is now prone and has a move of 0 and can not stand up until he breaks the grapple which he is doing against expertise. If you use the Rune Knight ability to turn large you can do this to Dragons and Giants and you have advantage on the athletic check. To add insult to injury, a Warlock or other caster can lay in Hex and make the enemy have disadvantage on str or dex checks. 4. Arcane Trickster - Bonus action mage hand legerdemain to take an enemy caster's focus or component pouch. Can do this with Thief using fast hands too, but it is harder to pull off. 5. Put silence on a Lich from beyond 60 feet and then use a use a Shield guardian to grapple her so she can't escape. I had a party defeat a Lich at 4th level doing this. She was supposed to be a major story item that we could not defeat. 6. Put silence on an enemy casters and then have another character levitate him. 7. Fighter uses disarm attack then the Rogue uses his mage hand to take the enemies weapon off the ground with a bonus action. 8. Hex plus grapple or shove. Hex wisdom to screw up insight checks. 9. Grapple an enemy then use him for cover. 10. Grapple a small or tiny enemy then throw him as an improvised weapon doing damage to both the thrown guy and the guy you throw him at. 11. Rogue covering an escape and playing rear guard by throwing caltrops, ball bearings or hunting traps or just taking the dodge action, while he cunning action dashes to keep up with the rest of the party 12. Bladesinger with all defenses up walking by every enemy on the battlefield just to draw their AOO so the rest of the party can move around that round at will. 13. Bladesinger/Undead Warlock - hitting one enemy with an attack and causing frightened, hit a second with booming blade so he takes movement damage then move away and draw AOOs (one at disadvantage) so your quasit can go in and try to poision the one you hit with booming blade and still escape without drawing an AOO. After this one enemy is frightened and can't move towards you, the other can move towards you but he takes BB damage and is poisioned. 14. Using sapping sting or ensnaring strike on anything that is flying. 3. [/QUOTE]
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