D&D 5E Spell combos under Concentration economy

For your druid, cast spike growth, followed by thunderwave. If foes fail their save on the thunderwave , they are pushed back thru the spikes for extra damage.
 

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I always had an issue with this type of thinking.

How does the monster(s) know that the Fighter is "too hard" to hit? After a single swing, does the DM just have the monsters avoid the Fighter from then on? Or does the DM wait for a few rounds? Granted, a fighter in plate and shield is obviously well protected, but that's where spells like Disguise Self (for Eldritch Knights) comes into play (as does the Sentinel feat). And how is a fighter in plate and shield any different than a cleric in plate and shield?

There's also the issue of off tanking. Is a monster off on the side going to ignore a fighter in his face and use a disengage or give the fighter an OA? Isn't this good for the party overall?


There's no doubt that a DM should play the monsters according to their intelligence, but how does a monster know the difference between a fighter in plate and a fighter in +3 plate? Do monsters always avoid every PC in heavy armor and/or shields?

I agree with you. The creature doesnt know what he has rolled, as dice of destiny doesnt exist in the game world. This is basically metagaming, sort of.

Granted though that guys in no armor or leather are generally easier to hit than guys in plates, but purposefully leaving your own armor lower just so enemies will think that they can hit you better is just stupid.
 
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I agree with you. The creature doesnt know what he has rolled, as dice of destiny doesnt exist in the game world. This is basically metagaming, sort of.

Granted though that guys in no armor or leather are generally easier to hit than guys in plates, but purposefully leaving your own armor lower just so enemies will think that they can hit you better is just stupid.

Actually, I see another aspect of this as well.

If a U.S. marines barrack was attacked, the soldiers there would just counterattack the closest targets. They would not worry if they were in full body armor, bullet proof vests, or no body armor at all. They would just attack the nearest targets of opportunity. Sure if they spot a foe with a grenade launcher instead of a AK47, they might consider that foe someone to take out quickly, but in the heat of the moment, they will concentrate on the closest targets which are the ones with the highest chance to kill the marines.

The same should occur with most monsters. It's not like they have minutes to analyze the situation (like the DM and the players do at the table), they have mere seconds to react. The concept of "only attacking the squishies" is something that monsters should rarely do, even above average intelligent monsters. They should attack whomever is closest since whomever is closest would appear to be one of the more predominant threats in the heat of the moment, at least as a general rule shy of special circumstances (like the PC further away just cast a Fireball spell).
 

The same should occur with most monsters. It's not like they have minutes to analyze the situation (like the DM and the players do at the table), they have mere seconds to react. The concept of "only attacking the squishies" is something that monsters should rarely do, even above average intelligent monsters. They should attack whomever is closest since whomever is closest would appear to be one of the more predominant threats in the heat of the moment, at least as a general rule shy of special circumstances (like the PC further away just cast a Fireball spell).

This x10. As DM, it's my job to play monsters to the best of THEIR ability, not the best of MY ability.

Unless it's a smart monster with combat experience of course. :-) Especially if they have fought the party before and sort of know their capabilities. Then you can pull out all the stops. Next session my PCs go up for a rematch against someone who beat them once before (they ran away, leaving behind some gear, hence the desire for a rematch). They're going to discover that his stats haven't changed but his tactics certainly have...
 
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For your druid, cast spike growth, followed by thunderwave. If foes fail their save on the thunderwave , they are pushed back thru the spikes for extra damage.
Our group came up with another one, similar to this. One person lays down Fog Cloud, and then the next casts Spike Growth over the same area. Was rather effective! If the battle had lasted much beyond that, Thunderwave would have been the perfect follow-up.
 

For sorcerers, Quicken is most effective when combined with spells that take an action to control, like Telekinesis, Sunbeam, or Earthen Grasp. You can control your spell and still get off another cast.

Also, a patient and sneaky sorcerer might be able to use Extend spell to unleash a 32d6 Delayed Blast Fireball. That's a helluva way to start an ambush... And just about the only useful thing you can do with Extend Spell. :P

Speaking of Delayed Blast, I need to reread the spell descriptions carefully to make sure it's possible or even useful, but could Catapult be used to launch Delayed Blast Fireball's bead or an Otiluke's Freezing Sphere?
 


Speaking of Delayed Blast, I need to reread the spell descriptions carefully to make sure it's possible or even useful, but could Catapult be used to launch Delayed Blast Fireball's bead or an Otiluke's Freezing Sphere?

Objects launched with catapult must weigh at least one pound. So probably no to the DBF bead and the OFS sling stone.

Huh. It says you can throw a sphere 40 feet but can only sling one out to its normal range (30 feet). That doesn't really make sense; I'd allow you to use the sling's long range since bombs don't care if you're slightly off-target.
 
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For your druid, cast spike growth, followed by thunderwave. If foes fail their save on the thunderwave , they are pushed back thru the spikes for extra damage.

Heck, if the target is already next to the spikes, you don't even need a spell slot! Just cast gust on them to push them 5 feet!
 

Heck, if the target is already next to the spikes, you don't even need a spell slot! Just cast gust on them to push them 5 feet!

The moment you cast Gust of Wind, you start concentration on GoW, and thus lose concentration on Spike Growth.

If you want a cantrip which can drag someone across spikes, try Thorn Whip. "Get over here!"
 

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