Ancoulainn
Villager
If you want AoE-control, you can have two spellcasters cast something like Evard's Black Tentacles and Web, but how effective that is does depend a bit on the DMs interpretation.
Web says "The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free."
and
"A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC."
Evard's Black Tentacles says "Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there."
and
"A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
If a creature is restrained by both spells, it depends on whether the DM allows that creature to break free from both spells with one Strength (Athletics) check at the same time or if they can only break free from one at a time. The rules say "A condition doesn’t stack with itself; a recipient either has a condition or doesn’t." But the rules don't say whether the creature can break free from all sources that cause the same condition at the same time or whether the creature has break free from all sources of the condition independently. If the latter is the case and they failed the initial save against both spells, then the only way they get out is by breaking free from Web on their turn with a Strength (Athletics) check while remaining restrained by Evard's and then, on their next turn avoid being restrained again by Web by succeeding on the Dex save and succeeding on a Strength (Athletics) check to break free from Evard's.
Another nice combo is any spell that creates Difficult Terrain, like Hunger of Hadar, and Plant Growth. Plant Growth says "A creature moving through that area must spend 4 feet of movement for every 1 foot it moves.", meaning that it does not create Difficult Terrain itself and therefore, it stacks with difficult terrain. If you now cast Hunger of Hadar on top of Plant Growth, each foot they move now costs them 5 feet of movement, meaning that with an average of 30 feet of movement, they can move only 6 feet on their turn while being blinded within Hunger of Hadar. And with the right invocations, a Warlock could ensure they never get out.
Web says "The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free."
and
"A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC."
Evard's Black Tentacles says "Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there."
and
"A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
If a creature is restrained by both spells, it depends on whether the DM allows that creature to break free from both spells with one Strength (Athletics) check at the same time or if they can only break free from one at a time. The rules say "A condition doesn’t stack with itself; a recipient either has a condition or doesn’t." But the rules don't say whether the creature can break free from all sources that cause the same condition at the same time or whether the creature has break free from all sources of the condition independently. If the latter is the case and they failed the initial save against both spells, then the only way they get out is by breaking free from Web on their turn with a Strength (Athletics) check while remaining restrained by Evard's and then, on their next turn avoid being restrained again by Web by succeeding on the Dex save and succeeding on a Strength (Athletics) check to break free from Evard's.
Another nice combo is any spell that creates Difficult Terrain, like Hunger of Hadar, and Plant Growth. Plant Growth says "A creature moving through that area must spend 4 feet of movement for every 1 foot it moves.", meaning that it does not create Difficult Terrain itself and therefore, it stacks with difficult terrain. If you now cast Hunger of Hadar on top of Plant Growth, each foot they move now costs them 5 feet of movement, meaning that with an average of 30 feet of movement, they can move only 6 feet on their turn while being blinded within Hunger of Hadar. And with the right invocations, a Warlock could ensure they never get out.






