D&D 5E What are your favorite combos?

Darkwing Duck

First Post
Class guides seem to miss what I consider to be the most important part of class building, how class abilities/skills/spells/etc. work together in or out of combat. Further, different classes can pull off team combos which can also have powerful synergy.

What are your favorite combos?
Some of the ones I've found are

Disguise + Friends. Make yourself look like someone else, then cast Friends on someone. That person will now believe that the person you look like tried to control them using magic. Great for spreading dissension out of combat.

Invisibility + Rogue's Sneak Attack Turns a rogue into a cuisinart.

Poison + Cutting Words You may not want to use poison all the time due to the cost, but a well-placed and well-timed spike can disrupt an enemy's rhythm and stop a TPK.

Sorcerer Careful Spell + Stinking Cloud Drop stinking cloud on an enemy mob surrounding your party's melee people. This is, I believe, one of the most powerful offensive combos available in low-level games.
 

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Bane + anything with a saving throw. That spell is just ridiculously powerful. But if you need a particular combo, bane + blindness, since blindness doesn't require concentration and the attack roll penalties synergize.
 

A couple of quick ones that have been on my mind of late:

Conjure Earth Elemental + Stinking Cloud. Earth Elementals are unaffected by heavy obscurement and poison. Requires two concentration slots though, unless the elemental is Planar Bound.

Darkness + Nets. Restrain enemies without disadvantage on your attacks and then retreat so other PCs can kill the enemy with advantage; and the enemy also loses its next action getting free, unless it has slashing weapons. (Too bad Shadow Monks are not proficient with nets.)

Animate Objects + Darkness. Animated Objects are already quite good, but they have blindsight too and they fly, so when you drop Darkness they become even better. (As an aside, the DM equivalent of this combo is Mezzoloths: each of them has blindsight and can cast Darkness twice per day IIRC. Nycaloths etc. are even better.) Potentially works with Conjure Animals (Giant Poisonous Snake), depending on whether your DM allows you to influence the form the animal spirits take.

Extended Aura of Vitality: 140 HP of healing for 5 spell points and a sorcery point. Makes Shield spell almost unnecessary.

Hex (Strength) + grapple + push Prone: render one non-Huge/Gargantuan enemy near-helpless with high probability.

Vampiric Touch + Grim Harvest: 9 HP healing per kill, plus half of 3d6 necrotic per hit. (Scales with spell slots.)

Mage Armor + Conjure Air Elemental: AC 18 Air Elementals. Also works with Moon Druids starting at level 2 (e.g. CR 2 AC 15 Giant Constrictor Snake, CR 1 AC 15 Giant Hyena).
 

Darkness + Devil's Sight + Blink: (for Fey Pact BladeLocks) Cast Darkness on your pact blade, then Blink. On rounds when you Blink away, your Darkness spell goes with you, and it won't interfere with your allies' vision. When you return, the Darkness comes back with you, and you've got Advantage on your attacks.
 

Entangle is a great way to soften up enemies for a variety of follow-up attacks, since the Restrained condition both grants advantage on attacks against the subject and disadvantage on the subject's Dexterity saving throws. If you can pin down a group with an Entangle, then following up with a Fireball or Lightning Bolt will be devastating.
 


Hex from the Warlock + Shove prone/off something from the big strong type, esp. with the bonus action shove from the Shield Master feat.
Very few monsters or NPCs are proficient in Athletics or Acrobatics. Yes they could choose to use the other stat instead but few monsters have high STR and DEX.
 
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As a Ranger with a level in Rogue, I love stacking Sneak Attack, Colossus Slayer and Hunter's Mark for 1d8+2d6 bonus damage.

One of my friends, playing a Druid, introduced me to the epic combo that is Spike Growth + Thorn Whip + Gust of Wind. You drag the enemy towards you through the spikes, then blow them back away so they go through them again, and repeat until everything's dead.
 


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