Non Obvious Combos

Post/Author/DateTimePost
#1

Zardnaar

Sep 26, 2014 19:05:39

 Here are 3 combos that may be decent or may be rubbish IDK. I thought I would share them anyway.

 

 I thought I would start this thread to post some hidden combos that are not immediately obvious. For example pole arm master+war caster or sentinel was a bit of an obvious combo. Not sure how good some of these are but here I go.

 

Thief+healing feat. Bonus action healing via use object bonus action.

 

Shieldmaster feat+ enhance ability (str). You ain advantage on strength checks to knock people over. Bonus points if you are proficient in con saves and/or have the warcaster feat as well.

 

Moon Druid+ mounted feat. Have a fighter type ride the party Druid into battle. 

#2

dwgautier

Sep 26, 2014 19:55:29

Necromancer Grim harvest + cleric life domain and cast vampiric touch.  For one minute when you hit with vamp touch you gain half of 3d6 damage plus 5 from life domain +9 if you kill the target (grim harvest)... getting three sources of healing on one action.

 

two levels of warlock for Armor of Shadows, multi class wizard for Arcane Ward from school of abjuration.  now you can top off your Arcane ward with unlimited Mage armors.  

 

Cast awaken (druid or bard) on your 200 gold elephant and now you have an intelegent mount of doom that acts indepent of you and it can speak with you.

 

Cast Bestow curse as a lvl 5 spell so it has no concentration, then move your hex to the target.  Following round cast your 5th lvl scorching ray for 7 attacks that each do 2d6 fire 1d6 necrotic 1d8 necotic for an average of 105 damage (if all attacks hit)as a lvl 10 bard.

 

Moondruid with sentinal feat cast flaming sphere right behind a badguy then bonus action turns into a bear and flanks the bad guy.  Bad guy can't move (as long as you hit with your AOO) and you cook/claw him to death.  Works with wall of fire too!  Also nice trick for a cleric with bladebarrier.

 

 

 

 

 

#3

Litania84it

Sep 26, 2014 20:46:33

Minor illusion (or major cast as a higher level, thus not requiring concentration) + hex= disadvantage on intelligence checks to make the enemies' investigation checks to disbelieve the illusions very unlikely. Add cutting words from lore bard if needed. the best illusionists are bards and warlocks.

#4

Corwyn77

Sep 26, 2014 23:46:07

dwgautier wrote:
#5

Demosthenes2054

Sep 27, 2014 8:06:02

Find Familiar with the open arcane trickster spell nets you advantage on attack rolls as long as your owl familiar stays alive.  Makes a fantastic scout too.

 

Polearm Master + Duelist is basically TWF with better damage, better AoO, and a shield.  Works especially well on a ranger.

 

Sentinel + Mirror Image,  not sure on this but it looks legit.  Another fun Arcane Trickster combo if so.

 

Riposte + Sneak Attack

 

Barbarian + Shield Master, kinda obvious but two-handed bias kept this off my radar for awhile

 

 

#6

gnome_in_denial

Sep 27, 2014 9:40:42

Can you explain what you mean by Sentinel + Mirror Image?

What about that combo seems particularly powerful?

#7

Ashrym

Sep 27, 2014 9:44:54

 

Deception plus messag

#8

Undrhil

Sep 27, 2014 11:03:33

Find Familiar (any familiar that doesn't provoke OAs) plus any touch healing spell means you can get the better healing to your allies from range.

 

That tactic can also be applied to touch attacks, but I think that's the obvious use.

 

 

#9

dwgautier

Sep 27, 2014 11:11:29

Undrhil wrote:
#10

mellored

Sep 27, 2014 11:29:42

True Polymorph + True Polymorph = Turn any object (like a rock) into a creature (like a rat), then any other object (like a diamond).

#11

mellored

Sep 27, 2014 11:32:00

Undrhil wrote:
#12

mellored

Sep 27, 2014 11:33:30

Disonant Whispers + Rogue = commander's strike.

#13

dwgautier

Sep 27, 2014 11:58:49

mellored wrote:
#14

Yunru

Sep 27, 2014 12:02:13

How does that make it quicker?

One of the Warlock's special familiars can turn invisible at will. Thus the earliest a Warlock can do it is the earliest a Warlock can learn Contagion. Thus if Contagion can be known at lvl10, the Warlock can do it at level 10.

#15

dwgautier

Sep 27, 2014 12:24:08

Contagion is not on the spell list for warlocks

#16

dwgautier

Sep 27, 2014 12:33:39

Only druids and clerics get contagion as a lvl 5 spell.  Thus they get it at lvl 9 character level.  With the stated combo above it would take 3 levels of warlock and 9 of druid or cleric to get the combo.  A bard can take all the spells needed at lvl 10, thus getting the combo sooner.  

 

I do agree that invis at will is much better and less set up.

 

I thought I just had...

 

Could a familiar (improved or normal) just help action its master?  The example would be this, the familar flies/walks up to the bad guy and uses the help action on the familiars intitiative turn.  Then on the wizards initiative turn cast contagion (or any touch spell) through the familiar with advantage from the help action the familiar gave.

 

I'm going to reread all the areas in the book on this.. but it seems legit.

#17

awaken_D_M_golem

Sep 27, 2014 13:05:57

Barb 6 Eagle + FightBM 7 = early weird Divination leader.

Way more reliable/repeatable than the Contact Other Plane 5 spell.

#18

dwgautier

Sep 27, 2014 13:15:56

awaken_D_M_golem wrote:
#19

awaken_D_M_golem

Sep 27, 2014 13:31:18

Zardnaar wrote:
#20

Demosthenes2054

Sep 27, 2014 13:43:56

gnome_in_denial wrote:
#21

Danny_Montanny

Sep 27, 2014 17:55:31

Dunno how obvious this is, but Grim Harvest + Hex. You'll be casting Hex at higher levels with Pact Magic, so the healing will increase to 10 every time you kill someone you've Hexed. It's not earth shattering healing, but it'll help you stay alive.

 

This is something I thought about when I was building a disciple of Orcus.

#22

FrogReaver

Sep 27, 2014 23:37:53

Wizard Arbjurer Shield + Armor of Agathys + Infinite mage armor casts from warlock to get the arbjurer shield back.  

 

(Enemies should have to take off your arbjuerer shield first before they take away armor of agathys temp hp).

It should help deter enemies from attacking you since you  will keep shield hp so ur temp hp from armor of agathys will last longer and everytime you are hit an enemy will take 5 dmg.

#23

M_Aurelius

Sep 28, 2014 4:42:36

This is great. What about synergistic combos between two party members? 

#24

Elfcrusher

Oct 23, 2014 11:21:17

Demosthenes2054 wrote:
#25

SterlingRat

Oct 23, 2014 11:36:19

I'm not sure if this one counts as obvious or not...

 

War Caster (AoO with a spell) + Pole Arm Master (AoO when entering melee range) + Eldrich Blast / Repelling blast = AoO pushes enemy back 10ft when they close on you.

 

Made better with Sentinel (that's the one that reduces speed to 0 on an AoO hit, right?). a single melee opponent won't be able to reach you.

#26

Varisthenes

Oct 23, 2014 11:39:55

Elfcrusher wrote:
#27

mellored

Oct 23, 2014 12:46:09

Bear barbarian / cleric.  Cast warding bond on all your allies, and then rage.

 

Or warding bond + ancient paladin 7.

#28

TedJMill

Oct 23, 2014 20:08:17

dwgautier wrote:
(Reply to #22)

BlinkBlink

FrogReaver wrote:
#30

BlinkBlink

Oct 23, 2014 21:58:40

OK, how about this? Armor of Agathys + Warding Bond. Cast AoA using, say, a 4th level slot for 20 tHP. And cast Warding Bond on yourself (you wear both rings so that the damage loops, dividing in half each time). Get hit for 16 damage -> take 8 (deal 20) -> take 4 (deal 20) -> take 2 (deal 20) -> take 1 (deal 20). You just dealt 80 damage using no actions and you still have 5 tHP left, so you can do it again dealing at least another 20 damage.

#31

IxidorRS

Oct 23, 2014 22:34:50

BlinkBlink wrote:
(Reply to #31)

BlinkBlink

IxidorRS wrote:
#33

Undrhil

Oct 23, 2014 23:21:30

Take the Lucky feat and be a Wild Sorcerer.  Whenever you use Tides of Chaos to give yourself advantage on an attack, skill check, or ability check, you can also throw Lucky out there, probably after you resolve the advantage roll.  This way, if you roll two lousy dice with advantage, you still have a chance to get a good roll out there.

#34

Zardnaar

Oct 24, 2014 14:13:36

SterlingRat wrote:
#35

Undrhil

Oct 24, 2014 21:03:57

Sentinel doesn't work with War Caster because War Caster allows you to cast a spell in place of making an oppotunity attack.  And Sentinel requires you to hit with an opportunity attack in order to stop movement.  Now, it would work for making either opportunity attack, it just won't drop the target's speed to 0 if you replace the opportunity attack with a spell.

#36

BRJN

Oct 25, 2014 13:26:07

M_Aurelius wrote:
#37

Yunru

Oct 25, 2014 13:34:27
Monk and Sorcerer 15/Warlock 3/Fighter 2. Monk runs up and attempts to Stun targets, Sorcerer Nova's now consists of at least 12 attacks with advantage.
#38

Lawolf

Oct 25, 2014 15:33:47

Hold Person + Barbarian

All attacks that hit a paralyzed enemy are critical hits. Barbarians get extra damage on critical hits.

 

Cleric/Druid/Bard + Find Familiar

Owls flyby attacking using Contagion for extra long range Win Button.

 

Rogue + Find Familiar + Sentinel

Your familiar Helps you giving you advantage on every attack. If an enemy attacks your familiar, they provoke an attack from you which gets your sneak attack damage added to it. 

 

#39

mellored

Oct 25, 2014 18:45:36

Lawolf wrote:
#40

raleel

Oct 25, 2014 20:46:59

mellored wrote:
#41

BRJN

Oct 27, 2014 17:00:08

party synergy (maybe)

 

- Monk unloads ki on BBEG, leaving him stunned and dropped his weapon/wand/spellbook

- Owl Familiar flies over, swoops down on Gadget, grabs it, races away.  With Flyby Attack, no counter-attack.  (Also works with other familiars, I suppose.)

#42

whitishknight

Oct 27, 2014 17:58:32

I read about this one:

A diviner wizard can use magic jar on any days where his/her portent roll is sufficient to succeed on the Charisma saving throw to not die.

#43

IxidorRS

Oct 29, 2014 20:03:23

The Compelled Catch 22
Paladin
Compelled Duel

Polearm Master

Shield Master

 

Comelled Duel to give disadvantage on a creature if it attacks someone other than you

Shield Master to shove the target 5' away from you after attacking it

Polearm Master so that the target either attacks someone else at disadvantage or walks into your reach and takes a Polearm Master reaction attack.

#44

Yunru

Oct 29, 2014 15:45:15
Tag Team death: Contagion (Con ST disadv) + Quivering Palm.
#45

whitishknight

Oct 29, 2014 16:53:43

I'm pretty sure that feeblemind allows you the opportunity to command pretty much any undead with the Necromancer's level 14 ability.

#46

Psikerlord

Oct 29, 2014 17:06:24
further to Lawolf's example of a Barb getting extra crit dice vs paralyzed foes- just a note that this works with half-orcs too, who get a bonus dice on crits, even if not barbarian.
#47

Elfcrusher

Oct 31, 2014 6:03:56

Has anybody mentioned Paladin's Crusader's Mantle + Necromancy Wizard?  (Ok, "non-obvious" in multiple ways...)

#48

IxidorRS

Oct 31, 2014 7:09:17

Elfcrusher wrote:
#49

Elfcrusher

Oct 31, 2014 7:25:08

IxidorRS wrote:
#50

MaplessManiac620

Oct 31, 2014 21:31:46

Elfcrusher wrote:
#51

mellored

Nov 01, 2014 7:28:38

MaplessManiac620 wrote:
#52

Elfcrusher

Nov 01, 2014 7:41:55

Ha!  Evil Vengeance Paladin/Necromancer is one of the few multiclass builds that actually appeals to me.  

 

When is there going to be a "Death" Cleric?

 

EDIT: Hey!  Whaddya know?

#53

ShinQuickMan

Nov 03, 2014 15:12:52

More Paladin Necromancer goodness: Aura of Vitality is one of the few (if not only) healing spells which doesn't explicitly fail to work on constructs or undead.

#54

Danny_Montanny

Nov 04, 2014 7:38:43

Aura of Hate + Lifedrinker gets you double Charisma mod damage added to your melee attacks with your Pact Blade. This could be early as 12th level depending on how you feel about Invocations. With the feat you could be doing up to +25 damage with each heavy weapon attack.

 

My Knight of Orcus concept just got a lot more interesting.

#55

mellored

Nov 04, 2014 8:37:18

Scying + Divination.

 

You can replace the die roll of any creature you SEE. 

You can help the paladin sneak into the palace while you sit in the tavern.

(Reply to #55)

Clutchbone

mellored wrote:
#57

Morukai

Nov 04, 2014 19:10:32

whitishknight wrote:
#58

cowleymen

Nov 04, 2014 19:35:53

Barbarian/Paladin, lots of rage bonuses to melee, agument damage with smite. Paladin spells arent really used. Add two level of fighter for action surge, and wreck on a nova with auto-advantage, and double smites

#59

IxidorRS

Nov 05, 2014 6:37:23

Danny_Montanny wrote:
#60

diplomancer

Mar 06, 2015 13:55:20
Actor + disguise kits + friends making two of your mutual enemies start hating each other
#61

FuelDrop

Mar 06, 2015 16:06:13

Half orc assassin.

 

Half orcs deal extra damage on critical hits. Assassins auto-crit if they get the drop on people.

#62

FrogReaver

Mar 06, 2015 17:51:13

Zardnaar wrote:
#63

mellored

Mar 06, 2015 18:28:23
assassing + lightning arrow.
#64

Byakugan01

Mar 07, 2015 0:09:49

Warlock casts hunger of hadar, wizard casts wall of fire in a circle around the black sphere.    Anything that makes it out takes a bunch then gets pummeled by the fighters then gets punted back in by repelling blast or thunderwave. 

 

 

#65

Zardnaar

Mar 07, 2015 0:30:06

Found a new one a few weeks back.

 

Shieldmaster feat+enahance ability is kind of an old one but hex can be added to the mix. You get advantage to knock them over they get disadvantage on the opposed check.  Once down pummel on them,

#66

FunkySpunk

Mar 07, 2015 5:52:40

FuelDrop wrote:
#67

Byakugan01

Mar 07, 2015 14:29:13

Half orc racial only adds 1 extra damage die.   So you are most likely looking at 1 extra d8 or d6. 

 

Not really worth playing half orc just for that. 

#68

Zarton

Mar 07, 2015 14:41:36

Mediium size grappler build (probably bear totem barbarian in rage)+ enlarge person/growth potion = Can grapple  and knock prone Adult dragons (IE huge size creatures)

Get a healer involved with sufficent distance for heals as well = Enraged DM as plot point dragons die.

(Reply to #48)

RubenRybnikk

IxidorRS wrote:
#70

BRJN

Mar 07, 2015 17:19:36

mellored wrote:
#71

Yunru

Mar 07, 2015 17:23:50
Sure "Javelin of Lightning". Definitely not a railgun. Nope, just a magic javelin.

The difference is a railgun's not just going to be picked up by the BBEG you threw it at.

#72

Zakharock

Mar 08, 2015 6:39:12

Store all Spell Glyph you want in a demiplane room.

#73

SterlingRat

Mar 30, 2015 7:28:04

Here is one my Ancients paladin and another player's Warlock stumbled on... Ensnaring Strike and Hex. With ensnaring strike, they get an initial Str save, but every turn after the initial save is not a save to escape, they use their action to make a str check to escape, which hex can give disadvantage on. Granted, it's 2 concentration spells so one character can't do it alone, but we had the Big Bad fail the initial save at the end of one of our AL games, then he failed the Str check 3 times while everyone shot him with ranged weapons. I even had my channel divinity snare ready to go in case he did manage to break out with disadvantage, but he never did.

 

Zardnaar wrote:
#74

WanderingBard

Mar 30, 2015 10:27:47

Sniper (or spell sniper?) + assassin, fire an attack, spell, (or a skill feature?) from insanely long range. Instantly KO enemy with ridiclous damage.

#75

PSusac

Apr 04, 2015 0:09:42

Familiar + Misty Step + Drill

 

Drill a hole in a wall/door.  send familiar through (bat and spider work well), switch senses to the eyes of the familiar and cast misty step to enter the area beyond the wall.

#76

Undrhil

Apr 04, 2015 2:29:54

Hex works well with anything which makes an enemy use an ability check, especially if the ability check is non-negotiable, unlike a grapple check which allow them to use either Athletics or Acrobatics.  So, how to best use it?

 

Well, there are several scenarios:

If you know you are going to pick a fight with someone, throw Hex out there and choose Dexterity.  Initiative is a Dexterity ability check and will have disadvantage when they roll.

If you are trying to sneak past a guard, throw Hex out there (from your hiding place?) and choose Wisdom.  Perception with disadvantage equals -5 to passive perception.

Being chased by a mook and facing a wall?  Throw Hex and choose Strength, then go climb that wall and hope you don't botch.  They will have disadvantage on the climbing checks to follow you, assuming they don't have a climb speed somehow.

Interrogating someone and they won't talk?  Give them Hex and choose Constitution, then dunk their head underwater.  When they start failing Con saves to breath, I bet they start talking (or the DM is a prick.)

Contingency: Hex - Intelligence on an enemy searching your lair.

Hex a bad guy who is starting to get chatty and choose Charisma, before they can start using Persuasion or Deception on you.  (This one works best with Subtle spell from the Sorcerer's Metamagic feature, I think.)

#77

messy6

Apr 29, 2015 21:42:56

Crossbow Expert + Sharpshooter + Battlemaster Fighter = Big damage as early as level 4. Use trip attack to knock over monster (1d6 + DEX + 1d8), run over to get within 5 feet so you have advantage then use the bonus action hand crossbow attack with sharpshooter power attack (1d6 + DEX + 10), rinse and repeat. With archery fighting style, sharpshooter's power attack should hit nearly every time thanks to advantage.

#78

Guest1484090327

Jun 15, 2015 5:23:32

get a half orc wrestlng shaman + give it a halfling assassin, Boom. Stealth bomber

#79

SirCabbage

Jun 17, 2015 12:18:30

Here's a few I've pulled off with my Druid.

 

Moon Druid

Conjure Minor Elementals (Magmins)

Shapechange into Earth Elemental, throw magmins.

Result: Rock Tank firing living explosive rounds.

 

Conjure Animals (sea creature)

Shapechange into Water Elemental, carry chosen animal within you and whelm.

Result: Water sharknado

Note: I'm not sure, but you may be able to house a water weird inside you using you as a water source.

 

Conjure Fey Creatures (Pixies)

Pixies cast shapechange on allies. Cast fly on allies if any Pixies still have a spell to cast.

Shapechange

Result: A squad of flying Tyrannosaurs.

#80

BRJN

Jun 19, 2015 18:36:29

Bane + anything that gives Disadvantage = roll d20 twice, use the worse roll, and subtract MORE from that !

 

My group's new Bard did this to a Troll who was Restrained by another players' attack.  It COULD NOT get out of the tangle, and the PCs just backed away 20 feet and covered it with arrows. 

When the troll went down (< 0 HP), one guy ran up and smacked it with a lit torch for 1 HP Fire damage to shut off its Regeneration.

 

(Had I thought of it, I would have described the porcupine-troll ... but I didn't think of it until the next morning.)

 

#81

Ashrym

Jun 19, 2015 21:53:54

 

Glyph of warding plus raise dead or resurrection. If the guy who normally raises is dead his team can take him to the designated area to effectively raise or resurrect himself.