It's a high level combo, but one of my favorites I call Time Delayed Blast. Use Time stop and take as many turns as you are given to cast Delayed Blast Fireball. Granted it's a concentration spell so it would be up to DMs discretion if the blasts go off during the timestop or after. But for the sake of the combo and my understanding of the spells, let's say they don't detonate until time returns to normal. Each Blast gains an additional 1d6 damage if they have not detonated by the end of your turn. Timestop allows you to immediately take 1d4+1 turns in a row so each Blast would be empowered once time begins to flow again. So you're looking at 2-3 20ft radius explosions that reach around corners doing anywhere from 13-16 d6 fire damage a piece with little to no time for reaction.
Good vid as usual Lee! I'll share a combo as well: "this is going to hurt you more than it's going to hurt me" magic missile + summon construct (clay) position your clay construct beside an enemy. upcast a magic missile but decide to send 1 dart towards your clay construct (they will take 1d4 +1). send the remaining darts towards the target. the clay construct can do a reaction slam attack in response to the dmg towards your enemy along with its normal set of attacks and your magic missile dmg.
@@trexdrew ah that barely happens. i play at an optimized table. it's very rare that someone plays melee. usually it's me. all my other players like playing casters. the ones in melee are typically summons/pets.
@@ThisCrits yeah it's something different. not only does it look thematically (i imagine the magic missile charging the construct much like electricity charging transformers/iron man) but numbers wise the dmg of the atk of the construct is stronger than a single dart. the combo of course assumes a captain magic missile build, no other melee party members and that the enemy is typically a ranged attacker/caster or otherwise wont bother normally hitting the construct in melee (like suffering from disadvantage). but yeah if that enemy is not otherwise hindered from hitting the construct and the construct would get hit alot, then yeah just direct all the missiles to the target.
It's super high level, but personally, I'm partial to the Microwave. Step 1: Forcecage the enemy. This is the point of failure for this spell, as if they lack teleportation, their only option for escape is to make the initial saving throw. Step 2: Sickening Radiance. Constant radiant damage over 100 rounds, and due to the exhaustion effects, 6 failed saves result in death. That's 6 out of 100.
yeah this is passe already and as you said it's high level. I'm partial to the lower level version of this: wall of force + sacred flame. doable at level 9-10. Step 1: wall of force of the enemy. if they can't teleport or break your concen, they're dead. Step: 2: finish the combat. Step 3: sacred flame everyone inside wall of force until they die. that's 100 rounds to obliterate the hp of everything inside at the rate of dex save or take 2d8. on average anything that has less than 450 hp won't survive.
What about the meat grinder combo of spike growth+eldrich blast? This combo can also be used with cloud of daggers, spirit guardias, thorn whip, or lightning lure.
The only issue with your “murder of crows” is that they can’t attack and you can only cast a spell through one familiar in the flock per turn even if you have enough action economy to cast multiple spells. So it’s not really a murder of ass kicking birds since they’re just going to do the same thing as if you’d cast flock itself. The funny thing about mental ruin is that they build off of each other too. Mind sliver causes them to subtract the d4 from their save of Bane and each subsequent casting of mind sliver is going to proc Bane. Synaptic Static also accomplishes this same effect just with a d6 and much more damage. You could sub out either spell for static in this case and it’s just the nastiest thing around. I’ve had it done to me by my PCs and it’s not the most fun thing out there 😅 Blooming amulet is actually pretty cool though very niche in application frequency Silenced knock also would work with say thunderwave or thunderclap You’re right about sanctified armor it’s not the most important combo but it’s protection when you really need it Combos that are very powerful I’ve had used on me as a forever DM: Slow + any terrain spell that requires you to stay in it. My PCs have used it with web and sickening radiance both of which are awful to slog through. Not a spell but sovereign glue + immovable rod is pretty funny. Glue the creature’s skin or most difficult to remove piece of armor to the rod and you’ve got a makeshift prison for your enemies. Grease + any fire spell is a classic combo. Guardian of faith + wall of fire in a more confined space is super crazy. If they want to get out on one end they need to deal with the guardian and take radiant if they fail which guardian isn’t concentration. If they want to leave from the other end they need to deal with the fire.
Hmm, maybe I should have called it "mildly annoying crows" hahaha But yea thats definitley a good call out. Personally, my favorite combo in this list was Mental Ruin. Like you mentioned regardless of how you start it off the combo builds off one another and its just soooo strong. Synaptic static is also one of my favcorite spells lol. I really wanted to use a combo with wither and bloom lol. Armor of Agathys is one of my favorite spells too. I'm noticing a reocuring theme in these videos... Throw slow on top of any terrain spell and your in for a bad day. I don't usually bring it into these combos because it requires a save and its possible its a wasted slot where you can gaurentee it with multiple slow effects but your right. Slow + anything is impossible to get out of. I love this idea but soverign glue is just soo damn rare its super niche, but the idea is top notch lol. Grease+Fire I always forget about. Does grease catch on fire? If so I am surprised I never looked into it lol. I am a sucker for wall spells and wall of fire is a favorite of mine because it can keep dealing soo much damage. I love that idea.
@@ThisCrits it isn’t explicitly stated like web so you’re going to need a DM’s approval but it’s one of those things where it’s said by like everyone as a fun way to use it. Probably one of the more common house rules. But ultimately you’re right it’s not a real one like the others, it’s just so commonly brought up in my experience I forget it isn’t actually stated in the spell. 😅
The only issue I see here is Silenced Knock. Silence prevents the casting of spells that have the verbal component, I guess you could Subtle Spell cast Knock for this to work but unless you have that feature it's a no-go.
I don't know if you know about this one, but the Chronurgy wizard can cast private sanctum into his arcane abeyance and then maze someone (doesn't allow any initial saving throw) then on the same round the familiar can release private sanctum. Thus completely removing a single foe for 24 hours without requiring concentration.
this is creative but very high level. and tbh not too effective as after they escape the maze they can just walk through the sanctum barrier. so yeah they wont be locked there for 24 hrs. they'd just be forced to make that intelligence check and not easily escape by plane shifting/teleporting.
@@TheRobversion1 no. Private sanctum prevents them from traveling back into the area created by private sanctum. It blocks planar travel, and teleportation, so even if they escape they're stuck. It is high level, but it instantly removes someone for 24 hours. No save. Meaning you could literally do a long rest and regain spells before they came back.
@@ThisCrits I believe the opponent could still travel to another plane, just not into the area created by private sanctum of course. That's reasonable, to me. Considering you're using a 4th and 8th level spell slot just to non-lethally deal with one target, I think it's reasonable to let it work in most cases. But I can see some DMs coming up with some justification for it not working. I've only seen a few arguments against it and none of them are very solid.
@@ArvelDreth just doublechecked. fair enough. didn't remember that maze was another plane instead of just a pocket dimension in the same plane. so agreed it works and it's great. still too high level though. the concept though can be doable at a lower level with banishment instead of maze.
It's a high level combo, but one of my favorites I call Time Delayed Blast. Use Time stop and take as many turns as you are given to cast Delayed Blast Fireball. Granted it's a concentration spell so it would be up to DMs discretion if the blasts go off during the timestop or after. But for the sake of the combo and my understanding of the spells, let's say they don't detonate until time returns to normal. Each Blast gains an additional 1d6 damage if they have not detonated by the end of your turn. Timestop allows you to immediately take 1d4+1 turns in a row so each Blast would be empowered once time begins to flow again. So you're looking at 2-3 20ft radius explosions that reach around corners doing anywhere from 13-16 d6 fire damage a piece with little to no time for reaction.
Needs DM fiat to override pretty explicit RAW. Just cast Meteor Swarm, it's less resource intensive.
Good vid as usual Lee! I'll share a combo as well:
"this is going to hurt you more than it's going to hurt me"
magic missile + summon construct (clay)
position your clay construct beside an enemy. upcast a magic missile but decide to send 1 dart towards your clay construct (they will take 1d4 +1). send the remaining darts towards the target. the clay construct can do a reaction slam attack in response to the dmg towards your enemy along with its normal set of attacks and your magic missile dmg.
I guess your friends better hope they’re not in melee over there too or else they could become targets 😅
Thanks Rob!
I have to say that is an incredibly different type of combo hahahah Althought I love the entire idea behind it!
Just hit them with the magic missles! Saves an entire step!
@@trexdrew ah that barely happens. i play at an optimized table. it's very rare that someone plays melee. usually it's me. all my other players like playing casters. the ones in melee are typically summons/pets.
@@ThisCrits yeah it's something different. not only does it look thematically (i imagine the magic missile charging the construct much like electricity charging transformers/iron man) but numbers wise the dmg of the atk of the construct is stronger than a single dart.
the combo of course assumes a captain magic missile build, no other melee party members and that the enemy is typically a ranged attacker/caster or otherwise wont bother normally hitting the construct in melee (like suffering from disadvantage). but yeah if that enemy is not otherwise hindered from hitting the construct and the construct would get hit alot, then yeah just direct all the missiles to the target.
It's super high level, but personally, I'm partial to the Microwave.
Step 1: Forcecage the enemy. This is the point of failure for this spell, as if they lack teleportation, their only option for escape is to make the initial saving throw.
Step 2: Sickening Radiance. Constant radiant damage over 100 rounds, and due to the exhaustion effects, 6 failed saves result in death. That's 6 out of 100.
Ahh yea I c overed this one in an earlier combo video I made. Its a classic!!!
yeah this is passe already and as you said it's high level. I'm partial to the lower level version of this: wall of force + sacred flame. doable at level 9-10.
Step 1: wall of force of the enemy. if they can't teleport or break your concen, they're dead.
Step: 2: finish the combat.
Step 3: sacred flame everyone inside wall of force until they die. that's 100 rounds to obliterate the hp of everything inside at the rate of dex save or take 2d8.
on average anything that has less than 450 hp won't survive.
One of my favorite combos is Watery Sphere and Otiluke's Freezing Sphere. I like both spells, and I love them together.
I love Freezing Sphere with any water spells! Its literally a frozen nuke lol!
i love watery sphere too. great persistent control. i like it with command: sing or psychic lance.
What about the meat grinder combo of spike growth+eldrich blast? This combo can also be used with cloud of daggers, spirit guardias, thorn whip, or lightning lure.
I went over this combo in another combo video. Actually I think I went over multiple variations of thie combo because its soo good lol.
The only issue with your “murder of crows” is that they can’t attack and you can only cast a spell through one familiar in the flock per turn even if you have enough action economy to cast multiple spells. So it’s not really a murder of ass kicking birds since they’re just going to do the same thing as if you’d cast flock itself.
The funny thing about mental ruin is that they build off of each other too. Mind sliver causes them to subtract the d4 from their save of Bane and each subsequent casting of mind sliver is going to proc Bane. Synaptic Static also accomplishes this same effect just with a d6 and much more damage. You could sub out either spell for static in this case and it’s just the nastiest thing around. I’ve had it done to me by my PCs and it’s not the most fun thing out there 😅
Blooming amulet is actually pretty cool though very niche in application frequency
Silenced knock also would work with say thunderwave or thunderclap
You’re right about sanctified armor it’s not the most important combo but it’s protection when you really need it
Combos that are very powerful I’ve had used on me as a forever DM:
Slow + any terrain spell that requires you to stay in it. My PCs have used it with web and sickening radiance both of which are awful to slog through.
Not a spell but sovereign glue + immovable rod is pretty funny. Glue the creature’s skin or most difficult to remove piece of armor to the rod and you’ve got a makeshift prison for your enemies.
Grease + any fire spell is a classic combo.
Guardian of faith + wall of fire in a more confined space is super crazy. If they want to get out on one end they need to deal with the guardian and take radiant if they fail which guardian isn’t concentration. If they want to leave from the other end they need to deal with the fire.
Hmm, maybe I should have called it "mildly annoying crows" hahaha But yea thats definitley a good call out.
Personally, my favorite combo in this list was Mental Ruin. Like you mentioned regardless of how you start it off the combo builds off one another and its just soooo strong. Synaptic static is also one of my favcorite spells lol.
I really wanted to use a combo with wither and bloom lol.
Armor of Agathys is one of my favorite spells too. I'm noticing a reocuring theme in these videos...
Throw slow on top of any terrain spell and your in for a bad day. I don't usually bring it into these combos because it requires a save and its possible its a wasted slot where you can gaurentee it with multiple slow effects but your right. Slow + anything is impossible to get out of.
I love this idea but soverign glue is just soo damn rare its super niche, but the idea is top notch lol.
Grease+Fire I always forget about. Does grease catch on fire? If so I am surprised I never looked into it lol.
I am a sucker for wall spells and wall of fire is a favorite of mine because it can keep dealing soo much damage. I love that idea.
@@ThisCrits it isn’t explicitly stated like web so you’re going to need a DM’s approval but it’s one of those things where it’s said by like everyone as a fun way to use it. Probably one of the more common house rules. But ultimately you’re right it’s not a real one like the others, it’s just so commonly brought up in my experience I forget it isn’t actually stated in the spell. 😅
@@ThisCrits yeah grease + fire stuff is an old edition combo. it doesn't work in 5e.
... Familiars can not attack. Explicitly written, can not attack.
Lest your a pact of the chain
@@Spiceodog All hail the pact
I meant to mention pact of the chain but tooooootttallllly forgot lol
I cant believe I forgot to mention Pact of the chain.
The only issue I see here is Silenced Knock. Silence prevents the casting of spells that have the verbal component, I guess you could Subtle Spell cast Knock for this to work but unless you have that feature it's a no-go.
True but the range of knock is also 60 ft. Its not impossible to do it from a far enough distance to make it valid!
@@ThisCrits AH! I see B) well it looks like my horizons just expanded!
You cast mental ruin in the wrong order. If you cast mind sliver first, the target uses the -1d4 on the save for bane. Bane has to be cast first.
Cool combos
Question: level 5 bard picks up a level 3 spell, what would you take?
Definitley depends on the type of bard but I really like Hypnotic Pattern.
hypnotic pattern for me as well.
How about sickening radiance and force cage?
The classic Microwave! I think I covered the in like my 4th combo video!
well, knock has verbal components, so silence actually keeps you from using it
Pretty sure the combo entails you casting Knock from outside the silence range
Silence isnt meant to silence the verbal component, its meant to silence the loud knock creted by the spell.
Yep!
a c t i o n e c o n o m y
I don't know if you know about this one, but the Chronurgy wizard can cast private sanctum into his arcane abeyance and then maze someone (doesn't allow any initial saving throw) then on the same round the familiar can release private sanctum. Thus completely removing a single foe for 24 hours without requiring concentration.
this is creative but very high level. and tbh not too effective as after they escape the maze they can just walk through the sanctum barrier. so yeah they wont be locked there for 24 hrs. they'd just be forced to make that intelligence check and not easily escape by plane shifting/teleporting.
@@TheRobversion1 no. Private sanctum prevents them from traveling back into the area created by private sanctum. It blocks planar travel, and teleportation, so even if they escape they're stuck. It is high level, but it instantly removes someone for 24 hours. No save. Meaning you could literally do a long rest and regain spells before they came back.
Well now I need to look this up. It sounds pretty damn strong lol
@@ThisCrits I believe the opponent could still travel to another plane, just not into the area created by private sanctum of course. That's reasonable, to me.
Considering you're using a 4th and 8th level spell slot just to non-lethally deal with one target, I think it's reasonable to let it work in most cases. But I can see some DMs coming up with some justification for it not working. I've only seen a few arguments against it and none of them are very solid.
@@ArvelDreth just doublechecked. fair enough. didn't remember that maze was another plane instead of just a pocket dimension in the same plane. so agreed it works and it's great. still too high level though. the concept though can be doable at a lower level with banishment instead of maze.