So I’m familiar with DOS: EE and the element mechanics of combat, but I’m not sure if that applies to DnD 5e.
But last night I threw a fireball cantrip at a group of goblins standing in grease, and what do you know but the whole gang go up in flames!
Does anyone know of other great spell or skill combinations you can use, especially to deal with groups?
Also what are your go-to combat setups?
I’m currently running a Druid, Cleric, Warlock, Fighter so if you can think of combinations from those classes that would be great too.
I got a pouch on my spellcaster, it contains scrolls of every kind I’ve found. I also got a pouch on my main ranged, it contains a few of each arrow type. I add the pouch to the hotbar to have them easily open midcombat. And a third one for throwables. Whenever I switch party members, which I often do, i only have to drag over one pouch and re-hotbar it. That way I have always available every kind of elemental combination whenever I need. Which I promptly forget and end up fighting mostly with swords.
But its darn useful when I get a fight I cant win with swords. A cheap but fun one is create water over a big area, one ice arrow, and a rogue with anti-slip boots.
Enlarge/reduce an enemy. Have your fighter pick them up and use them as a weapon on the other enemies. Bonus if you have tavern brawler.
And when your run out of enemies to hit with the one you’re holding? Hit the floor with it. If the floor is on fire they take bludgeoning and fire damage.
Good times.
Haven’t tried grabbing or throwing enemies, but if a chasm or big fall is available, I’m guessing you could yeet them when you’re done with them?
Push + Chasm.
Enemies know about it, too. 🤕
I did this in one of the first boss fights while rescuing the Druid in early game. I pushed an underling off a ledge into the Giant Spider pit which kited them into the battle and drew the bosses agro allowing me time to finish off most of the underlings before focus firing.
That was a fun fight.
EDIT: Disregard 2, it’s the ability checks that are impacted, not saves. I didn’t notice I’d misread due to getting abnormally lucky during enemy saves and not noticing the difference. Being that it’s just ability checks impacted, IMO you should be targeting enemy shoves and jumping instead.
Some tricks I used early game:
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Keep an eye out for alcohol and oil barrels. A surprising number of fights break out near them, and a ranged breaking shot for the barrel, and following up with a Fire Bolt to the puddle…
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If you’re running a warlock, don’t forget, Hex isn’t only for you. Yes, you do extra damage with melee/ranged/cantrips/et cetera while Hex is active, BUT, you also put a stat-save disadvantage on that enemy too.
Multiple spells allow specific-ability saves to their targets, and lower or negate effects if the target passes them. Those spells are often power-checked by said save… and they become STUPIDLY powerful if a creature suddenly can’t pass that saving throw.
This effect impacts several spells from attack cantrips on up. Be sure to know the spells the rest of the team is slinging, and choose the appropriate save disadvantage to give your opponent a very bad day. -
Try to have enemies commit to coming at you through choke points, and if they do… having some of your guys work together to drop restraining/difficult terrain AOE spells (Entangle, Grease, Web) plus continuous damage AOE spells (Cloud of Daggers, Cloudkill, Wall of Fire) into said choke point equals a blender of doom for the bad guys.
Create water in an area with enemies, hit someone there with a lightning attack, enjoy the electrocution of your foes
So can you hit an enemy standing over water, or do you have to target the ground?