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.
Some tricks I used early game:
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…
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.
Hex puts a disadvantage on checks, not saves
Wow, I checked it, and you’re right. The combo of misreading AND apparently I’ve been getting abnormally lucky on opposing saves to not clue me in to the misunderstanding.
Hahhahaha…#3. Cloud of daggers taught me how smart goblins are not.