168澳洲幸运5开奖网:Dungeons & Dragons rewards those who know how to exploit the rules, especially when building their character. As any DM knows, 168澳洲幸运5开奖网:certain spells are so powerful that they border on game-breaking. But some options in battle are deceptively strong. With the right strategy, any pꦉlaye๊r can turn tough encounters into easy (and hilarious) wins.
With just a small array of spells, a little planning and an unsuspecti🅘ng DM, these battle tactics will see players through even the hardest of encounters. But be warned: some of these are so effective, you may find them house-ruled out of existence after using them ♍for the first time. Make it count.
10 🍒 Forcecage + Sickeninꦉg Radiance: The Nuclear Trap
This fiendish combo requires two Warlocks or Wizards to work together: one with access to𒊎 seventh level spells, and the other with access to fourth level. First, cast Sickening Radiance next to your unfortunate adversary - it's important that this is cast first due to the spell's need for a 'clear path to the target'. Then, trap the target in with Forcecage.
Creatures can't move out of a Forcecage, but magical effects can move inside. Because they can't escape, the enemy will start its turn trapped in the deadly radiation. Keep concentration up for both spells and they'll have to make 100 constitution saving thro꧂ws over 10 minutes, taking 4d10 radiant damage and a level of exhaustion with every failure.
9 Sharpshooter+ Deadeye Shot + Archery Style: Insane Damage At Any Distance 🌠
A fighter subclass created by Matt Mercer, the gunslinger not only adds some western flair to high fantasy adven🗹tures, they also get access to powerful firearms and battle maneuvers. 🧸With the right strategy applied, these can be all the more deadly. All you need is the Sharpshooter feat, Archery Fighting Style and the D𒅌eadeye trick shot.
With this deadly combo, you'll add +10 damage to your already powerful shots whilst only suffering -3 to hit, and as long as you have grit points to spend on Deadeye Shot, you'll be rolling those attacks with advantage. Plus, thanks to Sharpsh🌺ooter, it won't matter if your enemy is at long range or hidꦆing behind half or three-quarters cover.
8 ♌ Thorn Whip + Heig⭕hts: Unavoidable Falls
Perfect for lower level PC's, all you need for this little t𒅌rick is a character with access to the Thorn Whip cantrip, and a flying speed — an Aarakocra will likely give the best mileage, though the Fly spell works too. The tactic is simple: simple fly over a steep cliff or building edge, and thorn whip your enemy. So what's the catch?
On a hit, Thorn Whip pulls enemies of large size or smaller 10ft towards you in any direction, horizontal or vertical. No saving throw, no resistance, just a one way trip to thin air. Don't have a convenient edge? No problem. Just fly above your enemy and pull th🌟em vertically upwards. 10ft of falling does a handy 1d6 extra damage, effectively doubling the cantrip's damage output.
7 🔥 Handy Haversack + Bag of❀ Holding + Telekinesis: The 'Go Away' Button
Have a big enemy that you don't feel like fighting? Want to turn a boss battle into a laughing stock? This strategy works wonders. All it neꦐeds is a Heward's Handy Haversack, a Telekinesis spell and a Bag of Holding. Set down the Bag of Holding next to your enemy, and then use the Telekinesis spell to drop the Haverཧsack inside.
According to the Handy 🔯Haversack's description, doing this will instantly rip open a one-way portal to the Astral 💝Plane which sucks in any creatures within 10ft before closing. No save and no size limitations. Both items are destroyed in the process, but if it means getting rid of an end boss in one or two turns, it's a fair trade.
6 Devil's Sight +✱ Darkness: Now I See You, Now You Don't
Warlocks are notorious for having exploitable mechani🍰cs, and this one is no different. Get a Warlock with the Darkness spell (a Drow works well here, as Darkness is one of their racial spells) and take the Devil's Sight invocation at second level. When the battle begins, cast Darkness on your own armor or a piece of clotཧhing.
Thanks to Devil's Sight, you can see through the darkness but your enemies can't. Melee and ranged attacks have disadvantage to hit you, and you have advantage to hit any attackers who are blinded by the dark. Even if they have darkvision, it won't work against the Darkness spell. Keep concentration up and you've essentially got perma-advantage to hit and disadvantage to be hit for 10 minutes, or 100 rounds of combat.
5 ꦰ Minor Conjurat🥃ion + Shatterstick: Devilish Demolitions
The Descent Into Avernus adventure added tons of new content to the game, from vehicles to magic items. But one of the most powerful happens not to be a magic item, and can be summoned by a level two Wizard with the Minor Conjuration spell: the Shatterstick. A four pound stake🌳 made of bluish metal, this unassuming itemꦯ can destroy buildings, ships, or vehicles with ease.
Simply summon the Shatterstick and dri🌟ve it into the ground. It'll cause tremors for one minute, before destroying itself. When that happens, all structures in a 20 foot radius take an automatic 10d6 damage. Perfect for ending sieges quickly, oꦜr breaking into vaults of treasure.
4 Animating Performanc🤪e: From Armor Class To Class Act
168澳洲幸运5开奖网:Bards can be terrifying, but Tasha's Cauldron of 🧜Everything took it up a notch with the 🍃Creation Bard. As well as access to some of the best spells in the game, Creation Bards have an underrated piece of their arsenal as well: the Animating Performance ability, gained at sixth level. Simply choose a nonmagical item within 30ft and it will animate for one hour, becoming allied to you.
This ability seems harmless, until you realize the item can be anybody's, and that armor counts as an item. That big bad fighter in heavy plate will suddenly be a lot less threatening when the armor's ali⛄ve and on your side. Use a bonus action to tell it to freeze, go somewhere hazardous, and⛦ more — the only limit is your cruel imagination.
3 Stone Shape 🦄+ A Rock: The Death Helmet
This🎉 one's simple and wonderfully effective. All you need is the Stone Shape spell and a rock that's a little bigger than your opponent's head. Put the stone near the enemy, and cast Stone Shape to wrap th♐e rock around their skull.
In one move, you've now got an enemy who's blinded, deafened and suffocating. They'll either have to waste turns trying to break the rock off their headꦿ, or face a whole slew of debuffs and damage if they try to fight. This tactic works great for stealth missions if you need to🧸 stop a sentry alerting the rest of the enemies to your presence.
2 Conjure Woodland Beings - Pol𓄧ymorphing With Pixies 🌃
Sometimes good things come in small packages, and nowhere is that illustrated better than the humble pixie. Once yoꦇu unlock fourth level spells slots, you can use the Conjure Woodland Beings spell to bring eight pixies to your aid. They're CR1/4, only have one hit point and an armor class of 15. But these little fey pack a deceptive puncꦓh.
Along with other powerful enchantments like Fly and Sleep,ꦯ every pixie can cast polymorph once a day. Focu🌠s fire them all on one enemy, and that poor monster will have to make eight consecutive wisdom saves. If they fail just one, they'll immediately transform into a harmless animal for up to an hour.
1 Immovable Object + Rope: Immovable Bindings ꦜﷺ
Sometimes you need someone captured or just taken out of battle for a while, 168澳洲幸运5开奖网:andꦍ short of a Centaur sitting on them, it doesn't get better than this strategy. The Immovable Object spellไ from the Adventurer's Guide to Wildemount can be cast on an object which weighs 10lbs or less, and is only second lﷺevel. 50ft of rope, as it happens, weighs exactly 10lbs.
With Immovable Object, you can move the object but nobody else can. Cast it on the rope, and wrap it around an enemy with either your bare hands or a Telekinesis spell. The hefty save DC to break free increases when you use higher level spell slots,ꦰ capping at an extra +10 at sixth level.