Whether we know it or not, one of the reasons players sit down to play 168澳洲幸运5开奖网:Dungeons & Dragons is to work together with others as a team. It's no secret that almost all of the challenges in your average D&D game are impossible to overcome al🍌one, which is part of the reason why splitting the partꦬy is so taboo.
Players who are looking to really embrace cooperative teamwork will often try to string together their turns in combat, sometimes even coming up with cheeky names for their tactics. Teamwork is the key to success in every D&D game. Most players know this. But for those who wish to take their teamwork tactics to the next level, consider giving 168澳洲幸运5开奖𒁏网:some of the following ability combinatio🌞ns a spin. You won't be disap🌃pointed with the results.
10 ♋ Commander's Strike And Sneak Attack 🅠
The rogue's sneak attack ability is one of the best sources of single target damage in the game. Sadly, no matter how many attacks a rogue makes on his or her turn, sneak attack can only trigger once. But there is a workaround. The Battle Master's Commander's Strike ability allows a Battle Master to forgo one of his own attacks in exchange for giving an ally the opportunity to make one weapon attack as a reaction. If the Battle Master chooses a rogue, the rogue's attack will count as a sneakꦗ attack since the attack is occurring on a different turn! There's no better time to whip out this combo than during a boss fight as it offers a high amount of single target damage.
9 🌳 Web And Fire Damage
Besides being one of the best movement impairing spells in the game, the 2nd lev🅰el conjuration spell web can also increase the damage of your ally's attacks, assuming those attacks d✅eal fire damage. Part of the text on the web spell that many players accidentally skip over reveals "webs exposed to fire burn away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire". That may not sound like a lot of damage, but catching multiple creatures inside a 20-foot cube of web, then casting fireball on the area proves otherwise.
8 Shove And Melee Attacks ♊
Advantage. It's part of what makes playing a barbarian so freaking tantalizing. But did you know that if a party works together, they can provide advantage to one another's attacks on most e𝄹nemies medium-size or smaller?
The shove action allows a player to forgo a weapon attack on their turn to instead make a contested STR check to knock an enemy within 5 feet prone. Any creature under the effects of the prone condition provides advantage to all melee attacks made against it. Long story short, 168澳洲幸运5开奖网:a par🐠ty who prones together, 💞owns together.
7 🥃 Hold Monster And Divine Smite
Another debilitating condition that many players don't take the utmost advantage of is paralyzed. The 2nd level spell hold person and 5th ꦚlevel spell hold monster are the easiest ways to inflict the paralyzed condition. Besides depriving an opponent of its turn, the paralyzed condition also turns all melee🏅 attacks against that opponent into automatic critical hits. Yes, you read that right. A natural 20 without needing to roll it. Drop a sneak attack or any smite plus divine smite on such a foe, and you'll soon be having difficulty counting up the damage.
6 ﷺ Hex And Grapple Or Shove
Hex is an in♉credibly common spell iꦗn any party that features a warlock. The hex plus eldritch blast combination is just about every warlocks' bread and butter combat maneuver, but most players overlook one incredibly helpful bit of the hex spell: "Choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability". A warlock who chooses strength provides a tremendous amount of help to any allies attempting to grapple or shove the enemy in question. Just be ready to move into melee range if your party goes for prone. Remember, ranged attacks against a prone creature are made at disadvantage.
5 Darkness And Devil's Sight 💞
Speaking of warlocks, the devil's sight eldritch invocation is probably among the most overlooked abilities in the game. Any creature inside of magical darkness is subjected to the blinded conditi🅺on, meaning thei💮r attacks are made at disadvantage while attacks against them benefit from advantage.
Contrary to its name, normal Darkvision does not provide sight through magical darkness. In other words, a spellcaster who casts Darkvision on a devil sighted warlock's cloak or weapon will turn the warlock ♏into your dungeon master's worst nightmare. In this instance, Darkvision might not be aptly named,♉ but devil's sight undoubtedly is.
4 🌳 Bardic Inspiration And Gu♔idance
Ability checks are plentiful in a healthy game of D&D. Whether during exploration, in the midst of combat, or in the middle of a conversation, dungeon masters are sure to ask their players to make an ability check at one point or another. Sometimes, these crucial rolls can be the difference between sneaking into the enemy's underground lair unnoticed or ro൩using the unwanted attention of their entire force. Talk about a bad time for a natural 1. It's cases like these that make the combination of bardic inspiration and guidance so influential. Using them together, a player receives an additionalꦗ 1d6 and 1d4 to add to their ability check, which can be the difference between a successful infiltration and a TPK.
3 ꩵ Silence And Grapple ✃
Spellcasters are incredibly potent allies, but they also make for some of the most dangerous enemies. Any player who has been in the line of fire of a fireball knows this universal truth of D&D. What many players don'🍸t know is that spellcasters can be easily neutered with the simple co🌱mbination of the silence spell and a successful grapple. The 2nd level illusion spell silence prevents all sound from being created within a 20-foot sphere. Almost every spell in the game requires verbal components, meaning a spellcaster inside the zone is like a fighter without a weapon: harmless.
2 Careful Spell And Evasion ༺
Sorcerers have a plethora of metamagic options to choose from. One that's commonly overlooked is the careful 🐠spell. This is likely a result of dungeon master's ruling favorably in the positioning of player's spell cওasts, but the dungeon master isn't always nice and neither are his minions.
Careful spell allows a sorcerer to grant advantage to the saving th♎row all of his allies make against one of his area of effect spells. Combine that with the rogue's evasion ability, which changes the damage of any successful saving throw against an area of effect spell from half to zero, and the dungeon master's minions will be sorry they had you surrounded.
1 Inspiring Leader♐ And Aid
Last but certainly not least, combining the 2nd level abjuration spell aid with the inspiring leader feat will give any party a sizable cushion of hit points to play with. Aid increases the hit point maximum and current hit points of up to three creatures within 30 feet by 5. If the spell is cast at a higher level, this bonus is increased by an additional 5 for each slot level above 2nd. Meanwhile, the inspiring leader feat will addi𒐪tionally boost everyone's hit points by an amount equal to the user's level plus their charisma mo🔯difier. We know what you're thinking, "Temporary hit points don't stack!". You're right! Thankfully, a close reading of aid reveals that the spell doesn't actually provide temporary hit points, so it's free to be used in tandem with other abilities that do.