The best spell combos in D&D 5e often involve how to immobilize the enemy then deal damage, or making movement hurt and forcing the enemy to move. There also are some ways to lower saving throws then use a spell that needs that saving throw.
You place a curse on a creature that you simply can see within range. Until the spell ends, you deal an additional 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability once you cast the spell. The target features a disadvantage on ability checks made with the chosen ability.
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M
- Duration: Concentration, up to 1 hour
- Scales: Yes
- Casters: Warlock
If the target drops to 0 hit points before this spell ends, you’ll use a bonus action on a subsequent turn of yours to curse a replacement creature. A remove curse sew the target ends this spell early.
At Higher Levels. Once you cast this spell employing a spell slot of the 3rd or 4th level, you’ll maintain your concentration on the spell for up to eight hours. once you use a spell slot of 5th level or higher, you’ll maintain your concentration on the spell for up to 24 hours.
The primary advantage of this variant is that it eliminates the “every other square counts double” rule for diagonal movement because it eliminates diagonal movement. Characters simply move from hex to adjacent hex, changing direction as they like. to work out the space between two hexagons, just count hexes by the shorter path (in most cases, there’ll be variety of equally short paths).
Using a hex-based grid changes relatively little about the sport, but poses a mapping dilemma for the GM. Most buildings and dungeons are supported 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are large enough for a Medium creature. Use this variant as long as you’re comfortably adjudicating these partial spaces on the fly.
This combo delivers three 3d6 attacks with each casting. Cast hex the primary then follow it up with scorching Ray to feature an additional d6 whenever one among your rays hits. At higher levels, it puts out something like 15 d6 if all of them hit.
Of course, If you cast a hex, the sole other spells you’ll cast during that turn are cantrips. Another fun method is Melf’s Minute Meteors. If you’ll cast it off before battle – even better.
Round 1: Bonus action (Hex) + Cantrip or Attack of your choice
Round 2: Hexblade’s Curse (if Hexblade Warlock) Melf’s Minute Meteors (send 1-2 after them with extra hex damage… both hexes)
Round 3+ Use bonus action to send more meteors and you’ll also cast more spells, cantrips, or attacks for the bulk of the remainder of combat.
On the second turn, you’ll repeat the combo, or cast other spells while using your bonus action to attack with spiritual Weapon all without concentration. Hex also stacks with Crown of Stars. which can be cast up to an hour before and puts out some nice damage also .