Ha! The floor is now LAVA! |
When planning a combat, it's important to think in terms of the tier of power your characters are at. Treating every combat like a simple slugfest won't properly challenge high-level characters. Part of this is because at high levels, managing combat roles and hit points is second-nature to the players, and the characters have plenty of tools to stay alive. The other part is because most "normal" combats can be ended in a single, well-placed spell.
At each tier, the players will have access to spells that simply shut down enemies, allow them to easily escape ("panic button" spells) or simply end the combat. When building a combat, you've got to account for these types of spells, or your carefully planned narrative encounter will turn into a Office Space-style beatdown.
To recap from last week, there are many global ways to get around these spells. You can just let the spell succeed, end the encounter, and add another one later, knowing your players will have one less spell slot to perform such a maneuver again. You can plan some situations before the combat that drain those spell slots as well. If the players have to Teleport before combat begins, that's one less Forcecage they can use to imprison an enemy.
Another common method is to give a creature Magic Resistance. Advantage on saving throws is a huge deal! Proficiency in Wisdom saving throws also helps, since many of these spells are mental effects. Most fiends have these traits, and I'm pretty sure 99% of all D&D bosses ever have some connection to fiends.
Of course, it's important to let these spells succeed most of the time. Otherwise, the player will feel cheated out of using their magic! For those epic encounters, though, you can use these methods to further challenge your players, and force them to forsake the "easy" method.
So when you're in the midst of combat, here's some spells that will cause you trouble and ways you can re-start the combat. I've organized them by tier, so remember that if your players are in Tier 4, all the other tiers apply as well!
Tier 1
Cantrips
- Friends (no save)
- Not terribly powerful, unless you are in a social encounter
- If a player manages to roll well and talk their way out of a combat, you can definitely transform it into a social encounter
- Single target, so reinforcements or multiple enemies will work
- Animal Friendship (Wis save)
- Can still attack other players
- Single target, so reinforcements or multiple enemies will work
- Ends if any ally of the PC harms the target, so you could rule that a critical miss on another creature accidentally strikes the beast
- Charm Person (Wis save)
- Can still attack other players
- The creature can still move, so fleeing is an option
- Single target, so reinforcements or multiple enemies will work
- Or, turn the combat into a social encounter
- Ends if any ally of the PC harms the target, so you could rule that a critical miss on another creature accidentally strikes the person
- After an hour, this person should be raising hell about being charmed
- Command (Wis save)
- Depending on the creativity of the player, could be very debilitating
- Doesn't affect undead, so zombie minions are a good counter
- Must understand the language of the command, so if the monster and the player don't share a language, they are effectively immune
- Single target, so reinforcements or multiple enemies will work
- Disguise Self (Investigation check)
- Turn the combat into a social encounter with two consequences: combat AND raising the alarm
- Add an encounter with a high-Intelligence character like a guard captain or head torturer, to make the Investigation check meaningful
- Ensnaring Strike (Str save)
- Restrained means the creature can still attack, or use an action to free itself with a Strength check
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature or its allies might target the caster
- Entangle (Str save)
- Restrained means the creature can still attack, or use an action to free itself with a Strength check
- Requires Concentration, so the creature or its allies might target the caster
- Difficult terrain doesn't stop ranged attacks
- Reinforcements or multiple enemies from another area will work
- Hex (no save)
- This one is deadly if used in combination with a spell that imposes the Restrained condition, causing a creature to have disadvantage on Strength checks
- It can also hamper Intelligence checks made to spot illusions. Since Hex doesn't have a perceptible effect, it's possible the creature might not realize it has been cursed (PHB pg. 204)
- Requires Concentration, so the creature or its allies might target the caster
- Sleep (no save)
- Undead and creatures immune to charm are unaffected, so certain fiendish and undead minions might be good. Also, elves are immune to magical sleep.
- Awake creatures can shake their allies awake with an action, so reinforcements or multiple enemies can really counter this spell
- Tends to only affect weak monsters, so this is a good one to let the players win on
- Tasha's Hideous Laughter (Wis save)
- Doesn't affect beasts and low-int creatures like constructs
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature or its allies might target the caster
- The creature has advantage on its Wisdom save if it's triggered by damage, so an ally might try slapping the creature (dealing 1 damage) to get them out of the spell
- Calm Emotions (Wis save)
- 99% of its combat use will be to turn hostile creatures indifferent
- Requires Concentration, so those that aren't affected might target the caster
- Area of Effect, so creatures that arrive afterwards or large battlefield space will work
- The effect ends if the target is damaged or sees an ally damaged, so an unaffected ally might try slapping their friend (dealing 1 damage) to end the spell
- Crown of Madness (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Hold Person (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Levitate (Con save)
- Can immobilize a target if there are no objects for them to kick off of
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature or its allies might target the caster
- Ranged attacks still work
- Can also be used to escape ground-based enemies
- Pass Without Trace (Perception check)
- Can be used to escape a combat. Remember, the PCs must be out of sight before they are able to make those Dexterity (Stealth) checks.
- Can be used to avoid combat entirely. Adding other combat encounters later can abate this, but if you are playing with experience points you should be clear that they won't earn full experience by circumventing the monsters.
- Phantasmal Force (Int save)
- Depending on the creativity of the player, could be very debilitating
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature or its allies might target the caster
- Suggestion (Wis save)
- Depending on the creativity of the player, could be very debilitating
- Single target, so reinforcements or multiple enemies will work
- Doesn't actually impose the Charmed condition, so if the creature can complete its Suggestion while still fighting, it might do so
- Requires Concentration, so the creature or its allies might target the caster
- Or, turn the combat into a social encounter
- Ends if any ally of the PC harms the target, so you could rule that a critical miss on another creature accidentally strikes the person
- After 8 hours, this person should be raising hell about being charmed
Tier 2
Can the Water Elemental get disadvantage against Lightning Bolt? |
3rd Level
- Bestow Curse (Wis save)
- Depending on the creativity of the player, could be very debilitating
- The most common curse will completely incapacitate a creature with low Wisdom
- The creature can still move, so fleeing is an option
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature or its allies might target the caster
- Fear (Wis save)
- Not impossible for a creature to recover from, but can easily be used to retreat from a combat
- Creatures should be on high alert after a retreat
- Fly (no save)
- Can be used to escape ground-based enemies
- Ranged attacks can still work
- Hypnotic Pattern (Wis save)
- Requires Concentration, so those that aren't affected might target the caster
- Area of Effect, so creatures that arrive afterwards or large terrain space will work
- The effect ends if the target is damaged or sees an ally damaged, so an unaffected ally might try slapping their friend (dealing 1 damage) to end the spell
- Leomund's Tiny Hut (no save)
- Can be used to take a Long Rest in a dungeon, though with a minute casting time can't be used to stop combat
- If intelligent monsters find the dome, they should prepare for when the adventurers emerge. This may include burying the dome under collapsed earth, setting up traps, etc.
- Magic Circle (Cha save)
- Can be used to take Short Rests on the outer planes or trap/avoid certain monsters, though with a minute casting time can't be used in combat
- If intelligent monsters find the circle, they might use nonmagical means to break the circle or attack the creatures within. This could include dropping pillars on the circle, firing arrows inside, or preparing to teleport out as soon as the circle breaks.
- Banishment (Cha save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Compulsion (Wis save)
- Not impossible for a creature to recover from, but can easily be used to retreat from a combat
- Creatures should be on high alert after a retreat
- Confusion (Wis save)
- 20% chance of not affecting a creature on its turn
- Requires Concentration, so those that aren't affected might target the caster
- Area of Effect, so creatures that arrive afterwards or large terrain space will work
- Dominate Beast (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- The creature can re-attempt the save if it takes damage, so an ally might try slapping the creature (dealing 1 damage) to get them out of the spell
- Evard's Black Tentacles (Dex save)
- Restrained means the creature can still attack, or use an action to free itself with a Strength check
- Requires Concentration, so the creature or its allies might target the caster
- Difficult terrain doesn't stop ranged attacks
- Reinforcements from another area or multiple enemies will work
- Otiluke's Resilient Sphere (no save)
- Can be used by a PC to escape combat
- Can be used to trap/avoid a single monster
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Creatures can still teleport out of the Sphere
- Polymorph (Wis save)
- Can be used by a PC to escape combat
- Can be used to trap/avoid a single monster
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Reverts back if the beast form is reduced to 0 hit points, so an ally might attack the creature (especially if it's weak, like a mouse or chicken) to end the spell
- Banishing Smite (no save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Contagion (Con save)
- Single target, so reinforcements or multiple enemies will work
- Requires multiple saving throws, so Bless or a Paladin's Aura of Protection can help the creature make their other saves
- Dispel Evil and Good (Cha save)
- This is regarding the Dismissal effect
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Dominate Person (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- The creature can re-attempt the save if it takes damage, so an ally might try slapping the creature (dealing 1 damage) to get them out of the spell
- Geas (Wis save)
- Depending on the creativity of the player, could be very debilitating
- Requires 1 minute to cast, so difficult to pull off in combat
- Single target, so reinforcements or multiple enemies will work
- Or, turn the combat into a social encounter
- After the Geas ends, this person should be raising hell about being charmed
- Hallow (no save)
- Can be used to take Rests on the outer planes or trap/avoid certain monsters, though with a 24 hour casting time can't be used in combat
- If intelligent monsters find the Hallowed area, they might use nonmagical means to break the it or attack the creatures within. This could include dropping pillars on the circle, firing arrows inside, or finding humanoids who will attack for them.
- Hold Monster (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Teleportation Circle (no save)
- Requires 1 minute to cast, so difficult to pull off in combat
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Tree Stride (no save)
- Can be used to escape a combat. Remember, this only affects the caster
- Can be used to avoid combat entirely. Adding other combat encounters later can abate this, but if you are playing with experience points you should be clear that they won't earn full experience by circumventing the monsters.
Tier 3
What do you mean, 'all the bad guys from now on don't have blood'? It was ONE spell! |
6th Level
- Eyebite (Wis save)
- Awake creatures can shake their allies awake with an action, so reinforcements or multiple enemies can really counter this spell
- Tends to only affect weak monsters, so this is a good one to let the players win on
- Not impossible for a creature to recover from, but can easily be used to retreat from a combat
- Creatures should be on high alert after a retreat
- Single target per round, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Forbiddance (no save)
- Requires 10 minutes to cast, so difficult to pull off in combat
- If intelligent monsters find the area, they might use nonmagical means to break the area or attack the creatures within. This could include dropping pillars on the circle, firing arrows inside, or preparing to teleport out as soon as the spell ends.
- Flesh to Stone (Con save)
- Single target, so reinforcements or multiple enemies will work
- Requires multiple saving throws, so Bless or a Paladin's Aura of Protection can help the creature make their other saves
- Mass Suggestion (Wis save)
- Depending on the creativity of the player, could be very debilitating
- Doesn't actually impose the Charmed condition, so if the creature can complete its Suggestion while still fighting, it might do so
- Or, turn the combat into a social encounter
- Ends if any ally of the PC harms the target, so you could rule that a critical miss on another creature accidentally strikes the person
- After 24 hours, this person should be raising hell about being charmed
- Otto's Irresistible Dance (Wis save)
- First round, no save, so can't use Legendary Resistance or Indomitable
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- True Seeing (no save)
- Can be used to avoid combat entirely if opponents are invisible or disguised. Adding other combat encounters later can abate this, but if you are playing with experience points you should be clear that they won't earn full experience by circumventing the monsters.
- Word of Recall (no save)
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Divine Word (Cha save)
- Can end a combat consisting of only Celestials, Elementals, Fey, or Fiends, so give them humanoid servants or monstrous allies to offset such a possibility
- Etherealness (no save)
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Forcecage (Cha save)
- No save to be trapped by the cage
- Teleporting out requires the Cha save, so self-casting Bless can help
- Also, no save if a different creature forcibly teleports the trapped creature out of the cage. Arcane Gate is the spell you are looking for
- Plane Shift (Cha save)
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Teleport (no save)
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Antimagic Field (no save)
- Best response is to move or retreat
- Requires Concentration, so the spellcaster's allies might target the caster
- Dominate Monster (Wis save)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- The creature can re-attempt the save if it takes damage, so an ally might try slapping the creature (dealing 1 damage) to get them out of the spell
- Feeblemind (Int save)
- Single target, so reinforcements or multiple enemies will work
- Best response is to flee and make the save again in 30 days
- If an ally can cast Greater Resotration, Heal, or Wish, they should do so
- Maze (Int check)
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- In normal circumstances, the creature should rejoin combat as soon as possible.
- Plane Shift, Gate, or similar spells can be used to escape as well
- Power Word Stun (no save)
- Single target, so reinforcements or multiple enemies will work
- Tsunami (Str save)
- Not impossible for a creature to recover from, but can easily be used to retreat from a combat
- Creatures should be on high alert after a retreat
Tier 4
His name is twiggy and he's my new familiar |
- Gate (no save)
- Acts as a "panic button" - allows escape from an encounter beyond just retreat. The best solution is to restock the area with encounters, allowing the players to make another attempt.
- Imprisonment (Wis save)
- Requires 1 minute to cast, so difficult to pull off in combat
- Single target, so reinforcements or multiple enemies will work
- High-level Dispel Magic can end the spell
- Power Word Kill (no save)
- Single target, so reinforcements or multiple enemies will work
- True Polymorph (Wis save)
- Can be used by a PC to escape combat
- Can be used to trap/avoid a single monster
- Single target, so reinforcements or multiple enemies will work
- Requires Concentration, so the creature's allies might target the caster
- Reverts back if the beast form is reduced to 0 hit points, so an ally might attack the creature (especially if it's weak, like a mouse or chicken) to end the spell
- Wish (no save)
- There's not much you can do about this one
- Just make sure you follow the consequences of the Wish exactly
- Otherwise, prepare for the ride
Thanks for reading!