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View Full Version : Thorn Whip + Flight + Halo of Spores



elyktsorb
2022-02-17, 10:30 PM
So, if I fly 15 ft above someone. I can cast Thorn Whip on them for 1d8, then they get pulled into the range of my Halo of Spores, which I then use my reaction to deal 1d4 (or 2d4 when Symbiotic Entity is on) and then they fall 10ft and take a d6 of fall damage.

So potentially 1d8+2d4+1d6

Is this too cheesy? Or does that not work? I think it might not work with Halo of Spores, that might be based on them moving, not you moving them.

Christew
2022-02-17, 10:47 PM
Thorn Whip only does a d6 IIRC. As to Halo of Spores, the trigger is moves within 10 feet or begins its turn there -- "moves" generally being defined as using movement and not forced movement.

elyktsorb
2022-02-17, 11:28 PM
Your right, Thorn Whip is a d6, but I already figured out a way around it. Do the Thorn Whip Pull, then just move down 5 ft and they'll be in range of the halo when they start their turn, but you'll still be out of melee reach, then just fly up 5ft, and repeat.

Sherlockpwns
2022-02-18, 12:00 AM
Like your very own corpse yo-yo.

follacchioso
2022-02-18, 08:53 AM
It's a good combo, but how do you fly?

Casting a Fly spell will take an action, and concentration.

heavyfuel
2022-02-18, 09:46 AM
This combo costs you 2 Actions, 1 Reaction, and 1 Wild Shape use, and it does a whole 12 damage on average if you both hit Thorn Whip AND they fail their Con save against Halo.

No, it's not cheesy. If anything it's a terrible way of spending 2 Actions, 1 Reaction, and 1 Wild Shape use

stoutstien
2022-02-18, 11:37 AM
I've played a similar concept but with an artillerist. The fall damage is really secondary to the prone it provides or pulling them into hazards.

elyktsorb
2022-02-19, 10:02 AM
It's a good combo, but how do you fly?

Casting a Fly spell will take an action, and concentration.

be a race with flight, I wouldn't be talking about this outside of 2nd lvl anyway