Skip to main content

5E Tactics: A Living List

Tactics are patterns used to deal with specific situations.  In the lists I have collected a list of tactical patterns that can be used effectively in 5E.  This is a living document, so comments and additions are always welcome.
  1. Curse and Save -- First, the saves of the target are reduced; then a spell with a save for damage is cast against the target.
  2. Pit and Illusion -- Dig, find, or magically generate a pit.  Cover the pit in an illusion.
  3. Kill Zone -- Using spells, terrain, or other features, funnel the bad guys into an area one at a time.  Have a large number of allies positioned so they can attack each foe all at once.
  4. Ambush -- Set up an area the foes will come through, and hide.  Before they can react, have all the allies volley off a deadly surprise attack.  An effective first attack can even cause the foes to retreat.
  5. Grab and Teleport -- This idea can be implemented several ways.  Most of the time it is used to either move an ally in or out of combat.  The teleporter runs in, or teleports in, grabs the ally, and then teleports them both to a new location.  Some mechanics allow a similar thing by switching places with an ally.
  6. Hit and Run -- A common tactic of rogues, this is essentially a turn where the attacker hits the target and then moves out of range.  This works nicely with cunning action.
  7. Resistant and Reckless -- If a character is doing more damage against an attacker than is being done against him (often due to damage resistance), the character should engage to maximize hits.  This is often done with Reckless Attack.  Because the foe is going to take more damage, it helps to speed the battle, kill the foe, and move on to the next one.
  8. Hit and Reinforce -- Much like Hit and Run, this is a favorite of rogues.  The character attacks the best target and the runs back into position to provide sneak damage to another character.
  9. Sniper -- Ranged attackers, if they can hide in a hard to reach location (tree, building roof) they can fire and hide. A move thrown in while hiding can help to avoid melee attackers too.
  10. Confuse -- This tactic works well for bards.  Essentially the bard attempts to use spells and social skills to confuse the attackers.  The best goal is to convince the foes that they have turned on each other, so they fight each other.  It can also be used to make a character appear to an ally to the foes when they are not.
  11. Out of Reach -- This can be used in terrain and/or with a quick movement speed.  Basically you use the terrain to ensure attackers cannot reach you by either outmaneuvering them or outrunning them.  This may require occasional dash actions, which works nicely with cunning action.  The barbarian's higher movement speed helps too.  The idea is to keep the foe occupied until the allies greatly outnumber the enemies.  Works well for characters that for some reason cannot engage in battle: a hurt character, a caster with no useful spells left, a character not wearing armor
  12. Run and Heal -- This is used in bad fights.  When a character goes down, they keep a potion in plain view tied to them.  Any ally can run up and heal them by giving them the potion.  It alleviates the need for a dedicated healer in most scenarios.
  13. Swarm -- This simple tactic is that all allies only attack one enemy at a time.  When it is dead, they move onto the next.  Order is chosen by the least rounds to kill per the attackers damage output.  Also known as focusing your fire.
  14. Beatdown -- This tactic involves grappling a target and then forcing them prone.  With the target prone and grappled, they cannot get up unless they break the grapple.  It works well with Swarm, where one grapples and holds prone while the others engage.
I am sure there are plenty of other tactics available. The games I have been involved with have been light on flying, scrying, and other spell techniques that certainly offer a lot of advanced tactics.  If you have any you can think of, please feel free to comment.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e