D&D 5E Spell combos under Concentration economy

In 5E, many of the classic (A)D&D spell combos have gone out the window due to the Concentration economy preventing buff stacking. This thread is for sharing any neat combos that you have found that still work. You can share high-power combos if you like, but my personal preference is for low-to-mid-level play and very efficient combos, so the ones I share will tend to be low-level. Also feel free to share combinations that involve skills and spell instead of just skills, like the old Hex + grapple/prone combo.

1.) Invisible Tank: Mage Armor isn't just for wizards. It turns out that if you cast Mage Armor on a summoned Air Elemental, it hits AC 18, better than an Earth Elemental--and it still does just as much damage as an Earth Elemental too and is waaay more mobile (e.g. can do grapple + fly + drop). Consider this as a way to use up first-level spell slots efficiently.

2.) Poor Man's Foresight: if you have a Planar Bound Earth Elemental (so, no concentration requirement), you can cast Darkness on a rock and give it to the earth elemental. Since it has Tremorsense, it will get advantage to hit any non-flying foes (unless they have a way to see through Darkness), and they will in turn have disadvantage to attack it.

3.) Shady Manipulator: Disguise Self takes no concentration, so you can disguise yourself and then give Suggestions without anyone ever knowing who is really responsible. Can be used in military situations (transform into a hobgoblin captain and then find a squad leader and gently "suggest" that he guard a different gate) or in social situations (transform into Duke Cupcake and "suggest" to the king that he deny Old Waldorf's request for a mining permit--once the suggestion wears off, the king will blame Cupcake for enchanting him!).

4.) Immortal Puppeteer: Magic Jar was once a great spell for possessing puppets and making them fight to the death on your behalf, but in 5E, when your puppet dies, so do you, unless you make a Charisma save against your own spell DC! Sounds risky, no? Even with a Clone spell. However, Death Ward protects you against the first drop-to-0-HP or instant death effect that you suffer during the next 8 hours, and it takes no concentration. Get a Cleric to Death Ward you (or do it to yourself using Wish), and then you get a Get-out-of-jail-free card for a failed Magic Jar save and can possess one victim with relatively little fear of sudden complications. Note that according to the spell text, you don't actually assume the victim's HP, so Death Ward won't activate to prevent the victim from dropping to 0 HP in the first place--it will simply protect you against a failed save. (Subject to DM adjudication, etc., etc.)

Feel free to comment on these suggestions, but what I'm really hoping for from y'all is new and better ideas for combos that use Concentration efficiently.
 

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We use multiple spells casters. Stuff like bless+ twinned greater invisability+ sharpshooter or great weapon master feats. Enhance ability+hex+shield master fighter to enable advantage works as well. We had a 6 man party 5/6 were spell casters, 4/6 of them were primary ones (diviner, lore bard, 2 clerics war and tempest).
 

Instead of hex, using enlarge for advantageous grapples and shoves. Enlarge is available for more casters than hex.

Grinding enemys face on stone spikes while you drag his sorry ass around it by grappling. Automatic damage. Also works to lesser extend with eldritch blast (with push invocation) and thorn whip.
 

1.) Invisible Tank: Mage Armor isn't just for wizards. It turns out that if you cast Mage Armor on a summoned Air Elemental, it hits AC 18, better than an Earth Elemental--and it still does just as much damage as an Earth Elemental too and is waaay more mobile (e.g. can do grapple + fly + drop). Consider this as a way to use up first-level spell slots efficiently.

How is the air elemental invisible if you are concentrating on the conjure elemental spell, you won't be able to keep either invisibility or greater invisibility up as well?

But the general idea of casting buff spells like mage armor on high dex summons is a good one.
 

How is the air elemental invisible if you are concentrating on the conjure elemental spell, you won't be able to keep either invisibility or greater invisibility up as well?

But the general idea of casting buff spells like mage armor on high dex summons is a good one.

That was just me trying to come up with a catchy name. It's exactly as invisible as a regular air elemental, no more, no less.
 

Stinking Cloud can replace Darkness for the earth elemental combo, with the bonus effect of incapacitating foes. Not as mobile as Darkness but worth knowing about.

This one is obvious, but when someone is relying on summoned mephits or animated undead, Faerie Fire basically doubles the value of their investment (advantage is almost double DPR when enemy AC is high). Note that tough monsters usually are big and so have poor Dex saves.

It's worth mentioning as well that the best part of a caster Simulacrum is not the free spell slots--it's the extra concentration and action economy. Consider spell combos before you decide to just duplicate the archer.
 

In converting 3.5 Age of Worms to 5e, I have noticed how heavily spell buffs feature in 3.5. Multiple spell buffs, multiple potions... The 5e system is certainly simpler, and even though I didn't play 3.5, I think I like the spell system better in 5e. What is does make interesting is converting the spell lists for spell caster NPCs. Almost half of the spell list seems like it is now concentration buff or attack spells. Most NPC wizards use fly as well as other protections and attacks. So sorting out what they can still do is quite important, but it also seems like I gravitate toward staples now. For a wizard

mage armor
shield
dispel magic
counterspell
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Those spells (and others that I have not had a chance to research yet) don't get in the way of concentration and are fairly standard.

The other suggestions in this thread are really good. Thanks for starting it.
 

Longstrider + Expeditious Retreat (or Haste) when you need maxed mobility

Any duration-without-concentration spell, such as False Life, to buff summoned allies.

(Bonus if you create or summon undead minions, and then give them False Life!)
 

Disguise Self + Friends.

The main downside of Friends is that they become hostile to you after the spell ends. But if they think some OTHER person cast the friends spell....
 

If you feel like not dying, a combination of Mage Armor, Blur and Shield is evil. Until your first-level spell slots (or spell points) run out, attack rolls against you have disadvantage, and you essentially have 18 + Dex AC.

And a little higher level... But if you're an Eldritch Knight of 8th-level or above, you don't even need Mage Armor. Wearing plate and a shield (and taking War Caster) means for a limited time you effectively have 25 AC. And you'll have advantage on your concentration saves to maintain Blur.
 

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