Experienced Dungeons & Dragons players know that strategy extends far beyond basic combat rolls and spell choices. At higher levels, mastering the action economy, positioning, and resource management can make the difference between victory and defeat.

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Utilizing every tool at your disposal—whether magical, mundane, or tactical—allows for greater efficiency in battle and problem-solving. While newer players might overlook subtle mechanics, veterans can take advantage of less obvious but highly effective strategies to optimize their play.

7 Use Familiars For The Help Action

Put That Owl To Work

A Wizard and her familiar by Katerina Ladon.

Familiars are far more than just scouts or flavor companions—they can give your party a significant advantage in combat. The Help action allows an ally to gain advantage on their next attack against a target, drastically improving their damage potential. Since many familiars have lackluster attacks, they could use their turn to Help instead, positioning themselves near enemies and setting up powerful strikes for allies.

A familiar summoned by a Pact of the Chain warlock is more suited for regular combat, while ones summoned by wizards or druids can be used for the Help action instead.

Some familiars, like the Owl, have the Flyby ability, letting them swoop in, use the Help action, and retreat without provoking opportunity attacks. This makes them an invaluable support tool, especially for classes that rely on accuracy and burst damage. If your party doesn’t already have a way to grant advantage consistently, a familiar from Find Familiar can become a game-changer. Never underestimate the power of a well-placed Help action.

6 Force Enemies To Move Into Allies’ AoE Spells

The Damage Can Be Triggered Once Per Turn

Jallarzi’s Storm of Radiance by Joseph Weston.

When dealing with powerful area-of-effect spells like Wall of Fire, Spirit Guardians, or Cloudkill, it’s often better to force enemies into them, rather than waiting for them to move voluntarily. Since many AoE spells trigger only when a creature first enters or starts its turn inside, repositioning enemies strategically increases their damage exposure.

Spells like Thunderwave, Repelling Eldritch Blast, and Command ("Flee") can push or pull targets into dangerous zones. Fighters and Monks can also use Shove attacks to force enemies into spell effects. This strategy ensures maximum damage output from your casters while keeping enemies in disadvantageous positions. Rather than relying on enemies to move poorly, control their movement and punish them for every step they take.

5 If Your AC Is Lower Than 22, Focus On Health

Specifically For Levels Over Six

Fighter by Nestor Ossandon Leal.

A common mistake among melee classes is chasing high AC when it won't realistically matter. If your Armor Class is below 22, most higher-level enemies will hit you regardless, making additional AC less effective than boosting hit points. Instead of investing in minor AC improvements, focus on damage reduction and survivability through temporary hit points and resistances.

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Spells like False Life, Armor of Agathys, and Aid provide temporary hit points, which stack well with damage-reduction abilities. While AC is useful, don’t over-prioritize it at the expense of raw health, especially at high levels where enemies land multi-attacks, spell damage, and unavoidable effects.

4 Use The Dodge Action

Ideal For Concentrating On A Spell Or When Tanking

A Martial Artist by Joshua Raphael

The Dodge action is criminally underused but can be a lifesaver, especially when concentrating on an important spell or soaking damage as a frontliner. Dodge imposes disadvantage on all attacks against you and grants advantage on Dexterity saving throws, making it ideal for casters maintaining spells like Haste, Polymorph, or Wall of Force.

For tanks, if an enemy is focusing attacks on you and your main goal is to absorb damage, taking the Dodge action forces enemies to waste attacks rather than landing easy hits. This is particularly useful for Paladins, Fighters, and Monks, who often lack damage resistance but can benefit from avoiding attacks outright.

3 Keep The Ready Action In Mind

Better Than Doing Nothing

A Wandering Warrior Imbued with Primal Magic by Chris Rallis

The Ready action lets you prepare an action in response to a specific trigger, allowing for more control over the battlefield. While not always the best use of a turn, it prevents wasted actions when attacking immediately isn’t optimal.

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For example, you could hold a ranged attack for when a flying enemy swoops into range, or wait to trigger Sneak Attack by holding an attack until an ally engages a target. While using your action immediately is usually preferred, Ready actions prevent inefficiency and keep you involved in fights rather than wasting turns.

2 Pay Attention To Mundane Equipment

Mundane Isn’t Useless

Dwarves species image by Mike Pape.

It’s easy to focus on weapons, spells, and magic items, but mundane equipment can solve problems magic can’t. A well-prepared adventurer should carry tools that open up creative solutions beyond just rolling dice in combat.

Some underrated items include:

  • Crowbars – Grant advantage on Strength checks to force open doors.
  • Manacles – Useful for restraining enemies instead of killing them outright.
  • Ball Bearings & Caltrops – Perfect for hindering enemy movement in tight spaces.
  • Chalk & String – Excellent for marking paths and setting simple traps.

Mundane gear enhances roleplaying and problem-solving, making it a great tool for experienced players looking to think outside the box.

1 Understand The Action Economy

More Actions Equals More Dead Monsters

Vitriolic Sphere by Ignatius Budi

The action economy is the most important combat mechanic in D&D—the more actions your party takes per round, the better your chances of winning. The best players always look for ways to maximize actions, whether through Bonus Actions, Reactions, or Extra Attacks.

Some key strategies include dual-wielding weapons, either light ones or through other feats, allowing an extra Bonus Action attack, and plenty of spells that use Bonus Actions like Spiritual Weapon or Healing Word. If you aren’t using a Bonus Action, Reaction, or additional attacks every turn, you’re leaving potential damage and utility on the table. Understanding the action economy separates good players from great ones.

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Dungeons & Dragons

Original Release Date 1974 Player Count 2+ Age Recommendation 12+ (though younger can play and enjoy) Length per Game From 60 minutes to hours on end. Franchise Name Dungeons & Dragons Publishing Co Wizards of the Coast Brand Dungeons & Dragons Expand Collapse