dnd:spells_by_class
Table of Contents
Spells By Class
see also spells by level
These lists are being built as I require them when my characters are leveling up
Ugh, it's too much. Go buy a Player's Handbook instead.
Bard Spells
Cleric Spells
see healing spells
Tips from https://rpgbot.net/dnd5/characters/classes/cleric/
- Cantrips
- Guidance: As long as you're not concentrating on something with a long duration between fights, you should be constantly throwing this on your allies. Your Rogue should have Guidance for every skill check they make while searching, sneaking, handling traps, etc.
- Sacred Flame: Probably the best source of radiant damage in the game. It's a reliable way to kill zombies, and since it requires a saving throw rather than an attack you can use it against adjacent enemies without issue. As the damage scales, it will easily outpace your damage with a weapon, so by 11th level there is usually no reason to keep a weapon in your hand.
- 1st-Level Spells
- Bless: At low levels, Bless can decide if you win or lose a fight.
- Cure Wounds: Crucial for healing, and a great way to spend your remaining spell slots at the end of the day.
- Healing Word: Because death is so gentle in 5e, Healing Word is extremely powerful. You can save it for when your allies drop to 0, get them back on their feat, then wait to heal them again until they get dropped back to 0. Since this is a bonus action, you can still use your action to hit something with a mace or cast a cantrip.
- 3rd-Level Spells
- Revivify: The “Cleric Tax”. This spell is just too good to not prepare every day. Raise Dead costs considerably more, and with a full minute to use this after your ally dies, Revivify is extremely easy to use.
- 5th-Level Spells
- Raise Dead: Don't bother preparing this unless someone is already dead. If your ally dies, they'll still be dead the next day when you prepare Raise Dead.
Druid Spells
tips from https://rpgbot.net/dnd5/characters/classes/druid/; includes spells from Xanathars Guide To Everything
- Cantrips
- Create Bonfire (source XGtE): This spell is fantastic for the druid. It matches the damage of Produce Flame, it can do ongoing damage if enemies stay in place or moves into the square, and the Druid has very few spells which require Concentration at low levels so the Concentration requirement isn't a significant hurdle like it is for the Warlock. If you position yourself well, you may be able to use this with Thorn Whip to repeatedly pull enemies into the square for additional damage. This is a great introduction to area control spells, which is fantastic because the Druid's options for area control are some of their best spells.
- Frostbite (source XGtE): Low damage for a cantrip (d6-based), but the big appeal is Disadvantage on the target's next weapon attack. Unfortunately, it works on Constitution saving throws, and those tend to be relatively high compared to other saving throws.
- Guidance: As long as you're not concentrating on something with a long duration between fights, you should use this constantly on your allies. Your Rogue should have Guidance for every skill check they make while searching, sneaking, handling traps, etc.
- Infestation (source XGtE): Constitution saves tend to be high, which is this spell's biggest problem. The damage is low but fine, and the forced movement is enough to make it useful by forcing enemies to move around in dangerous places or move out of a grapple despite your lack of control over the direction.
- Magic Stone (source XGtE): At low levels, a spell attack dealing 1d6+Wisdom will be more damage than any of your other cantrips. But every other damage cantrip will match it at level 5, and without Extra Attack to let you throw more stones you'll never get more than 1d6+5 damage. On top of that, casting Magic Stone consumes your Bonus Action, so it's difficult to use in conjunction with other options. Your best bet is to get three NPCs to stand behind you, pull rocks out of your hand, and throw them at enemies while you use your action to do literally anything else.
- Poison Spray: This highest damage die for cantrips, but has problems: only 10 ft. range, and it works on a Constitution saving throw, so enemies will frequently resist it.
- Primal Savagery (source XGtE): More damage than you can get out of any other Druid cantrip
- Produce Flame: The Druid's go-to damage cantrip, it notably also allows you to hold the flame and carry it around as a light source. You should be able to light fires with it even though that function isn't specified in the spell's text. You are holding a flame large enough to cast twice as much light as a candle, after all.
- Shape Water (source XGtE): This is as abusable and versatile as Prestidigitation. Freeze a solid 5 foot cube of water and drop it on someone. Pour water into a lock, freeze it, and allow the ice expansion to break the lock. Put a dome of ice over something you're protecting. Build a small bridge in 5-foot segments. Block a hallway. Freeze a door in place. The uses are numerous and fantastic. If you have a barrel of water and this cantrip, you have a solution to most problems. Honestly the fact that this spell is so much better than its other elemental equivalents (Control Flames, Gust, and Mold Earth) is a good indication of just how awful those spells are.
- Shillelagh: use this only if you are out of Wild Shape slots. the most damage you can ever get from melee attacks is 1d8+5 (avg. 9.5), which will be matched by Produce Flame at 5th level (2d8, avg. 9).
- Thorn Whip: The damage is fine, but the real appeal is the pull effect. 10 feet may not seem like much, but its enough to pull enemies off of ledges, to pull low-flying enemies into melee, to pull enemies into an area control effect like Create Bonfire or Wall of Fire, to pull enemies out of a grapple, or in a pinch you can pull an ally out of a dangerous location (albeit at the price of some friendly fire).
- Thunderclap (source XGtE): Damaging every creature within 5 feet of you is great if you're in melee facing numerous enemies. Even with Extra Attack you will deal more damage with this against three or more foes than you could with a weapon. See my article on Melee Cantrips vs. Extra Attack for a breakdown of the math comparing melee cantrip spells to normal martial attacks.
- 1st-Level Spells
- Absorb Elements (source XGtE): A fantastic defensive option at any level, this will save your life when you encounter an unpredictable source of elemental damage like as a trap or a spell. The bonus damage on your next attack is largely useless, but it still feels cool when you use it.
- Create or Destroy Water (source XGtE): The ability to magically create water has many uses. Few of them are combat-related, but combined with Goodberry and an appropriate plant, this allows you to be fully self-sufficient.
- Cure Wounds: More healing than Healing Word, but the action economy is considerably worse. Save this for when you need hit points and you're either out of hit dice or don't have time to rest.
- Detect Magic: Someone needs to have it in every party.
- Entangle: A great are control spell at any level. Strength saving throws tend to be low for any creature that isn't a gigantic Strength-based brute, so it's easy to restrain even high-level enemies. However, it requires Concentration so you can't easily combine it with things like Create Bonfire.
- Faerie Fire: The lowest-level option to deal with invisible creatures. Hopefully you won't run into any at 1st level, but but it's important to have some way to deal with invisibility just in case.
- Healing Word: More important than Cure Wounds, especially at low levels. As a bonus action you can heal an unconscious ally enough to get them back into the fight, and you still have your action.
- Goodberry: Not useful in combat, but more healing per spell slot than Cure Wounds. Dump all of your spell slots at the end of the day into Goodberry so you have a giant bag of healing to use between combats the next day.
- Longstrider: A helpful buff for highly-mobile characters, and with an hour-long duration it can be a great use of low-level spell slots once your 1st-level spells start lagging in combat.
- Thunderwave: With the exception of Gust, this is one of your very few options for pushing enemies away from you. It's especially appealing if you can push an enemy into an area control effect, but otherwise it's not a good go-to option for damage output in combat.
- 2nd-Level Spells
- Barkskin: 16 AC will exceed the AC of almost every worthwhile Wild Shape form. As long as you can commit your Concentration to Barkskin, it's a fantastic option for AC. However, since it's a Concentration spell you'll run the risk of the spell ending any time something hits you, and 16 AC isn't high enough to keep you safe if you're drawing a lot of fire. If you're not fighting while in Wild Shape, skip Barkskin. 14 Dexterity, Hide armor, and a shield get you 16 AC, and Barkskin provides a minimum value for an AC and doesn't interact with any bonuses of any kind, including shields and magic items.
- Darkvision: Darkvision is a significant tactical advantage, and with an 8-hour duration this is a fantastic way to get it.
- Dust Devil (source XGtE): The one-minute duration means that you can spend a lot of time pushing enemies around. The damage is puny, so you'll need to combine this with other area control effects to do any meaningful damage. Unfortunately, Dust Devil requires Concentration so it's hard to combine with other effects like Create Bonfire.
- Earthbind (source XGtE): Technically situational, but at high levels flight becomes a defining tactical option. If you can fly and your enemy can't, you often win the fight be default.
- Enhance Ability: Versatile, and Advantage on ability checks can have a huge impact if you cast this in time to be used for multiple checks.
- Faerie Fire: The lowest-level option to deal with invisible creatures. Hopefully you won't run into any at 1st level, but but it's important to have some way to deal with invisibility just in case.
- Flame Blade: This spell is awful. If it worked like Shadow Blade it would at least be usable, but as it's written it's immediately worse then Produce Flame. 3d6 damage (avg. 10.5) barely exceeds 2d8 (avg. 9), and Produce Flame will scale without costing higher-level spell slots.
- Flaming Sphere: An interesting but sometimes difficult option, Flaming Sphere combines area control and regular damage output, but monopolizes both your bonus action and your Concentration for the 1-minute duration. In small areas where enemies can't easily get away from the sphere, it can be a reliable source of ongoing damage while also helping control a 15×15 area. However, the sphere only applies damage when it rams a creature or when a creature ends its turn; in the intervening time creatures can run past or even directly through the sphere unharmed.
- Gust of Wind: Potentially a great way to shove enemies around, but at 15 ft. per round enemies will frequently be able to walk back the distance they were pushed without issue. Your best bet is to push enemies into area control effects, but since Gust of Wind requires your Concentration you may have trouble creating effects to use.
- Healing Spirit (source XGtE): 1d6 healing for a whole bunch of people every round for up to a minute. Use this out of combat and have everyone run through the spirit's area, and you can get 10d6 healing on a dizzying number of people. Even if you ignore vertical movement and the ability to move the spirit, you can heal everyone who can fit into a circle whose radius is up to their speed by having creatures move in then dash out to their original position. Creatures need only enter the spirit's space to get the healing. If you're not abusing this to restore hit points, you're honestly not trying hard enough. Better still, the healing goes up by 1d6 per spell slot past 2nd, so you can double the healing by using a 3rd-level slot. Obviously you don't want to use this during a fight because the healing isn't fast enough, but at high levels this is both cheap and effective enough that hit point damage almost stops being a limiting factor on how much you can do in a day.
- Heat Metal: Against nearly any humanoid in metal armor, this spell is a death sentence. The damage will be slow, but disadvantage on attack rolls and ability checks makes martial characters (the ones typically in metal armor) basically useless.
- Hold Person: On off button for humanoids, and they don't need to be in metal armor for it to work.
- Lesser Restoration: You won't need it all the time, but everyone needs it eventually.
- Moonbeam: It's easiest to compare Moonbeam to Flaming Sphere
- Pass without Trace: A +10 bonus in a game where most characters max out at +11 is huge. The bonus is enough to offset problems like a fighter in full plate armor. But remember: this is not invisibility. You can't cast this and crouch down in plain view and magically disappear. I hear that mistake being made constantly on podcasts. A +10 bonus doesn't negate line of sight rules. You still need cover or something.
- Protection from Poison: Situational, but if you know you're going to be facing enemies that deal poison damage you would be a fool not to bring this along. The Poisoned condition can be very problematic, and if you're facing it repeatedly (Troglodytes, Yuan-ti, etc.) you should be prepared for it.
- Spike Growth: 2d4 damage every 5 feet, and it's every time the creature “travels”, not every time the creature moves. So if you push or pull the creature, they take damage. A 20-foot radius spread is a fairly large area, too, so you can easily affect whole rooms or long stretches of hallway.
- Warding Wind (source XGtE): A decent buff for melee druids, including both Circle of the Moon and Circle of Spores. Making the area around you difficult terrain makes it hard for enemies to move toward or away from you, and disadvantage on ranged weapon attacks keeps enemies with ranged weapons from picking you off from afar while you're closing the distance.
Paladin Spells
Ranger Spells
Sorcerer Spells
Warlock Spells
Wizard Spells
dnd/spells_by_class.txt · Last modified: 2024/06/03 17:55 by ken