D&D Spells
65 guides

Best Concentration Spells 5E (2014)
Best concentration spells in D&D 5E: Spirit Guardians, Hypnotic Pattern, Bless, Web, Haste, Hex, and how to choose what to concentrate on.

Best Wizard Spells 5E (2014)
Best Wizard spells in D&D 5E: Shield, Absorb Elements, Misty Step, Web, Counterspell, Fireball, Hypnotic Pattern, and preparation priorities.

Best Cleric Spells 5E (2014)
Best Cleric spells in D&D 5E: Guidance, Bless, Healing Word, Spiritual Weapon, Spirit Guardians, Revivify, and domain preparation tips.

Best Warlock Spells 5E (2014)
Best Warlock spells in D&D 5E: Eldritch Blast, Hex, Armor of Agathys mindset, Misty Step via invocations/Mystic Arcanum, and pact slot priorities.

Vicious Mockery 5E Guide
Vicious Mockery 5E guide: Bard cantrip, Wisdom save, psychic damage, disadvantage on the next attack, and when to use it over damage cantrips.

Mind Sliver 5E Guide
Mind Sliver 5E guide: Intelligence save cantrip, psychic damage, -1d4 on the next saving throw, and how to set up Hold Person or Banishment.

Fire Bolt 5E Guide
Fire Bolt 5E guide: ranged spell attack fire cantrip, object ignition, damage scaling, and when to pick it over Ray of Frost or Toll the Dead.

Best 3rd-Level Spells 5E (2014)
Best 3rd-level spells in D&D 5E: Fireball, Counterspell, Hypnotic Pattern, Spirit Guardians, Haste, Revivify, and when to cast each.

Best 2nd-Level Spells 5E (2014)
Best 2nd-level spells in D&D 5E: Misty Step, Web, Spiritual Weapon, Pass Without Trace, Spike Growth, Hold Person, and more.

Best 1st-Level Spells 5E (2014)
Best 1st-level spells in D&D 5E: Shield, Healing Word, Bless, Absorb Elements, Magic Missile, Hex, and more — ranked by combat impact.

Best Cantrips 5E (2014)
Best cantrips in D&D 5E (2014): Eldritch Blast, Guidance, Toll the Dead, Sacred Flame, and how to pick damage vs utility for your class.

Blindness/Deafness 5E Guide
Blindness/Deafness 5E guide: no concentration, Con save, upcasting extra targets, and when Blindness beats Faerie Fire.

Moonbeam 5E Guide
Moonbeam 5E guide: cylinder radiant damage, shapechanger reveals, bonus-action moves, and how it compares to Spirit Guardians.

Greater Invisibility 5E Guide
Greater Invisibility 5E guide: attack without ending invisibility, concentration tips, rogue synergy, and vs Invisibility.

Fear 5E Guide
Fear 5E guide: 30-foot cone, drop weapons, Dash away, concentration tips, and how it compares to Hypnotic Pattern.

Dimension Door 5E Guide
Dimension Door 5E guide: 500-foot teleport, bring a friend, arrival rules, and when it beats Misty Step or Fly.

Fly 5E Guide
Fly 5E guide: 60-foot flying speed, concentration, upcasting extra targets, and fall risks when the spell ends.

Web 5E Guide
Web 5E guide: restrained condition, Dexterity saves, burning webs, concentration tips, and how it compares to Spike Growth.

Mirror Image 5E Guide
Mirror Image 5E guide: three duplicates, how attacks miss, AC of images, and when it beats Shield or Misty Step.

Polymorph 5E Guide
Polymorph 5E guide: beast forms, CR limits, concentration, giant ape tactics, and how it compares to True Polymorph.

Haste 5E Guide
Haste 5E guide: double speed, +2 AC, extra attack action, lethargy risk, and who to buff first.

Slow 5E Guide
Slow 5E guide: up to six creatures, attack and spellcasting penalties, concentration tips, and how it compares to Hypnotic Pattern.

Banishment 5E Guide
Banishment 5E guide: Charisma save, concentration exile, native vs extraplanar targets, and when to upcast extra creatures.

Shatter 5E Guide
Shatter 5E guide: thunder damage sphere, Con save, brittle objects, upcasting, and when it beats Thunderwave.

Detect Magic 5E Guide
Detect Magic 5E guide: ritual casting, school auras, blocked by barriers, and how adventurers use it to find loot and traps.

Hypnotic Pattern 5E Guide
Hypnotic Pattern 5E guide: Charm effect, incapacitated enemies, concentration tips, and how it compares to Fear and Hold Person.

Heat Metal 5E Guide
Heat Metal 5E guide: damage each turn, drop or disadvantage, armor targets, and why Bards and Druids love this spell.

Silence 5E Guide
Silence 5E guide: 20-foot sphere, no verbal spells, Stealth setups, and how to use it against enemy casters.

Revivify 5E Guide
Revivify 5E guide: 1-minute time limit, 300 gp diamond, who can cast it, and how it compares to Raise Dead and spare-the-dying plays.

Fog Cloud 5E Guide
Fog Cloud 5E guide: heavily obscured area, upcasting radius, escape tactics, and how it interacts with blindsight and Darkvision.

Faerie Fire 5E Guide
Faerie Fire 5E guide: Dexterity save, advantage on attacks, revealing invisible foes, and how it compares to Guiding Bolt.

Charm Person 5E Guide
Charm Person 5E guide: Wisdom save, charmed social advantage, hostile-when-it-ends warning, and upcasting multiple targets.

Spike Growth 5E Guide
Spike Growth 5E guide: difficult terrain, piercing damage per 5 feet, camouflage, concentration control for Rangers and Druids.

Pass Without Trace 5E Guide
Pass Without Trace 5E guide: +10 Stealth aura, concentration, group infiltration tactics, and why Rangers love this spell.

Invisibility 5E Guide
Invisibility 5E guide: heavily obscured attacker rules, concentration, what ends the spell, and Greater Invisibility comparisons.

Hold Person 5E Guide
Hold Person 5E guide: Wisdom save paralysis, auto-crit melee rules, concentration, upcasting extra targets, and best combat uses.

Sleep 5E Guide
Sleep 5E guide: hit point pool, unconscious rules, upcasting, and why it wrecks low-level encounters but fades later.

Cure Wounds 5E Guide
Cure Wounds 5E guide: touch heal Action economy, upcasting, and when Healing Word is the better combat choice.

Magic Missile 5E Guide
Magic Missile 5E guide: auto-hit force darts, upcasting extra missiles, Shield interaction, and when to pick it over cantrips.

Thunderwave 5E Guide
Thunderwave 5E guide: 15-foot cube, Constitution save, thunder damage, push effect, and when to use it as an escape button.

Hunter's Mark 5E Guide
Hunter's Mark 5E guide: bonus weapon damage, Wisdom checks to track, concentration, and how it compares to Hex for Rangers.

Hex 5E Guide
Hex 5E guide: bonus necrotic damage, ability check disadvantage, concentration upcasting duration, and how it pairs with Eldritch Blast.

Mage Armor 5E Guide
Mage Armor 5E guide: 13 + Dexterity AC for 8 hours, who should cast it, and how it compares to light armor and Shield.

Eldritch Blast 5E Guide
Eldritch Blast 5E guide: force cantrip beams, Agonizing Blast, multiple beams at higher levels, and why it defines Warlock DPR.

Absorb Elements 5E Guide
Absorb Elements 5E guide: reaction resistance to elemental damage, bonus damage on your next melee hit, and when to pick it over Shield.

Toll the Dead 5E Guide
Toll the Dead 5E guide: Wisdom save cantrip, d8 vs d12 when the target is hurt, radiant-free necrotic damage, and when to prefer Sacred Flame.

Guiding Bolt 5E Guide
Guiding Bolt 5E guide: 4d6 radiant damage, advantage on the next attack, upcasting, and when to pick it over Sacred Flame.

Sacred Flame 5E Guide
Sacred Flame 5E guide: radiant cantrip damage, Dexterity save, no cover benefit, scaling dice, and when to pick it over Toll the Dead.

Spirit Guardians 5E Guide
Spirit Guardians 5E guide: 15-foot aura, radiant or necrotic damage, speed reduction, concentration tips, and upcasting.

Fireball 5E Guide
Fireball 5E guide: 8d6 fire damage, 20-foot radius, Dexterity saves, upcasting, and when to hold the slot for smarter plays.

Spiritual Weapon 5E Guide
Spiritual Weapon 5E guide: bonus-action force damage, no concentration, upcasting, and how to run it with Healing Word or Guiding Bolt.

Bless 5E Guide
Bless 5E guide: +1d4 to attacks and saves, concentration tips, upcasting extra targets, and how it compares to Guidance and Bane.

Healing Word 5E Guide
Healing Word 5E guide: bonus-action heal, range, upcasting, when to pick it over Cure Wounds, and how it saves downed allies.

Guidance 5E Guide
Guidance 5E explained: cantrip concentration, +1d4 to ability checks, best uses out of combat, and common table rulings.

Shield 5E Guide
Shield 5E guide: +5 AC reaction, Magic Missile immunity, when to cast it, and how it compares to Counterspell and Absorb Elements.

Counterspell 5E Guide
Counterspell 5E guide: reaction timing, automatic success vs ability check, upcasting tips, and when to save your reaction instead.

Misty Step 5E Guide
Misty Step 5E explained: spell stats, bonus-action teleport range, classes, best uses in combat, and how it compares to Vortex Warp and Dimension Door.
Water Spells 5E: How They Work, Best Water Spells, and More!
It can be difficult to find the best water spells 5E has to offer; although they are a powerful tool for spellcasters (and, in particular, offer great…
Synaptic Static 5E Guide
With Synaptic Static, create chaos in the minds of your enemies in an impressive 20-foot radius sphere, dealing a high amount of damage and causing them…
Aura of Vitality 5E Guide
With the Aura of Vitality 5E spell, healing energy radiates from your character and healing a character you choose within 30 foot.

Enhance Ability 5e Guide
Enhance Ability 5E guide: Bear's Endurance, Bull's Strength, Cat's Grace, and when to cast each animal buff.

Kinetic Jaunt 5E Guide
Kinetic Jaunt 5E guide: +10 feet of speed, no opportunity attacks, spell stats, classes, and practical combat uses for Artificers, Bards, Sorcerers, and Wizards.
Borrowed Knowledge 5E Guide
This Borrowed Knowledge 5E Guide breaks down everything you need to know about the spell, what it does, common use cases, and more!

Vortex Warp 5E Guide
Vortex Warp 5E explained: spell level, classes, how the teleport works, Constitution saves, and the best ways to use it in combat.

Dissonant Whispers 5E Guide: How & When to Use It!
Dissonant Whispers 5E guide: psychic damage, forced movement via reaction, upcasting, and best Bard combat uses.