Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm concentration wording and spell lists before locking a build.
You only get one concentration spell at a time. The best concentration spells 5E are the ones that win the whole fight — not the ones that look flashy for one round. This hub ranks high-impact options by job and links into full spell guides.
How to choose your concentration
- Survive first — if you drop concentration every fight, pick shorter-range or safer options (or Mirror Image / Shield instead of greed).
- Party multiplier beats personal DPR — Bless and Hypnotic Pattern often outscore Hex on tough days.
- One job per fight — control or buff or aura damage. Switching mid-fight costs an Action and your previous effect.
S-tier: fight-winning concentration
Spirit Guardians
Spirit Guardians turns a Cleric into a moving damage zone with a speed penalty. Pair with Spiritual Weapon (no concentration) and Dodge.
Hypnotic Pattern
Hypnotic Pattern can delete half an encounter on failed Wisdom saves. Protect it — one hit ending concentration wastes a 3rd-level slot.
Web / Spike Growth
Web restrains packs for ranged parties. Spike Growth shreds forced movement. Both reshape the map for the whole fight.
Bless
Bless is the low-level forever pick: +1d4 to attacks and saves for up to three allies. Still correct in deadly fights before you have Spirit Guardians / Hypnotic Pattern.
A-tier: strong when the fight matches
| Spell | Best when |
|---|---|
| Haste | One martial can nova; you can babysit concentration (lethargy hurts) |
| Slow | Many enemies need action-economy taxes |
| Fear | Cone can empty the front line |
| Hold Person | Humanoid boss + melee allies ready to crit |
| Fly | Vertical / kite fights; keep distance from archers |
| Hex / Hunter's Mark | Personal damage riders on Warlock / Ranger turns |
| Faerie Fire | Party-wide advantage on glowing targets |
| Pass Without Trace | Stealth approaches and ambushes |
| Moonbeam | Shapechangers / radiant column control |
| Heat Metal | Armored humanoids / metal weapons |
| Banishment | Remove one catastrophic creature |
| Greater Invisibility | Attack while invisible; protect the buffer |
| Polymorph | Save an ally or neutralize a foe as a beast |
| Invisibility | Scout / setup (breaks on attack) |
Concentration you should usually skip (in combat)
- Guidance — drop it the moment initiative starts if you need Bless / Hex / Guardians.
- Detect Magic — exploration tax, not a fight buff.
- Enhance Ability — scene skills; rarely beats combat control.
Quick picks by class vibe
| If you are… | Default concentration |
|---|---|
| Cleric (melee) | Spirit Guardians → else Bless |
| Bard / Wizard controller | Hypnotic Pattern → Web → Hold Person |
| Warlock blaster | Hex (until a better lock appears) |
| Druid / Ranger terrain | Spike Growth / Moonbeam / Pass Without Trace |
| Buffer for one fighter | Haste (only if you can keep it up) |
Related hubs
- Best cantrips 5E
- Best 1st-level spells 5E
- Best 2nd-level spells 5E
- Best 3rd-level spells 5E
- Best Warlock spells 5E
- Best Cleric spells 5E
- Best Wizard spells 5E
Frequently Asked Questions
What is the single best concentration spell?
At mid levels for a melee Cleric: Spirit Guardians. For a full caster facing packs: Hypnotic Pattern. At low levels for the whole party: Bless. Context beats any universal ranking.
Should I drop concentration to cast Counterspell?
Counterspell is a reaction and does not require concentration. You keep your concentration spell unless you cast a different concentration spell or fail a Constitution save.
Is Haste worth the lethargy risk?
Yes when the buffed ally will end the fight before you get hit. No when you are fragile and enemies focus you — Slow or Web is often safer party value.


