D&D: The 15 Most Useful 1st Level Spells, Ranked
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Dungeons & Dragons The Most Useful 1st Level Spells Ranked
There are a lot of different classes in Dungeons & Dragons that use magic, while there are many spells, these are the best 1st level ones. In magic is one of the most powerful forces. Those who wield it have the ability to manipulate and shape reality to their own desires. In D&D 5e there are many classes that have the ability to use magic, each in their own special way. Included in these classes are Clerics, Warlocks, Sorcerers, and of course Wizards. And while they each attain their magical abilities in different ways, they do share one thing in common: they all started out using 1st-level spells. The goal of every spellcaster is to grow more powerful and eventually gain that sweet 9th-level spell slot. However, even the greatest caster has to start somewhere. While you're working your way up to that, here are some of the most useful level spells for characters starting at level one. Updated by Kristy Ambrose, May 12, 2022: A beginning caster of any class has more to choose from these days when it comes to their library of first level spells, which is partly why our list comprises a variety of spells for several different classes. That doesn't mean you can take your abilities for granted, regardless of what school of magic is used. The kind of Wizard, Sorcerer, Paladin, Druid, Cleric, Bard, or Warlock your character levels into depends on the earliest spells they learn. With that in mind, we've lengthened our list to include a few more level one options when it comes to the best first-level spells for D&D 5e. THEGAMER VIDEO OF THE DAY Disguise Self
Strixhaven: A Curriculum of Chaos art by Caroline Gariba More than likely there will be situations during a campaign where you'll have to conceal your real identity. Whether it's to evade being spotted or to infiltrate someplace, Disguise Self is a pretty good first-level spell to use. From the school of Illusion, the one who casts it can make themselves and everything on their person look completely different for an hour, or until it is dispelled. There are restrictions to the spell, as you can't change your body type, and your new image has to have the "same basic alignment of limbs". Also, the changes made aren't physical, and a creature can make an Investigation check and contest it with your Spell save DC to inspect and see through the illusion. Charm Person
D&D Von Richten's Guide to Ravenloft by Zoltan Boros Charm Person is a versatile spell that can be used in both combat and social situations. It's one of the best first level spells for D&D 5e, dates from , and its versatility and range of use depending on the class or situation are the reasons it has stood the test of time. The target of this spell has to make a Wisdom saving throw, which they have a bonus for if you're in combat with them at the time. At higher levels, you can use this spell to charm more than one creature at once, which can be really handy when dealing with guards, bandits, or dinner guests. Tasha' s Hideous Laughter
Artwork via Wizards of the Coast Tasha' s Hideous Laughter is a first-level Enchantment spell that can be used by any class that pulls from the Bard or Wizard spell list. When it's cast, a player can target a creature within a range of 30 feet and can make its target fall Prone into a fit of laughter for one minute if they don't succeed at a Wisdom save. A creature that's Prone can only crawl and has disadvantages on its attack rolls. It's a pretty good way to delay an enemy's attack as they have to spend a turn getting up from being Prone, even if they manage to succeed in their Wisdom saving throw. Feather Fall
Artwork via Wizards of the Coast There's also a ring in the game that can grant this ability to anyone wearing it, but unlike this spell, that only benefits the person who has it equipped. When cast by a Bard, Wizard, or Artificer, however, it can benefit up to five intrepid adventurers. It seems situational at first, but there are all kinds of uses for this spell, not just the obvious benefit of saving your group from a nasty tumble. Feather Fall is also ideal for reaching inaccessible places, not just in dungeons but also near castles and on cliffsides. Guiding Bolt
Artwork Via Wizards of the Coast Guiding Bolt is an awesome . It's from the school of Evocation and when it's cast a flash of light shoots towards a targeted creature within 120 ft. It does 4d6 radiant damage if it hits and gives the next attack made on the target advantage. It's a great spell for Clerics to use to both do damage and to help a party member get a hit on an enemy. It can also be cast at higher levels and the damage is increased by 1d6 for every slot above the first level. It's one of the best first-level spells for D&D 5e Clerics, regardless of Domain choice. Comprehend Languages
Artwork Via Wizards of the Coast It's not just for or strangers in a tavern from a far-flung land, but that is one obvious advantage to this very useful spell. Comprehend Languages also works on print, so it's handy for deciphering virtually any text as long as it's not a code or written in a language that isn't a conventional reading script, like numbers or musical notes. That means you could use it on an ancient map as easily as you can spy on those mysterious dinner guests. Unseen Servant
Fizban's Tresury Of Dragons Cover Art By Chris Rahn For anyone that likes the spell Mage Hand but wants something a little more versatile, Unseen Servant is the best first level spell. It's a Conjuration spell, and it creates a mindless, invisible force that can perform simple commands. You can command it to move up to 15 ft at a time and have it interact with an object. The Unseen Servant cannot attack, and it has low AC, Strength, and Hit Points, but it can do things like serving meals, light fires, and cleaning. If it gets hit or moves more than 60 feet away from you then the spell ends. Absorb Elements
Eldritch Claw Tattoo art via Wizards of the Coast Absorb Elements is a spell available to Wizards, Artificers, Sorcerers, Druids, and Rangers, which are all casting classes with some kind of elemental experience or knowledge. The caster can absorb any kind of elemental energy near them, whether it's natural or magical, and store it for later use. This is commonly the kind of power that an Artificer would have, but this spell is available to several classes, and it's also handy for multiclass characters that also do some melee damage. If a player uses this spell to store energy, their next hit deals an extra 1d6 of damage. Inflict Wounds
Lair of The Hydra D&D By Wayne Reynolds Inflict Wounds is a powerful first-level spell from the school of Necromancy. Anyone who uses it has to get up close and personal with their target, as they have to touch them to use it, but it's a great spell if you find yourself in a bind with no way to get out. It does a pretty nasty 3d10 necrotic damage, and starting out that are resistant to necrotic damage. You can even use Inflict Wounds at higher levels, increasing the damage by 1d10 for each slot level above first level. It's one of the best first-level spells for D&D 5e. Ice Knife
Lost Mine Of Phandelver Cover Art by Jaime Jones Players get so focused on fighting creatures like trolls that require fire or acid power that it's easy to forget that the element of cold also has its uses. Elementals, dragons, and that are sensitive to lower temperatures will take cold damage from this flying dagger even if it doesn't hit them. The great thing about this spell is that the caster gets two chances to hit the target. The flying sliver of ice that the caster initially throws causes 1d10 damage if it does hit, and hit or miss will explode, causing 2d6 cold damage. Cure Wounds
Arashin Cleric by Chris Rahn Cure Wounds is pretty much the opposite of Inflict Wounds and is a spell that usually goes hand in hand with it. This Evocation spell lets you cure a creature you can touch, restoring a certain number of their Hit Points. You roll a 1d8 and then add your spellcasting modifier, which for Clerics, for example, would be their Wisdom modifier. It's another spell that gets stronger when cast at higher levels, and it has no effects on constructs or the undead. It's also a good healing spell to use when first starting out. Bless
The Book of Exalted Deeds by Daniel Ljunggren Bless is a first-level spell that can be used by Clerics and Paladins, and it's from the school of Enchantment. This spell lets you buff up to three creatures of your choice, one can even be yourself, within a 30 ft radius. Whenever Blessed creatures make attack rolls or saving throws, they can roll an additional 1d4 and add that to their saving throw or an attack roll. It's a great way to add a little extra power to an attack or help you and a few party members make an important and maybe even life-saving dice throw. Wrathful Smite
Boo's Astral Menagerie key art by Ekaterina Burmak A handy spell for virtually all casters, this is an essential addition for a multi-class character that combines spellcasting with melee damage. However, only Paladins and Clerics have access to the spell - mostly to keep it from being too overpowered. Wrathful Smite imbues your character's weapon for one minute, a duration that lengthens as their levels progress. At level one, the spell gives the weapon an extra 1d6 of damage, and , it has to make a Wisdom saving throw or be Frightened until the spell is over. Thunderwave
effects for the price of one. Half of the main spellcasters can cast this spell, including . It sends out a thunderous wave of kinetic force around the caster in a 15 ft cube. All creatures in that 15 ft area must make a Constitution saving throw. Those that fail to, take 2d8 thunder damage and get pushed back 10 ft, while those who succeed only take half as much damage. This spell can also be cast at higher levels with the damage increased by 1d8 for each increasing spell slot. It also automatically pushes back any object that isn't affixed or secured to anything. Burning Hands
Warlock art via Wizards of the Coast It's better for a cloth wearer to stay out of range, but when someone gets in too close this painful spell teaches them to keep their distance provided they survive the encounter. It helps . Not only it is useful in close combat, but Burning Hands is also handy if you need fire, or when you're fighting creatures that are sensitive to light or heat. This creates actual fire, so also useful for times when you need heat and light, just mind you don't scorch your bedroll. False Life
Heroes of Horror by David Hudnut Although this spell is associated with Clerics of certain Domains, Sorcerers, Wizards, and Artificers also have access to this handy spell. This version, however, is strictly a self-cast, whereas Clerics can usually cast it on party members. A character can use it to give themselves a few extra hit points, which is really useful in a number of situations. It can be used as a last resort in a tough fight, or you can use it right before a fight starts to give a character an edge on the amount of damage they can take. Chromatic Orb
Prismatic Spray art by Clint Cearley Chromatic Orb is an Evocation first-level spell that does some pretty good damage , though you do need a diamond worth at least 50 gold. When cast you can throw a four-inch diameter sphere of energy at a target. For any class able to use magic this spell is probably the most useful and best level one spell. Detect Magic allows you to sense the magic that is within 30 ft of you, which includes magical items and creatures. You can also learn the school of magic it's from, and it can go through most barriers except, three feet of wood or dirt, one foot of stone, one inch of any common metal or a thin sheet of lead. It has a ten-minute casting time, so it's not to be used during moments where expediency is required. Detect Magic
For any class able to use magic this spell is probably the most useful and must-have spell. Detect Magic allows you to sense the magic that is within 30 ft of you, which includes magical items and creatures. You can also learn the school of magic it's from, and it can go through most barriers except, three feet of wood or dirt, one foot of stone, or one inch of any common metal or a thin sheet of lead. And it has a ten-minute casting time, so it's not to be used during moments where expediency is required. Magic Missile
Dragon Of Icespire Peak Cover Art By Grzegorz Rutkowsk The classic lead-in spell, especially for those that aspire to a high level of damage, it's one of the most destructive ranged spells available for beginning Sorcerers and Wizards. There are no saving throws available for Magic Missile, which creates three glowing darts and causes 1d4 + 1 of force damage at any target up to 120 feet away. This spell is so ubiquitous, appearing in some form in almost every RPG, that it's a part of the D&D universe we've seen featured in popular culture. You can choose the type of damage it does from the following selections; cold, lightning, fire, thunder, or acid. This spell gives its wielder a variety of damage to deal with, which can come in handy if you have an enemy that's vulnerable to one of the listed types of elements. It does 3d8 damage, giving it a strong punch for a spell that can be learned from the start.