Best D&D Spells To Use In Combat

Best D&D Spells To Use In Combat



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Summary

  • Combat in D&D is essential for character progression and breaking up exploration.
  • Caster classes offer versatile spells for damage, healing, and buffs in combat encounters.
  • Spells like Fireball, Hold Person, and Eldritch Blast are powerful tools for different scenarios.

Combat is one of the bread and butter elements of Dungeons and Dragons, helping to break up the mundanity of imaginary exploration and giving players the chance to flex the cool character class features that they got access to at the last level-up.

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The caster classes are among the most popular among all the choices available, as who doesn’t want to have the ability to throw a literal flaming ball of fire right into the center of a group of enemies, potentially annihilating them all? All of these classes have some truly amazing spells available, with some being must-picks for those looking to dominate any combat encounter their D&D campaign has to throw at them.

10

Bless

Bestow A Helpful Blessing Upon Allies

  • Level: 1
  • Type: Enchantment
  • Classes: Cleric, Paladin
  • Components: Vocal, Somatic, and Material (A sprinkling of holy water)

Sometimes, it just isn’t enough to hit the enemy harder and faster, and some additional aid may be needed in order for a party to survive an encounter. Bless is a spell that can provide such aid, available to Clerics and Paladins.

It starts with a base level of 3 targets that the Cleric or Paladin can choose to grant a 1d4 to apply to their attack rolls or saving throws. Though it is but a small amount that’s added, it can still make what would have been a failed attack or saving throw succeed, turning the tide in the user’s favor.

9

Cure Wounds

Keep Allies In The Fight

  • Level: 1
  • Type: Evocation
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
  • Components: Vocal and Somatic

Cure Wounds is the ultimate low-level healing spells, and it is a must-take for clerics especially. By touching their party member, they can bestow some of their missing health, which can mean the difference between life and death during or even outside of combat.

Healing is a must in D&D, and though health can be restored with short and long rests, the party can’t just constantly take rests to bring their health back up. As such, any caster who can make use of this spell should at the very least take some time to consider learning it.

8

True Polymorph

Permanently Alter A Creature’s Existence

  • Level: 9
  • Type: Transmutation
  • Classes: Bard, Warlock, Wizard
  • Components: Vocal, Somatic, and Material (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Polymorph is one of the most fun spells in D&D, as it allows the caster to turn themselves (or someone else) into any beast. The form only lasts until concentration is broken or if the target’s new form drops to 0 points, with there being no chance of it becoming permanent.

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But if players cast True Polymorph, there is a chance that the caster can permanently transform the target into another creature or even an object. As long as their concentration isn’t broken, the transformation will be permanent until it is dispelled. This means that this spell can be levied against an enemy to transform the BBEG into a dormouse or a shoe, effectively ending the showdown on a humorous note.

7

Fireball

Devastate An Entire Group Of Enemies At Once

  • Level: 3
  • Type: Evocation
  • Classes: Sorcerer, Wizard
  • Components: Vocal, Somatic, and Material (A tiny ball of bat guano and sulfur)

Pyromaniacs need look no further with this spell. One of the best spells in the D&D handbook, Fireball, does exactly as the name suggests. By expending a spell slot (third level or higher), players can lob a fireball forward, dealing a devastating 8d6 worth of damage, and that’s at the lowest level. It’s possible to increase the damage by shelling out a higher level spell slot at the time of casting.

This spell is perfect when players are facing a group of enemies, as it encompasses a 20-foot radius. Players who cast this spell just need to bear their other party members in mind, as Fireball indiscriminately damages whoever is caught in its range, and there is no way for players to select targets that they don’t want to hit.

6

Hold Person

Lock Targets In Place

  • Level: 2
  • Type: Enchantment
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Components: Vocal, Somatic, and Material (A small, straight piece of iron)

Some enemies may be particularly adept at deflecting any damage that comes their way, or they may have gotten wise to the fact that they cannot win a fight, deciding to flee the encounter to recoup and try again with more allies on their side.

These specific situations are exactly when players will be thankful to have Hold Person in their spell list, as it will potentially allow them to stop the spell’s target in their tracks for up to 1 whole minute. This doesn’t sound like a whole lot of time, but during initiative, this can give players quite a while to dispatch a target while they are held and helpless.

5

Eldritch Blast

The Quintessential Warlock Cantrip

  • Level: Cantrip
  • Type: Evocation
  • Classes: Warlock
  • Components: Vocal and Somatic

Warlocks might be the trickiest caster to play in Dungeons and Dragons, as, unlike other casters, they are limited to a total of four spell slots, and that is from level 17 and onwards. As such, they tend to burn through spell slots a lot quicker than other casters, as a single encounter could demand that all of them are used, forcing them to eventually rely on cantrips.

Luckily enough for the Warlocks, they have access to the Eldritch Blast cantrip, which might be the most useful cantrip in the game, easily being an essential part of the Warlock kit. It allows the user to make up to four ranged attacks (if they reach the necessary level) on one or more targets. There are also invocations that can bolster Eldritch Blast with add-ons, allowing for additional damage or pushing the target back 10 feet.

4

Guiding Bolt

Damages And Applies A Debuff

  • Level: 1
  • Type: Evocation
  • Classes: Cleric
  • Components: Vocal and Somatic

Clerics are mostly known for their ability to heal their party, but this doesn’t mean that it’s all they are good for. They are also plenty capable of doling out massive amounts of damage, as showcased via one of their exclusive spells, Guiding Bolt.

Not only does this spell do a fair bit of radiant damage to the unlucky target, but using it also means that the next person to target that creature for an attack will gain advantage, increasing their odds of a successful hit, which will help the party whittle down their opponents with greater efficiency.

3

Hellish Rebuke

Throw An Attack Right Back In The Aggressor’s Face

  • Level: 1
  • Type: Evocation
  • Classes: Warlock
  • Components: Vocal and Somatic

Most of the time, Dungeons and Dragons players have no choice but to just accept the damage and move on when they are targeted by a foe. But Warlocks aren’t just going to take it lying down; they will turn an attack back at the one who struck them.

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By using their reaction, they can cast Hellish Rebuke and deal fire damage to anyone who attacks them, be it from a distance or up close and personal. Not only is this satisfying to use as the player, but it could even allow for the taking down of weakened opponents between turns.

2

Power Word Kill

Could Potentially One-Shot A Foe

  • Level: 9
  • Type: Enchantment
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Components: Vocal

Later levels in D&D are when spells spike in power, reflecting the power level of the player and the enemies they will be facing. Level 9 spells in particular verge towards being over-powered, with Power Word Kill being one such example.

If a creature has 100 HP or less, this spell will immediately kill said enemy, which could result in a very short encounter for the players. If one comes across an enemy that has 100 maximum hit points, they could potentially kill them before they even have the chance to do anything.

1

Counterspell

Cancel Out Unfriendly Spells

  • Level: 3
  • Type: Abjuration
  • Classes: Sorcerer, Warlock, Wizard
  • Components: Somatic

Enemy spells in Dungeons and Dragons can be particularly nasty, with Fireball or Power Word Kill being especially dangerous to those on the receiving end of them, which is why it is handy to have a way to mitigate those particularly dastardly spells and potentially save the day.

Players will need to expel a higher spell slot to cancel a higher spell, but dishing out a 9th level slot could be well worth it, as Scanlan proved in one of the most clutch moments in all of Critical Role. As such, Counterspell is definitely a must-have for combat.

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