D&D 5E 5E essential spells?

Baloop

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What are 6 essential spells in 5e?I'm currently playing a level 4 gnome wizard in a 5e campaign. As a "kick-start", the DM gave every player a unique magical item. Mine is a spellbook that lets me take 6 spells from any class' spell list and add them to my wizard spellbook. What are some crucial spells to add? The only important ones I see now are Dissonant Whispers and Guidance. Opinions?
 

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Well, for the more specific question of "what spells could a wizard yoink from other classes"...

Healing would be great. Healing Word, Goodberry, or Cure Wounds are all pretty good, but you probably only need one. Also one of the resurrection-type spells, like Revivify or Raise Dead. For some wizards Hex might be a great steal as well, and Eldritch Blast if your DM lets you take cantrips with the spellbook. Enhance Ability is nice and surprisingly not on the Wizard's list. Specific wizard builds might be able to exploit some things off the Paladin or Ranger's spell list, but I'm not sure those are as generally useful.
 

Your DM thought a level 4 wizard needed a kick start with additional spells and from any list? That's kind of flabbergasting? ;-)

The there isn't a lot worth adding that you don't already get as a wizard. A healing spell, possibly lesser restoration, sanctuary, bless, command or dissonant whispers, and enhance ability are my first thoughts, maybe faerie fire.
 


Spells you should pick no matter what:
Spiritual Weapon - great added damage without concentration - bonus action.
Death Ward - protect yourself from death 1/day - no concentration required.
Faerie Fire - Great to spam at creatures with legendary resistance - they can't afford to fail the save.

Spells you should think about taking if you don't have a party member with them:
Healing Word - Always useful.
Heal - Always useful.
Goodberry - Great out of combat efficient healing.
Pass without Trace - Party stealth, get surprise all the time.
Enhance Ability - Useful out of combat utility.
Wind Walk - Great utility spell later on to trivialize travel time. Also you can throw up a Wall of Force and Wind Walk out of really bad situations. As a DM I had to put limitations on this spell (wind doesn't mean you're not easy to spot) otherwise it has the potential to get out of control.
Revivify - If less than two people (redundancy) have a resurrect spell in your group, you're probably going to want this. You can replace it later with raise dead etc. You actually don't even need to prepare it - prepare gentle repose instead - then cast revivify the next day.
Dispel Evil and Good - Get rid of fear, charms, possessions, etc. It will sit on your prepared list for a while not in use, but the one time you need it - it will save the group.
Freedom of Movement - If you're ever grappled by something - you will want this.

A couple of things to note when considering spells to pick:
Weight up concentration combat spells, because you will find that is a bottle neck. Consider which ones you're going to be casting in combat mostly.
Weigh up 1st level spells against popping Shield. You get 4 first level slots - consider how many of those you want to dedicate to shield. 1st level spells that can be cast at a higher level can be more useful in this regard as well.
 
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For some wizards Hex might be a great steal as well, and Eldritch Blast if your DM lets you take cantrips with the spellbook.
Eldritch blast, in and of itself, isn't that exciting compared to the cantrips the wizard already has access to, like fire bolt - both do 1d10 per tier and require attack rolls. Eldritch blast makes one attack roll per die whereas fire bolt is all-or-nothing, so which you prefer is mostly a matter of taste. What makes eldritch blast powerful is its interaction with invocations, particularly agonizing blast. Hex + eldritch blast does make for a nice combo, but if given the opportunity to expand my spell collection with six spells from any list, I don't think "dealing slightly more damage" would be at the top of my list, at least not for two picks.
 

Well, for the more specific question of "what spells could a wizard yoink from other classes"...

Healing would be great. Healing Word, Goodberry, or Cure Wounds are all pretty good, but you probably only need one. Also one of the resurrection-type spells, like Revivify or Raise Dead. For some wizards Hex might be a great steal as well, and Eldritch Blast if your DM lets you take cantrips with the spellbook. Enhance Ability is nice and surprisingly not on the Wizard's list. Specific wizard builds might be able to exploit some things off the Paladin or Ranger's spell list, but I'm not sure those are as generally useful.

Eh. It depends a little bit on what level you expect to play this guy to--at low level I'd take Augury, but later on I'd want Divination or Commune (as soon as I could cast it).

Other amazing spells include Conjure Animals, Hex, Blessing, Death Ward, Aura of Vitality, and Sanctuary.

Since you're a diviner, I'd probably go with:

1. Augury
2. Commune
3. Blessing
4. Conjure Animals
5. Aura of Vitality
6. Sanctuary

The utility of most of these is obvious, but a quick comment on Sanctuary: it's a bonus action spell, compatible with Dodging or Blade Ward, and allows you to choose your battles and only get involved in important ones. It's a great spell for mysterious wizards.

I'd be sorely tempted to make room somehow for Death Ward because Contingency: Death Ward (whenever I am injured) is amazing.
 

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