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5E essential spells?
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<blockquote data-quote="DaveDash" data-source="post: 6645967" data-attributes="member: 6786202"><p>Spells you should pick no matter what:</p><p>Spiritual Weapon - great added damage without concentration - bonus action.</p><p>Death Ward - protect yourself from death 1/day - no concentration required.</p><p>Faerie Fire - Great to spam at creatures with legendary resistance - they can't afford to fail the save.</p><p></p><p>Spells you should think about taking if you don't have a party member with them:</p><p>Healing Word - Always useful.</p><p>Heal - Always useful.</p><p>Goodberry - Great out of combat efficient healing.</p><p>Pass without Trace - Party stealth, get surprise all the time.</p><p>Enhance Ability - Useful out of combat utility.</p><p>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.</p><p>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.</p><p>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.</p><p>Freedom of Movement - If you're ever grappled by something - you will want this.</p><p></p><p>A couple of things to note when considering spells to pick:</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6645967, member: 6786202"] 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. [/QUOTE]
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