abirdcall
(she/her)
Here's a quick tier list I put together of 1st level spells.
A player asks me my thoughts on a spell:
'Yeah that's a great spell' - S Tier
'Yeah that spell is pretty good' - A Tier
'That spell is a decent choice you should be satisfied with it' - B Tier
'That spell could be good but I advise caution when taking it' - C Tier
'That spell is either pretty terrible or is unlikely to come up/make a difference in the game often enough to be worth taking' - D Tier
Asterisks:
Warlock Spells - Hellish Rebuke and Hex are in play worse than they are on this list because they are Warlock spells and don't scale well.
D Tier Spells - If you don't have a cost to have these available they are fine. They are highly situational and will not be useful most of the time.
Color Spray/Sleep - These are D Tier after level 2 but quite good in levels 1 and 2.
Controversial Picks:
Dissonant Whispers - This spell is never talked about. 3d6 save for half is good damage for a first level spell, the same as the standard of Chromatic Orb with 3d8. Using a reaction to move away though provokes OAs and also saves ranged characters from having disadvantage. That is a lot of extra damage and control.
Feather Fall - Having this available is a game changer. It is great for both safety and exploration.
Bless - This would be S Tier if it wasn't Concentration, affected a full party of 4, or was a Bonus Action. It's still a solid buff but not as good as people think.
Burning Hands/Thunderwave - 3d6/2d8 save for half AoE is just better than the average single target damage spells of 1st level. Burning Hands has better aiming control while Thunderwave can save ranged characters.
Hex and Hunter's Mark - The Concentration stops these spells from being S Tier. In the case of Hex it also has the problem of not scaling well on a Warlock. Some extra damage is just not comparable to the huge effect that level 3+ spells have.
Mage Armor - This is A Tier after level 5. B Tier before that.
1st level spells:
S Tier:
Dissonant Whispers
Find Familiar
Healing Word
Shield
A Tier:
Absorb Elements
Bless
Burning Hands
Detect Magic
Entangle
Faerie Fire
Feather Fall
Hellish Rebuke
Hunter’s Mark
Guiding Bolt
Mage Armor
Magic Missile
Silent Image
Tasha’s Hideous Laughter
Thunderwave
Wrathful Smite
B Tier:
Alarm
Catapult
Cause Fear
Chaos Bolt
Chromatic Orb
Command
Disguise Self
Ensnaring Strike
Fog Cloud
Goodberry
Hex
Ice Knife
Inflict Wounds
Protection From Evil and Good
Shield of Faith
Speak with Animals
Thunderous Smite
Zephyr Strike
C Tier:
Animal Friendship
Armor of Agathys
Arms of Hadar
Bane
Charm Person
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Evil and Good
Grease
Hail of Thorns
Ray of Sickness
Sanctuary
Snare
Unseen Servant
D Tier:
Beast Bond
Ceremony
Color Spray
Create or Destroy Water
Detect Poison and Disease
Divine Favor
Earth Tremor
Expeditious Retreat
False Life
Heroism
Sleep
Identify
Illusory Script
Jump
Longstrider
Purify Food and Drink
Searing Smite
Tenser’s Floating Disk
Witch Bolt
A player asks me my thoughts on a spell:
'Yeah that's a great spell' - S Tier
'Yeah that spell is pretty good' - A Tier
'That spell is a decent choice you should be satisfied with it' - B Tier
'That spell could be good but I advise caution when taking it' - C Tier
'That spell is either pretty terrible or is unlikely to come up/make a difference in the game often enough to be worth taking' - D Tier
Asterisks:
Warlock Spells - Hellish Rebuke and Hex are in play worse than they are on this list because they are Warlock spells and don't scale well.
D Tier Spells - If you don't have a cost to have these available they are fine. They are highly situational and will not be useful most of the time.
Color Spray/Sleep - These are D Tier after level 2 but quite good in levels 1 and 2.
Controversial Picks:
Dissonant Whispers - This spell is never talked about. 3d6 save for half is good damage for a first level spell, the same as the standard of Chromatic Orb with 3d8. Using a reaction to move away though provokes OAs and also saves ranged characters from having disadvantage. That is a lot of extra damage and control.
Feather Fall - Having this available is a game changer. It is great for both safety and exploration.
Bless - This would be S Tier if it wasn't Concentration, affected a full party of 4, or was a Bonus Action. It's still a solid buff but not as good as people think.
Burning Hands/Thunderwave - 3d6/2d8 save for half AoE is just better than the average single target damage spells of 1st level. Burning Hands has better aiming control while Thunderwave can save ranged characters.
Hex and Hunter's Mark - The Concentration stops these spells from being S Tier. In the case of Hex it also has the problem of not scaling well on a Warlock. Some extra damage is just not comparable to the huge effect that level 3+ spells have.
Mage Armor - This is A Tier after level 5. B Tier before that.
1st level spells:
S Tier:
Dissonant Whispers
Find Familiar
Healing Word
Shield
A Tier:
Absorb Elements
Bless
Burning Hands
Detect Magic
Entangle
Faerie Fire
Feather Fall
Hellish Rebuke
Hunter’s Mark
Guiding Bolt
Mage Armor
Magic Missile
Silent Image
Tasha’s Hideous Laughter
Thunderwave
Wrathful Smite
B Tier:
Alarm
Catapult
Cause Fear
Chaos Bolt
Chromatic Orb
Command
Disguise Self
Ensnaring Strike
Fog Cloud
Goodberry
Hex
Ice Knife
Inflict Wounds
Protection From Evil and Good
Shield of Faith
Speak with Animals
Thunderous Smite
Zephyr Strike
C Tier:
Animal Friendship
Armor of Agathys
Arms of Hadar
Bane
Charm Person
Compelled Duel
Comprehend Languages
Cure Wounds
Detect Evil and Good
Grease
Hail of Thorns
Ray of Sickness
Sanctuary
Snare
Unseen Servant
D Tier:
Beast Bond
Ceremony
Color Spray
Create or Destroy Water
Detect Poison and Disease
Divine Favor
Earth Tremor
Expeditious Retreat
False Life
Heroism
Sleep
Identify
Illusory Script
Jump
Longstrider
Purify Food and Drink
Searing Smite
Tenser’s Floating Disk
Witch Bolt
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