Zardnaar
Legend
Similar to the recurring survivor threads I thought I would start a series of top 5 lists. The first one is direct damage. These spells are not always the ones that deal the most damage but you will/should be using them more than the other boom spells.
1. Eldritch Blast.
Yes it's a cantrip. At it's most basic it's a d10 cantrip that's force damage. Not much in the game resists or is immune to force damage. It can also be enhanced with agonizing blast and hex. Any charisma based character could also make use of this spell via magic initiate or magical secrets. Additionally the warlock/sorcerer aka Sorlock is a very basic build that's very effective.
2. Spiritual Weapon
Available to various classes but all clerics once again we have force damage. No concentration required and it's a bonus action. This spell combined with the next one is way I believe a good battle cleric is a primary spellcaster build and not worrying about melee combat to much. Not worth upcasting as a general rule perhaps in a 4th level slot, no higher. Divine Soul sorcerer also opens up other options.
3. Spiritual Guardians
This spell has the option of dealing necrotic damage but it's really a radiant damage spell. Any cleric can use this spell and it's still interesting on any other class that can get it. Combos with Spiritual Weapon so any cleric wading into melee combat with this, spiritual weapon and spamming cantrips can put out a lot of damage. Also worth upcasting.
4. Fireball
Gets the nod over lightning bolt just due to its size. The iconic boom spell is now available to a lot of 5E classes. Best used as a minion killer. Simple and effective probably not worth upcasting.
5. Destructive Wave
A rare spell that one has to be a level 17 Paladin to cast. However all bards can steal it at level 10 and tempest clerics can cast it from level 9. Out damages fireball, radiant damage and can knock people prone. As an added bonus doesn't hit allies.
Honorable mention
Animate Objects
Upcast to create a horde of tiny critters. Depends on how your DM let's it interact with bags if coins. Also a pain to use and doesn't get great until upcast.
Lightning Bolt.
It's not fireball. But if you can't cast or don't want to cast fireball this spell is good.
Meteor Swarm
The biggest by the numbers spell. Level 9 though so highly unlikely to be ever cast a problem going back to AD&D. May as well be NPC only.
4. Various conjure spells. Summon animals. Not always reliable but very useful. Has issues with DMs and slowing the game down.
1. Eldritch Blast.
Yes it's a cantrip. At it's most basic it's a d10 cantrip that's force damage. Not much in the game resists or is immune to force damage. It can also be enhanced with agonizing blast and hex. Any charisma based character could also make use of this spell via magic initiate or magical secrets. Additionally the warlock/sorcerer aka Sorlock is a very basic build that's very effective.
2. Spiritual Weapon
Available to various classes but all clerics once again we have force damage. No concentration required and it's a bonus action. This spell combined with the next one is way I believe a good battle cleric is a primary spellcaster build and not worrying about melee combat to much. Not worth upcasting as a general rule perhaps in a 4th level slot, no higher. Divine Soul sorcerer also opens up other options.
3. Spiritual Guardians
This spell has the option of dealing necrotic damage but it's really a radiant damage spell. Any cleric can use this spell and it's still interesting on any other class that can get it. Combos with Spiritual Weapon so any cleric wading into melee combat with this, spiritual weapon and spamming cantrips can put out a lot of damage. Also worth upcasting.
4. Fireball
Gets the nod over lightning bolt just due to its size. The iconic boom spell is now available to a lot of 5E classes. Best used as a minion killer. Simple and effective probably not worth upcasting.
5. Destructive Wave
A rare spell that one has to be a level 17 Paladin to cast. However all bards can steal it at level 10 and tempest clerics can cast it from level 9. Out damages fireball, radiant damage and can knock people prone. As an added bonus doesn't hit allies.
Honorable mention
Animate Objects
Upcast to create a horde of tiny critters. Depends on how your DM let's it interact with bags if coins. Also a pain to use and doesn't get great until upcast.
Lightning Bolt.
It's not fireball. But if you can't cast or don't want to cast fireball this spell is good.
Meteor Swarm
The biggest by the numbers spell. Level 9 though so highly unlikely to be ever cast a problem going back to AD&D. May as well be NPC only.
4. Various conjure spells. Summon animals. Not always reliable but very useful. Has issues with DMs and slowing the game down.