D&D General What are your go-to spells as a caster? And why?

I don't know why you consider Hex good but Hunter's Mark bad;

Because Hex gives disadvantage to enemy ability checks. This is heavily used in the social pillar and significantly used in the combat pillar and this stays useful late in play. In theory Hunter's Mark can give advantage on some Wisdom checks, but I almost never see this done either as a player or a DM (I think twice in 10 years of 5E) and that makes the spell pretty useless after level 10 or so and only marginally or situationally useful in earlier levels, especially if you use a slot to cast it.

Before 2024 I commonly had Hex on Rangers I played, but I never had Hunter's Mark on them past level 3. On 2024 Rangers I don't have Hex because there is some overlap in the two spells, but Hunter's Mark is not nearly as useful over all.
 

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It depends what you can get, of course. But spells I will basically always take on a character who can reasonably get them are:

Cantrips:
Firebolt (of if you're lucky Eldritch Blast, or if you're bored with it Ray of Frost, or if you're a Druid/Cleric Sacred Flame/Toll the Dead, or if you've got style Viscious Mockery, or if you're a real schemer Mind Sliver)
Guidance
Prestidigitation/Druidcraft/Thaumaturgy
Message
Minor Illusion
Mage Hand
Light (if you're unlucky enough to need it)


Level 1:

Find Familiar!!! (it should be a class feature, but instead it's a spell, so get it if you can).
Shield (though I usually don't take this at first level, because who has the spell slots for it at first level)
Healing Word, or Cure Wounds if Healing Word isn't available
Hex/Hunter's Mark (yeah, I know Hex is marginally better, but they're basically the same, take what you can get)
Bless
Speak with Animals (sure, it's DM dependent, but the DM who sees it as a problem rather than an opportunity when I talk to a banana slug is not a DM I'm going to stick with).
Sleep (the real version from real 5e. I will not acknowledge whether there is a version in 5.5).
Disguise Self (if there aren't going to be shenanigans, it's not a campaign for me)
Comprehend Language, Detect Magic, and/or Identify (if nobody else has any of them, particularly solid as Wizard choices)
Magic Missile (because it will be useful for breaking concentration until the end of the game),

Level 2:

Misty Step
Invisibility
Suggestion
Spiritual Weapon/Flaming Sphere (not the same, but fulfill the same niche)
Shadow Blade (if the character ever even might go into melee and can get this one, I get it)
Heat Metal (if armored enemies are a thing in the campaign).

Level 3
Fireball (yeah, I don't care if the damage is overrated or whatever, if you can get Fireball people expect to see you cast Fireball, and I've got a set of Fireball dice just waiting to be rolled).
Hypnotic Pattern (it usually doesn't win a fight, but it often makes a fight winnable)
Counterspell (in 5e, I don't see the point of the 5.5 version)
Fly (see how many of your DM's best laid plans you can spoil with this one)
Tongues (usually overlooked as boring, but if languages are important in the campaign it may open a lot of doors)
Sending (a campaign changer if you're clever)
Speak with Dead (cousin of Speak with Animals above, except more useful because corpses are much more likely to have the exact information you want)
Spiritual Guardians (but you basically only get it if you're a Cleric)
Dispel Magic (not exciting at all, but at some point you always end up needing it)

I haven't played enough campaigns that went high enough to develop a lot of go-tos beyond level 3.
 

Because Hex gives disadvantage to enemy ability checks. This is heavily used in the social pillar and significantly used in the combat pillar and this stays useful late in play. In theory Hunter's Mark can give advantage on some Wisdom checks, but I almost never see this done either as a player or a DM (I think twice in 10 years of 5E) and that makes the spell pretty useless after level 10 or so and only marginally or situationally useful in earlier levels, especially if you use a slot to cast it.

Before 2024 I commonly had Hex on Rangers I played, but I never had Hunter's Mark on them past level 3. On 2024 Rangers I don't have Hex because there is some overlap in the two spells, but Hunter's Mark is not nearly as useful over all.
Fair enough; I can't recall ever seeing hex used outside of a combat situation, but I suppose a creative player could put it to that use. In terms of combat usage, the spells are functionally identical until 11th level unless the caster is dual-wielding, in which case the ranger has the advantage. And those mid-levels are when you start seeing more creatures with necrotic resistance. I suppose it's situational/dependent on the type of game you are playing. And, of course, the 2024 ranger upgrades makes hunter's mark much more essential at the higher levels.
 

Totally agree on hypnotic pattern; if you're facing creatures that are strong but have poor wisdom saves, this spell is an "we win the encounter" button. I would say that this spell is absolutely essential if you're considering playing Against the Giants or Storm King's Thunder. Banishment is another spell that fits into this category, especially since few creatures are proficient in Charisma saving throws.
 

Because Hex gives disadvantage to enemy ability checks. This is heavily used in the social pillar and significantly used in the combat pillar and this stays useful late in play. In theory Hunter's Mark can give advantage on some Wisdom checks, but I almost never see this done either as a player or a DM (I think twice in 10 years of 5E) and that makes the spell pretty useless after level 10 or so and only marginally or situationally useful in earlier levels, especially if you use a slot to cast it.

Before 2024 I commonly had Hex on Rangers I played, but I never had Hunter's Mark on them past level 3. On 2024 Rangers I don't have Hex because there is some overlap in the two spells, but Hunter's Mark is not nearly as useful over all.


How is Hex heavily used in the social pillar? To catch someone lying? I literally never saw this either.

I have seen the disadvantage on ability check come into play once or twice in combat, but its not thaat often. Especially now that grapple is a saving throw.


The getting hex on a hunter in 2014 for me looks completely not understandable. You only need to use 1 spell known from your class to get hunter's mark, but you need some feat or similar to get hex. Thats much more investment.


Also whenever you want to follow somone, which is not thaat uncommon, hunters mark can be useful. You can even cast it on a party member, if you think you get separated from them and can find them easier. This fits a hunter spell perfectly.


Also its only vocal components so easier to cast over vocal + somatic + material (especially if you are using a 2 handed weapon or are dualwielding).

And force is just the better damage type.



And, of course, the 2024 ranger upgrades makes hunter's mark much more essential at the higher levels.

I am really not so sure about this. These upgrades are small bonuses on levels where you normally would not get anything. Unless the level 20 capstone (which is really bad), I dont think these really force you to use hunter's mark (sure using it over hex), but I think its perfectly fine to use other spells, this is more that if you need to use plan B (Hunter's mark) at higher levels it does not feel too bad.

I like this design, (and don't understand why the paladin does not get something similar), but I do not think it makes it essential. (On the other hand some subclasses of course kind of need it).
 

Love/hate relationship with Haste over here. Depending on the edition, it’s not necessarily the best spell mechanically, but it’s always a great one flavorwise. High risk high reward is where it’s at.
 

I have always had a soft spot for the idea of Lesser Restoration, and my clerics always take it, even if it doesn't get cast.

Spells that would improve my real-world life meaningfully (and which I take because I presume it would help them):
  • Comprehend Languages: hands down the spell that would improve my real-world life
  • Mending: crazy glue for when I break things.
  • Feather Fall: I would take up cliffjumping.

Mechanical effects that help diversify builds:
  • True Strike (2024): allows a wider variety of builds for Cleric, Druid, Rogue, and Bard, if you want to key off of a non-traditional stat.
  • Produce Flame: attack cantrip that doubles for Light
 

Playing an 11th level 5e Chronurgy Wizard (Wildemoint)

-Cantrip: Sapping Sting or Mind Sliver
  • 1st Level: Silvery Barbs or Magnify Gravity
  • 2nd: Misty Step or Vortex Warp
  • 3rd: Haste or Slow
  • 4th: Dimension Door or Gravity Sinkhole
  • 5th: Steel Wind Strike or Temporal Shunt
  • 6th: Soul Cage or Scatter
 

Fair enough; I can't recall ever seeing hex used outside of a combat situation, but I suppose a creative player could put it to that use. In terms of combat usage, the spells are functionally identical until 11th level unless the caster is dual-wielding, in which case the ranger has the advantage. And those mid-levels are when you start seeing more creatures with necrotic resistance. I suppose it's situational/dependent on the type of game you are playing. And, of course, the 2024 ranger upgrades makes hunter's mark much more essential at the higher levels.

We use it regularly with deception checks, like we try to use it on all of them if we know about it ahead of time and can target the person we will be trying to deceive. It can be difficult, but it is usually doable if you know about it ahead of time.

Dual wielding is irrelevant to the two spells with the changes to the 2024 rules.

As for the Ranger Hunter's Mark upgrades .... sure they are there, but they come on at a level when it is a terrible spell to be using. In teir 1 Hunter's Mark is pretty good in combat, at 11th level you don't want to be concentrating on Hunter's Mark when things like Summon Fey and Conjure Animals and some of the really outstanding subclass spells are available. Add to that other bonus action options like Potions, Nature's Veil and some of the subclass bonus options and it just not something that will usually be poweful in play, even with the enhancements you get at 13, 17 and 20.
 

How is Hex heavily used in the social pillar? To catch someone lying? I literally never saw this either.

The most common is Influence actions, most often Deception Checks, and sometimes other Charisma checks, usually targeting the opponent's Wisdom.


I have seen the disadvantage on ability check come into play once or twice in combat, but its not thaat often. Especially now that grapple is a saving throw.

The most common in combat is Wisdom, Dexterity and Strength. The initial Grapple is a save, but escaping it once grappled is still an Actobatics or Athletics check. There are also spells that require an Athletics or Acrobatics check to escape.

Then Wisdom to lower passive perception and make the Rogue's cunning action hide easier (or automatic) and also to enable either Slight of Hand with Fast Hands or Mage Hand Legerdemain both of which Thieves and Arcane Tricksters use a lot.

I would agree it is not every fight, but it is often enough and is going to be used on occasion in the average 1-20 campaign where the advantage on Hunter's Mark typically won't be.


The getting hex on a hunter in 2014 for me looks completely not understandable. You only need to use 1 spell known from your class to get hunter's mark, but you need some feat or similar to get hex. Thats much more investment.

Fey Touched is one of the best Feats in the game, arguably the best feat period for boosting Wisdom. It comes with a free 1st level spell and why waste a 2014 Ranger slot on Hunter's Mark when I can get a better spell with Fey Touched.

The other way I got it on 2014 Rangers was with a Warlock multiclass, usually on a character with a lower Charisma than Wisdom.

Also whenever you want to follow somone, which is not thaat uncommon, hunters mark can be useful. You can even cast it on a party member, if you think you get separated from them and can find them easier. This fits a hunter spell perfectly.

Like I said theoretically yes, but I think I have seen this used twice in all the time I have played 5E. I've seen the disadvantage from Hex used more often than that in a single fight, multiple times.

Also its only vocal components so easier to cast over vocal + somatic + material (especially if you are using a 2 handed weapon or are dualwielding).

2 handed weapon is no problem in 2014 or 2024 rules, you can hold a two handed weapon with 1 hand and only need 2 hands "when you attack with it". So you cast the spell and then attack with the weapon.

As far as Two Weapon Fighting or Light Weapon fighting, in 2024 there is no difference here since you can stow and draw a weapon when you make an attack and you don't even have to be holding the other light weapon ahead of time to make the attack with it. In 2014 the rules were different, but back then we did not have Nick so it really wasn't in play there either. In 2014 if you were casting Hex or Hunter's Mark you were not making your bonus action Two Weapon Fighting attack anyway.
 

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