Category
D&D Spells
- Absorb Elements 5E Guide — Absorb Elements 5E guide: reaction resistance to elemental damage, bonus damage on your next melee hit, and when to pick it over Shield.
- Aura of Vitality 5E Guide — With the Aura of Vitality 5E spell, healing energy radiates from your character and healing a character you choose within 30 foot.
- Banishment 5E Guide — Banishment 5E guide: Charisma save, concentration exile, native vs extraplanar targets, and when to upcast extra creatures.
- Best 1st-Level Spells 5E (2014) — Best 1st-level spells in D&D 5E: Shield, Healing Word, Bless, Absorb Elements, Magic Missile, Hex, and more — ranked by combat impact.
- Best 2nd-Level Spells 5E (2014) — Best 2nd-level spells in D&D 5E: Misty Step, Web, Spiritual Weapon, Pass Without Trace, Spike Growth, Hold Person, and more.
- Best 3rd-Level Spells 5E (2014) — Best 3rd-level spells in D&D 5E: Fireball, Counterspell, Hypnotic Pattern, Spirit Guardians, Haste, Revivify, and when to cast each.
- Best Cantrips 5E (2014) — Best cantrips in D&D 5E (2014): Eldritch Blast, Guidance, Toll the Dead, Sacred Flame, and how to pick damage vs utility for your class.
- Best Cleric Spells 5E (2014) — Best Cleric spells in D&D 5E: Guidance, Bless, Healing Word, Spiritual Weapon, Spirit Guardians, Revivify, and domain preparation tips.
- Best Concentration Spells 5E (2014) — Best concentration spells in D&D 5E: Spirit Guardians, Hypnotic Pattern, Bless, Web, Haste, Hex, and how to choose what to concentrate on.
- Best Warlock Spells 5E (2014) — Best Warlock spells in D&D 5E: Eldritch Blast, Hex, Armor of Agathys mindset, Misty Step via invocations/Mystic Arcanum, and pact slot priorities.
- Best Wizard Spells 5E (2014) — Best Wizard spells in D&D 5E: Shield, Absorb Elements, Misty Step, Web, Counterspell, Fireball, Hypnotic Pattern, and preparation priorities.
- Bless 5E Guide — Bless 5E guide: +1d4 to attacks and saves, concentration tips, upcasting extra targets, and how it compares to Guidance and Bane.
- Blindness/Deafness 5E Guide — Blindness/Deafness 5E guide: no concentration, Con save, upcasting extra targets, and when Blindness beats Faerie Fire.
- Borrowed Knowledge 5E Guide — This Borrowed Knowledge 5E Guide breaks down everything you need to know about the spell, what it does, common use cases, and more!
- Charm Person 5E Guide — Charm Person 5E guide: Wisdom save, charmed social advantage, hostile-when-it-ends warning, and upcasting multiple targets.
- Counterspell 5E Guide — Counterspell 5E guide: reaction timing, automatic success vs ability check, upcasting tips, and when to save your reaction instead.
- Cure Wounds 5E Guide — Cure Wounds 5E guide: touch heal Action economy, upcasting, and when Healing Word is the better combat choice.
- Detect Magic 5E Guide — Detect Magic 5E guide: ritual casting, school auras, blocked by barriers, and how adventurers use it to find loot and traps.
- Dimension Door 5E Guide — Dimension Door 5E guide: 500-foot teleport, bring a friend, arrival rules, and when it beats Misty Step or Fly.
- Dissonant Whispers 5E Guide: How & When to Use It! — Dissonant Whispers 5E guide: psychic damage, forced movement via reaction, upcasting, and best Bard combat uses.
- Eldritch Blast 5E Guide — Eldritch Blast 5E guide: force cantrip beams, Agonizing Blast, multiple beams at higher levels, and why it defines Warlock DPR.
- Enhance Ability 5e Guide — Enhance Ability 5E guide: Bear's Endurance, Bull's Strength, Cat's Grace, and when to cast each animal buff.
- Faerie Fire 5E Guide — Faerie Fire 5E guide: Dexterity save, advantage on attacks, revealing invisible foes, and how it compares to Guiding Bolt.
- Fear 5E Guide — Fear 5E guide: 30-foot cone, drop weapons, Dash away, concentration tips, and how it compares to Hypnotic Pattern.
- Fire Bolt 5E Guide — Fire Bolt 5E guide: ranged spell attack fire cantrip, object ignition, damage scaling, and when to pick it over Ray of Frost or Toll the Dead.
- Fireball 5E Guide — Fireball 5E guide: 8d6 fire damage, 20-foot radius, Dexterity saves, upcasting, and when to hold the slot for smarter plays.
- Fly 5E Guide — Fly 5E guide: 60-foot flying speed, concentration, upcasting extra targets, and fall risks when the spell ends.
- Fog Cloud 5E Guide — Fog Cloud 5E guide: heavily obscured area, upcasting radius, escape tactics, and how it interacts with blindsight and Darkvision.
- Greater Invisibility 5E Guide — Greater Invisibility 5E guide: attack without ending invisibility, concentration tips, rogue synergy, and vs Invisibility.
- Guidance 5E Guide — Guidance 5E explained: cantrip concentration, +1d4 to ability checks, best uses out of combat, and common table rulings.
- Guiding Bolt 5E Guide — Guiding Bolt 5E guide: 4d6 radiant damage, advantage on the next attack, upcasting, and when to pick it over Sacred Flame.
- Haste 5E Guide — Haste 5E guide: double speed, +2 AC, extra attack action, lethargy risk, and who to buff first.
- Healing Word 5E Guide — Healing Word 5E guide: bonus-action heal, range, upcasting, when to pick it over Cure Wounds, and how it saves downed allies.
- Heat Metal 5E Guide — Heat Metal 5E guide: damage each turn, drop or disadvantage, armor targets, and why Bards and Druids love this spell.
- Hex 5E Guide — Hex 5E guide: bonus necrotic damage, ability check disadvantage, concentration upcasting duration, and how it pairs with Eldritch Blast.
- Hold Person 5E Guide — Hold Person 5E guide: Wisdom save paralysis, auto-crit melee rules, concentration, upcasting extra targets, and best combat uses.
- Hunter's Mark 5E Guide — Hunter's Mark 5E guide: bonus weapon damage, Wisdom checks to track, concentration, and how it compares to Hex for Rangers.
- Hypnotic Pattern 5E Guide — Hypnotic Pattern 5E guide: Charm effect, incapacitated enemies, concentration tips, and how it compares to Fear and Hold Person.
- Invisibility 5E Guide — Invisibility 5E guide: heavily obscured attacker rules, concentration, what ends the spell, and Greater Invisibility comparisons.
- Kinetic Jaunt 5E Guide — Kinetic Jaunt 5E guide: +10 feet of speed, no opportunity attacks, spell stats, classes, and practical combat uses for Artificers, Bards, Sorcerers, and Wizards.
- Mage Armor 5E Guide — Mage Armor 5E guide: 13 + Dexterity AC for 8 hours, who should cast it, and how it compares to light armor and Shield.
- Magic Missile 5E Guide — Magic Missile 5E guide: auto-hit force darts, upcasting extra missiles, Shield interaction, and when to pick it over cantrips.
- Mind Sliver 5E Guide — Mind Sliver 5E guide: Intelligence save cantrip, psychic damage, -1d4 on the next saving throw, and how to set up Hold Person or Banishment.
- Mirror Image 5E Guide — Mirror Image 5E guide: three duplicates, how attacks miss, AC of images, and when it beats Shield or Misty Step.
- Misty Step 5E Guide — Misty Step 5E explained: spell stats, bonus-action teleport range, classes, best uses in combat, and how it compares to Vortex Warp and Dimension Door.
- Moonbeam 5E Guide — Moonbeam 5E guide: cylinder radiant damage, shapechanger reveals, bonus-action moves, and how it compares to Spirit Guardians.
- Pass Without Trace 5E Guide — Pass Without Trace 5E guide: +10 Stealth aura, concentration, group infiltration tactics, and why Rangers love this spell.
- Polymorph 5E Guide — Polymorph 5E guide: beast forms, CR limits, concentration, giant ape tactics, and how it compares to True Polymorph.
- Revivify 5E Guide — Revivify 5E guide: 1-minute time limit, 300 gp diamond, who can cast it, and how it compares to Raise Dead and spare-the-dying plays.
- Sacred Flame 5E Guide — Sacred Flame 5E guide: radiant cantrip damage, Dexterity save, no cover benefit, scaling dice, and when to pick it over Toll the Dead.
- Shatter 5E Guide — Shatter 5E guide: thunder damage sphere, Con save, brittle objects, upcasting, and when it beats Thunderwave.
- Shield 5E Guide — Shield 5E guide: +5 AC reaction, Magic Missile immunity, when to cast it, and how it compares to Counterspell and Absorb Elements.
- Silence 5E Guide — Silence 5E guide: 20-foot sphere, no verbal spells, Stealth setups, and how to use it against enemy casters.
- Sleep 5E Guide — Sleep 5E guide: hit point pool, unconscious rules, upcasting, and why it wrecks low-level encounters but fades later.
- Slow 5E Guide — Slow 5E guide: up to six creatures, attack and spellcasting penalties, concentration tips, and how it compares to Hypnotic Pattern.
- Spike Growth 5E Guide — Spike Growth 5E guide: difficult terrain, piercing damage per 5 feet, camouflage, concentration control for Rangers and Druids.
- Spirit Guardians 5E Guide — Spirit Guardians 5E guide: 15-foot aura, radiant or necrotic damage, speed reduction, concentration tips, and upcasting.
- Spiritual Weapon 5E Guide — Spiritual Weapon 5E guide: bonus-action force damage, no concentration, upcasting, and how to run it with Healing Word or Guiding Bolt.
- Synaptic Static 5E Guide — With Synaptic Static, create chaos in the minds of your enemies in an impressive 20-foot radius sphere, dealing a high amount of damage and causing them…
- Thunderwave 5E Guide — Thunderwave 5E guide: 15-foot cube, Constitution save, thunder damage, push effect, and when to use it as an escape button.
- Toll the Dead 5E Guide — Toll the Dead 5E guide: Wisdom save cantrip, d8 vs d12 when the target is hurt, radiant-free necrotic damage, and when to prefer Sacred Flame.
- Vicious Mockery 5E Guide — Vicious Mockery 5E guide: Bard cantrip, Wisdom save, psychic damage, disadvantage on the next attack, and when to use it over damage cantrips.
- Vortex Warp 5E Guide — Vortex Warp 5E explained: spell level, classes, how the teleport works, Constitution saves, and the best ways to use it in combat.
- Water Spells 5E: How They Work, Best Water Spells, and More! — It can be difficult to find the best water spells 5E has to offer; although they are a powerful tool for spellcasters (and, in particular, offer great…
- Web 5E Guide — Web 5E guide: restrained condition, Dexterity saves, burning webs, concentration tips, and how it compares to Spike Growth.