Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.
First-level slots define tiers 1–2. The best 1st-level spells 5E picks either save your life as a reaction, keep allies standing as a bonus action, or set the action economy for the whole party. This hub is written for 2014 5E; 2024 tables should verify spell lists and wording.
S-tier: nearly always prepared
Shield
Shield is +5 AC as a reaction — the best "don't die" spell at this level for casters who can take it. One slot prevents a crit or a multiattack pile-on.
Healing Word
Healing Word is bonus-action ranged healing that picks allies up from 0 HP. Better than Cure Wounds for triage; save Cure for out-of-combat topping.
Bless
Bless is the classic concentration buff: +1d4 to attacks and saves for up to three creatures. It wins long fights more often than a single damage spell.
Absorb Elements
Absorb Elements is the elemental Shield — reaction resistance to a hit of acid, cold, fire, lightning, or thunder, then bonus damage on your next melee. Essential for front-line casters and anyone facing dragons.
A-tier: fight-winning tools
| Spell | Why it ranks |
|---|---|
| Magic Missile | Auto-hit force darts; finishes low HP, bypasses cover |
| Faerie Fire | Advantage for the whole party in the glow |
| Guiding Bolt | Big radiant hit plus advantage on next attack |
| Hex / Hunter's Mark | Bonus-action damage riders for Warlock / Ranger |
| Dissonant Whispers | Psychic damage plus opportunity attacks on flee |
| Sleep | Dominates early tiers; fades later |
| Fog Cloud | Breaks sight lines; anti-archer and anti-lockdown |
| Thunderwave | Push plus damage when you are surrounded |
| Mage Armor | All-day AC for unarmored casters |
Situational but excellent
- Detect Magic — exploration tax worth preparing on ritual casters
- Charm Person — social / intrigue days
- Cure Wounds — touch heal when Healing Word is not enough HP
Preparation mindset
- Keep one reaction defense (Shield or Absorb Elements) if you can.
- Keep one bonus-action triage if you are the healer (Healing Word).
- Fill the rest with party multipliers (Bless, Faerie Fire) before raw damage.
Related hubs
Frequently Asked Questions
Is Shield better than Mage Armor?
They solve different problems. Mage Armor is all-day AC baseline. Shield is a burst +5 when you are about to get hit. Many wizards want both.
Should I prepare Sleep after level 5?
Often no — hit-point pools outgrow the dice. Keep it for minion swarms or swap to control that scales.
Bless or Hex for a support caster?
Bless helps the whole party's attacks and saves. Hex is personal damage. Support casters almost always prefer Bless in tough fights.