Banishing Smite has one thing going for it: you can banish a low health target elsewhere in addition to the force damage. This CAN be worth it, but it's trickier to evaluate than it looks.
Read MoreBeast Sense 5e
Beast Sense is at its best with trained animals. Should you end up with a ranger Animal Companion or pick up a pet you manage to animal handle your way into obedience, you can comfortably use this spell all the time, and functionally build a worse version of a familiar. You functionally get an inconspicuous scout capable of blending seamlessly in organic environments.
Read MoreBlade Ward 5e
There are just so few instances where any character will meaningfully gain something from Blade Ward. It is without a doubt one of the worst cantrips you could consider. Don’t go near it. Take utility cantrips, take Light, heck, take Resistance. Sure, both are bad, but at least you can reasonably prepare Resistance before a trap. Just don’t waste your time with Blade Ward.
Read MoreBlinding Smite 5e
If you’re in the market for something to hit home the “more righteous than thou” paladin, Blinding Smite helps fulfill that fantasy. It's a tool that can be fine, with a floor high enough you’ll never feel awful when something passes the blind save. When it works, it can rock a single enemy for a round or two, and that can absolutely be worth it.
Read MoreChromatic Orb 5e
If you’re looking to build around a damage type, and want a basic tool to emphasize your connection to said damage type, Chromatic Orb has you covered. It's not embarrassingly bad, but it definitely is going to get outshone slightly by other options. If you’re not in the market for a specific damage type theme, I’d steer clear and take some tried and true damage options.
Read MoreCloud of Daggers 5e
To maximize the damage on Cloud of Daggers, you’re going to want some friends, or other spells that push and pull around enemies. Cloud of Daggers can deal damage to a creature every turn in initiative, meaning the only ceiling on its damage is the number of creatures you can get to take turns that can move something through the cloud.
Read MoreCircle of Power 5e
Big area of effect buff spells can be finicky. Concentration spells on paladins can feel impossible to use. Circle of Power lands in both camps; while the effect its offering is sweet, it just can’t flourish on the majority of paladins.
Read MoreCompelled Duel 5e
Compelled Duel was an experiment to bring the taunt and aggro mechanic to D&D, and while I think it was a noble effort, man, this spell SUCKS.
Read MoreSynaptic Static 5e
Synaptic Snap doesn’t require that much bookkeeping, has a relevant debuff I’m thrilled to see implemented like this, can always do something decent when you cast it the majority of the time, and fits a good amount of archetypes people want to play.
Read MoreEnsnaring Strike 5e
Ensnaring Strike ensures you have the most likely chance of wasting a slot by imposing disadvantage on ITSELF if a creature happens to be a bit bigger than you. This piles onto your already likely mediocre spell save DC to make an effect that’s going to be worse than a coin flip, and losing that coin flip costs you a spell slot for nothing at all.
Read MoreElemental Weapon 5e
Elemental Weapon is D&D’s “catch all” for facilitating this fantasy, and does it in a way that I guess is acceptable, but I think you’ll struggle to find times you’d realistically want to cast it.
Read MoreDissonant Whispers 5e
If you’re playing a bard, and want to be able to damage and control the battlefield, Dissonant Whispers delivers. Having this in your back pocket will make your life so much easier.
Read MoreDestructive Wave 5e
Like all the upper level half caster exclusive spells, Destructive Wave suffers from a poorly scaled spellcasting system. Spell levels at a fixed rate regardless of class leads to what should be powerful, impactful effects earned at the highest tiers of play feeling lackluster
Read MoreCrusader's Mantle 5e
Best case scenario for Crusader’s Mantle is in a group of martial characters fighting undead (specifically zombies). Granting radiant damage to all your friends stands out there as the damage type matters and they all can use the buff meaningfully.
Read MoreCrown of Madness 5e
If you’re an enchanter looking to play the mind controller archetype, this is going to be your bread and butter for a large chunk of the game. It functions at its best against groups of moderately threatening enemies in medium numbers.
Read MoreCordon of Arrows 5e
If this spell did twice as much damage, it’d still be pretty bad, but at least feel usable. 8d6 damage maximum for a 2nd level spell. You’re a 5th level character at this point, and you had to set up a trap of some kind to get the spell to effectively work.
Read MoreConjure Volley 5e
Nowhere in the system is it more evident how horrendous the existence of half-casting is than here. When college or lore bards are the best users for the top end half-caster spells, you know there is a problem.
Read MoreConjure Barrage 5e
Conjure Barrage is a ranger exclusive spell no other character would ever want to have. At 9th level, for one of your two 3rd level spell slots, you too can have the ability to fire out damage that roughly equates to damage sorcerers and wizards have been putting out since first level.
Read MoreHeroes' Feast 5e
Heroes’ Feast is the kitchen sink mentality for spells; just grab whatever you’ve got around and toss it together to see what comes out. Its part Aid, part Protection from Evil and Good, part Lesser Restoration, and part Protection from Poison
Read MoreSleep 5e
Sleep is an old classic. Put your enemies to sleep as a non-violent means to end a confrontation… or make them easier to kill.
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