Blinding Smite

Level 3 Evocation spell available to Paladins. Your next melee hit deals an extra 3d8 Radiant damage and Blinds the target on a failed Constitution save. It is a smite with a condition attached, and the condition is worth more than the dice.

Spell description: Evoke a heavenly flare and possibly Blind your target.

Spell properties

  • Range: Weapon range
  • Duration: 10 turns
  • Save: CON save
  • Attack type: Melee weapon Attack Roll
  • Damage: 3d8 Radiant + normal weapon damage
  • Conditions applied: Blinded
  • Cost: Action + Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Blinding Smite at higher levels provides no additional benefits.

How to obtain Blinding Smite

  • Paladin at Class level 9

Source item: None. No item in the game grants Blinding Smite.

BLINDING SMITE

Level 3 Evocation Spell

Evoke a heavenly flare and possibly Blind your target.

Range: Weapon range Save: CON save Duration: 10 turns

CONDITION: BLINDED

Duration: 10 turns

Condition: Blinded

CON Save
  • The creature cannot see. It automatically fails any check requiring sight.
  • Its Attack Rolls have Disadvantage.
  • Attack Rolls against it have Advantage.

When to cast Blinding Smite

3d8 Radiant is respectable, but Blinded for ten turns is the actual prize. A blind enemy attacks at Disadvantage and everyone attacks it back with Advantage, which for the rest of the fight is worth far more than any burst of damage.

So it goes on the boss, not the mook. Something that dies to a normal smite does not need this. Something that is going to be swinging at your party for the next eight turns very much does.

The Constitution save is the weakness, and bosses tend to have monstrous Constitution. Land it with Advantage if you can, and remember that a failed save still leaves you with a full 3d8 smite, so it is never a wasted cast.

Paladins do not see a Level 3 slot until Class level 9, so you will have one or two of these a day at most. It is a boss button. Treat it like one.

Bestow Curse

Level 3 Necromancy spell available to Bards, Clerics, and Wizards. Touch a creature and pick your curse: cripple an ability, cripple its attacks, add damage to everything you throw at it, or simply take its turns away. Nine variants, one slot, and the last one is the reason you take it.

Spell description: Curse a creature with your touch. The curse either bestows Disadvantage on Ability Checks and Saving Throws, Disadvantage on Attack Rolls, lets you deal additional damage to the target, or robs it of its Actions.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: WIS save
  • Conditions applied: Bestow Curse (varies by variant)
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Upcasting increases the duration: 20 turns at Level 4, 50 turns at Level 5, and 100 turns at Level 6. The effect itself does not change.

How to obtain Bestow Curse

  • Bard, Cleric, Wizard at Class level 5

Source item: Scroll of Bestow Curse

BESTOW CURSE

Level 3 Necromancy Spell

Curse a creature with your touch. The curse either bestows Disadvantage on Ability Checks and Saving Throws, Disadvantage on Attack Rolls, lets you deal additional damage to the target, or robs it of its Actions.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

Bestow Curse spell variants

You choose the curse when you cast. All nine cost the same slot and all nine last the same ten turns, so the only question is what you want the target to stop doing.

1. Bestow Curse: Strength

BESTOW CURSE: STRENGTH

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Strength Ability Checks and Strength Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

2. Bestow Curse: Dexterity

BESTOW CURSE: DEXTERITY

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Dexterity Ability Checks and Dexterity Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

3. Bestow Curse: Constitution

BESTOW CURSE: CONSTITUTION

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Constitution Ability Checks and Constitution Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

4. Bestow Curse: Intelligence

BESTOW CURSE: INTELLIGENCE

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Intelligence Ability Checks and Intelligence Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

5. Bestow Curse: Wisdom

BESTOW CURSE: WISDOM

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Wisdom Ability Checks and Wisdom Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

6. Bestow Curse: Charisma

BESTOW CURSE: CHARISMA

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Charisma Ability Checks and Charisma Saving Throws.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

7. Bestow Curse: Attack Rolls

BESTOW CURSE: ATTACK ROLLS

Level 3 Necromancy Spell

The cursed creature has Disadvantage on Attack Rolls against you.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

8. Bestow Curse: Additional Damage

BESTOW CURSE: ADDITIONAL DAMAGE

Level 3 Necromancy Spell

You deal an additional 1d8 Necrotic damage to the cursed creature with every attack.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

9. Bestow Curse: Lose Action

BESTOW CURSE: LOSE ACTION

Level 3 Necromancy Spell

At the start of each of its turns, the cursed creature has a chance to lose its Action entirely.

Range: Melee (1.5m) Save: WIS save Duration: 10 turns

When to cast Bestow Curse

Take the Lose Action variant and stop reading. A boss that spends half its turns doing nothing is a boss that is not killing anyone, and there is no other Level 3 spell that shuts a single enemy down this hard for this long.

The additional damage variant is the one to pick when the target is going to die anyway and you just want it dead faster. 1d8 Necrotic on every attack from every source adds up over ten turns, especially with a party that all attacks twice.

The ability variants look weak and mostly are, with one exception: cursing a caster’s spellcasting ability wrecks their save DCs and their Concentration checks. Against an enemy Wizard that is a fight-ender.

The problem is the range. It is Touch, which means your Wizard has to walk into melee with the thing he is trying to disable, which is not what Wizards are for. Cast it from a Cleric who is already there, or accept the risk and bring Misty Step.

Beacon of Hope

Level 3 Abjuration spell available to Clerics. Every heal your party receives rolls maximum, and everyone gets Advantage on Wisdom and Death Saving Throws. It is the spell that turns your Cleric from a healer into a very annoying problem.

Spell description: Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.

Spell properties

  • Range: Self
  • Area: 9m (30ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Beacon of Hope
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Beacon of Hope at higher levels provides no additional benefits.

How to obtain Beacon of Hope

  • Cleric at Class level 5

Source item: Till Death Do Us Part

BEACON OF HOPE

Level 3 Abjuration Spell

Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.

Range: Self AoE: 9m (30ft) Radius Duration: 10 turns

CONDITION: BEACON OF HOPE

Duration: 10 turns
AoE: 9m (30ft) Radius

Condition: Beacon of Hope

  • Healing received is always the maximum possible roll.
  • Advantage on Wisdom Saving Throws.
  • Advantage on Death Saving Throws.

When to cast Beacon of Hope

Maximum healing is a bigger number than it sounds. Every Healing Word, every potion, every Cure Wounds, every Lay on Hands, all rolling top of the dice. A Cleric running Beacon of Hope roughly doubles the output of your entire party’s healing for ten turns.

It is at its best in the fights that grind: the ones with waves, the ones where you are being chipped down rather than deleted. In a fight that ends in three turns it does almost nothing, so do not lead with it.

Advantage on Wisdom saves is quietly the second best thing here. Most of the nastiest crowd control in the game, Hold Person, Fear, Hypnotic Pattern, Dominate, is a Wisdom save, and Advantage on all of it for the whole party is a real defensive buff.

It is Concentration, which means it is competing with Spirit Guardians for the same slot in your Cleric’s head. Spirit Guardians usually wins. Beacon of Hope is what you cast when the fight is about surviving rather than winning.

Animate Dead

Level 3 Necromancy spell available to Clerics and Wizards. Raises a corpse as an undead servant that fights for you until it dies or you Long Rest. It costs one slot, once, out of combat, and then you have a permanent extra body. That is a very good deal.

Spell description: Animate a corpse to create an undead servant while not in combat.

Spell properties

  • Range: 3m (10ft)
  • Duration: Until Long Rest or destroyed
  • Conditions applied: Summons an undead servant
  • Cost: Action + Spell Slot
  • Recharge: Per action
  • Cannot be cast in combat

Spell upcasting

At Level 4, raise up to 3 Skeletons or Zombies instead of 1. At Level 5, raise a Ghoul or Flying Ghoul. At Level 6, raise up to 3 Ghouls or Flying Ghouls instead of 1.

How to obtain Animate Dead

  • Cleric, Wizard at Class level 5

Source items: Circle of Bones, Scroll of Animate Dead

ANIMATE DEAD

Level 3 Necromancy Spell

Animate a corpse to create an undead servant while not in combat.

Range: 3m (10ft) Duration: Until Long Rest

When to cast Animate Dead

Cast it before the fight, because you cannot cast it during one. Walk over a corpse, spend the slot, and go into the next encounter with an extra body that soaks hits nobody has to heal.

The upcast is where it gets silly. A Level 6 slot raises three Ghouls at once, and Ghouls paralyse. Three of them do a lot more than any single Level 6 spell you were considering.

The undead persist until they die or you Long Rest, which makes this the most slot-efficient thing a Necromancy Wizard does. Spend your leftover slots on it at the end of the day and start tomorrow with an army.

The catch is the corpse. You need one, it has to be intact, and the game will not always give you a body where you want one. Keep an eye out for a convenient graveyard before a hard fight.

Mage Armour

Level 1 Abjuration spell available to Sorcerers and Wizards. It sets an unarmoured caster’s Armour Class to 13 plus Dexterity until Long Rest. Near-mandatory on a robe-wearer.

Spell description: Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.

Spell properties

  • Range: Melee (1.5m)
  • Duration: Until Long Rest
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Mage Armour at higher levels provides no additional benefits.

How to obtain Mage Armour

  • Sorcerer, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Source item: Moon Devotion Robe
  • Warlocks can gain a permanent version through the Armour of Shadows Invocation

Mage Armour

Level 1 Abjuration Spell

Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.

Range: Melee (1.5m) Duration: Until Long Rest

When to cast Mage Armour

Cast it the moment you stand up from a Long Rest and never think about it again. It sets an unarmoured caster’s Armour Class to 13 plus Dexterity, which is a big jump for a robe-wearer and lasts the whole day for a single slot.

It does nothing for anyone already wearing armour, so it is strictly a caster buff. On a Wizard or Sorcerer it is close to mandatory; on a Warlock, take the Armour of Shadows Invocation instead and save the slot entirely.