Guiding Bolt

Level 1 Evocation spell available to Clerics. It fires a beam for 4d6 Radiant and hands the next attacker Advantage against the target. The hardest-hitting Level 1 nuke a Cleric owns.

Spell description: Call forth a beam of light. Deals 4d6 Radiant damage and grants Advantage on the next Attack Roll against the target.

Spell properties

  • Damage: 4d6 Radiant
  • Damage type: Radiant
  • Range: 18m (60ft)
  • Attack type: Ranged
  • Conditions applied: The next Attack Roll against the target has Advantage.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Guiding Bolt at a higher level deals an additional 1d6 Radiant damage for each spell slot level above the 1st.

How to obtain Guiding Bolt

  • Cleric at Class level 1
  • Circle of the Stars (Druid) at Class level 2
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Cleric
  • Source item: Seraphic Pugilist Gloves

Guiding Bolt

Level 1 Evocation Spell

Call forth a beam of light. Deals 4d6 Radiant damage and grants Advantage on the next Attack Roll against the target.

Range: 18m (60ft)

When to cast Guiding Bolt

4d6 is a lot of damage for a Level 1 slot, and it is the best opening nuke a Cleric has for the first few levels. Radiant is resisted by almost nothing, and it scales cleanly when you cast it from a bigger slot.

The Advantage rider is the real reason to open with it. Guiding Bolt into a follow-up attack from your rogue or fighter turns a coin-flip hit into a near-certain crit setup. Fire it first, then let the melee capitalise.

Grease

Level 1 Conjuration spell available to Wizards. It slicks a 4m patch of ground, knocking enemies Prone and turning the area into flammable Difficult Terrain. One of the best Level 1 openers in the game.

Spell description: Cover the ground in grease, slowing creatures within and possibly making them fall Prone.

Spell properties

  • Range: 18m (60ft)
  • Area: 4m (13ft) radius
  • Duration: 10 turns
  • Save: DEX save
  • Conditions applied: Prone. Creates a flammable Grease surface (Difficult Terrain).
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Grease at higher levels provides no additional benefits.

How to obtain Grease

  • Wizard at Class level 1
  • Draconic Bloodline (Black, Acid ancestry) Sorcerer at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Wizard

Grease

Level 1 Conjuration Spell

Cover the ground in grease, slowing creatures within and possibly making them fall Prone.

Range: 18m (60ft) AoE: 4m (13ft) radius Save: DEX save

When to cast Grease

A Level 1 slot that knocks a whole cluster of enemies Prone is a superb opening move. Prone means Disadvantage on their attacks and Advantage for your melee, and crossing the grease is Difficult Terrain, so they crawl instead of charging.

It is flammable, which is the trick. Drop grease, then hit it with any fire, Firebolt, a torch, a Scorching Ray, and the whole patch ignites. For one slot it sets up an absurd amount of value on turn one.

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.

Fog Cloud

Level 1 Conjuration spell available to Druids, Sorcerers, and Wizards. It fills a 4.5m sphere with blinding fog that breaks line of sight for everyone inside. The budget version of Darkness.

Spell description: Create a cloud of dense fog that Heavily Obscures and Blinds creatures within.

Spell properties

  • Range: 18m (60ft)
  • Area: 4.5m (15ft) radius
  • Duration: 10 turns
  • Concentration spell
  • Conditions applied: Heavily Obscured. Blinded.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Fog Cloud at a higher level increases the area of effect by 2m (7ft) for each spell slot level above the 1st.

How to obtain Fog Cloud

  • Druid, Sorcerer, Wizard at Class level 1
  • Tempest Domain (Cleric) at Class level 1, as a Domain Spell
  • Draconic Bloodline (Bronze, Lightning ancestry) Sorcerer at Class level 1
  • Ranger at Class level 2
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Druid, Sorcerer, or Wizard
  • Source item: Hammergrim Mist Amulet

Fog Cloud

Level 1 Conjuration Spell

Create a cloud of dense fog that Heavily Obscures and Blinds creatures within.

Range: 18m (60ft) AoE: 4.5m (15ft) radius

When to cast Fog Cloud

Fog Cloud blinds everything inside it, which breaks line of sight for the whole area. Drop it on enemy archers and casters and they cannot see to target anyone, or drop it on your own party to retreat under cover.

It is the cheap version of Darkness, and it blinds your own side too, so it is a wall and an escape tool rather than an offensive trick. Pair it with an ally who does not rely on sight, or use it to disengage from a fight gone wrong.

Shield

Level 1 Abjuration spell available to Sorcerers and Wizards. A Reaction that adds +5 Armour Class the instant before you are hit and makes you immune to Magic Missile. One of the best defensive spells in the game.

Spell description: When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn.

Spell properties

  • Range: Self
  • Duration: 1 turn
  • Conditions applied: +5 Armour Class. Immune to Magic Missile.
  • Cost: Reaction + Spell Slot
  • Recharge: Per turn

Spell upcasting

Casting Shield at higher levels provides no additional benefits.

How to obtain Shield

  • Sorcerer, Wizard, and The Hexblade (Warlock) 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 items: Amulet of the Harpers, Shield of Shielding, Elegant Studded Leather

Shield

Level 1 Abjuration Spell

When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn.

Range: Self

When to cast Shield

A Reaction that adds +5 Armour Class the instant before you get hit is one of the best defensive spells in the game. That +5 often turns a hit into a miss retroactively, and it lasts until your next turn, so it can dodge several attacks from one Reaction.

It also makes you completely immune to Magic Missile, which is the one spell your Armour Class normally cannot dodge. Keep a slot in reserve on any Wizard or Sorcerer and you will save yourself from a killing blow more than once.