Longstrider

Longstrider

Level 1 Transmutation spell available to Bards, Druids, and Wizards, and a Ritual. It grants +3m Movement Speed until Long Rest, and upcasts to cover the whole party.

Spell description: Touch a creature to increase its Movement Speed by 3m.

Spell properties

  • Range: Melee (1.5m)
  • Duration: Until Long Rest
  • Ritual spell
  • Conditions applied: +3m Movement Speed.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Longstrider at a higher level affects an additional target for each spell slot level above the 1st.

How to obtain Longstrider

  • Bard, Druid, Wizard 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: Bard, Druid, or Wizard, Ritual Caster
  • Source items: Blackguard’s Greaves, Boots of Persistence

Longstrider

Level 1 Transmutation Spell

Touch a creature to increase its Movement Speed by 3m.

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

When to cast Longstrider

Extra movement is quietly one of the strongest things you can hand a character. +3m every turn means your melee reaches the enemy a turn sooner, your archer keeps repositioning to high ground, and everyone escapes hazards faster.

It is a Ritual with an unusually generous upcast, buffing an extra party member per slot level, so a single higher-level cast can speed up the whole team until Long Rest. Cast it in the morning and enjoy a better positioned party all day.

Wrathful Smite

Wrathful Smite

Level 1 Evocation spell available to Paladins. It adds 1d6 Psychic to a hit and may Frighten the target, taking a melee threat off your back line for two turns.

Spell description: Your weapon absorbs your wrath as you strike, possibly Frightening your target. If the spellcaster misses the initial Attack, the Spell Slot and Bonus Action are not consumed.

Spell properties

  • Damage: 1d6 Psychic plus normal weapon damage
  • Damage type: Psychic
  • Range: Weapon range
  • Duration: Concentration
  • Save: WIS save
  • Attack type: Melee weapon Attack Roll
  • Conditions applied: Frightened for 2 turns on a failed save.
  • Cost: Action + Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Wrathful Smite at higher levels provides no additional benefits.

How to obtain Wrathful Smite

  • The Hexblade (Warlock) at Class level 1
  • Paladin at Class level 2
  • Source item: Voss’s Silver Sword

Wrathful Smite

Level 1 Evocation Spell

Your weapon absorbs your wrath as you strike, possibly Frightening your target. If the spellcaster misses the initial Attack, the Spell Slot and Bonus Action are not consumed.

Range: Weapon range Save: WIS save

When to cast Wrathful Smite

The 1d6 is trivial; the Frightened rider is the reason to cast it. A frightened enemy attacks at Disadvantage and cannot approach you, which effectively takes a melee threat off your back line for two turns.

It is Concentration and a Wisdom save, so it is less reliable than the other smites, and it does nothing on the disciplined enemies that resist fear. On the right target, though, one failed save neutralises a dangerous attacker for a single slot, and a miss costs you nothing.

Ice Knife

Ice Knife

Level 1 Conjuration spell available to Druids, Sorcerers, and Wizards. A dart for 1d10 Piercing plus a 2d6 Cold explosion that goes off even on a miss, leaving an Ice surface behind. A reliable arcane opener.

Spell description: Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an Ice surface. On a miss, the shard of ice still explodes.

Spell properties

  • Damage: 1d10 Piercing plus 2d6 Cold
  • Damage type: Piercing, Cold
  • Range: 18m (60ft)
  • Area: 2m (7ft) radius
  • Save: DEX save
  • Attack type: Ranged
  • Conditions applied: Creates an Ice surface for 2 turns.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Ice Knife at a higher level deals an additional 1d6 Cold damage for each spell slot level above the 1st.

How to obtain Ice Knife

  • Druid, Sorcerer, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Druid, Sorcerer, or Wizard
  • Source items: Frost Prince, Snow-Dusted Monastery Gloves

Ice Knife

Level 1 Conjuration Spell

Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an Ice surface. On a miss, the shard of ice still explodes.

Range: 18m (60ft) AoE: 2m (7ft) radius

When to cast Ice Knife

Two damage types, a single-target dart plus a small area explosion, and it explodes even on a miss, so it never fully whiffs. For a Level 1 slot that is a lot of coverage: chip one target and splash the cluster around it.

The Ice surface is the bonus. It makes enemies slip and fall Prone, and it feeds the wet-and-cold combos, so following it with more Cold or a shove is easy value. A tidy, reliable opener for any arcane caster.

Poison Spray

Poison Spray

Cantrip Conjuration spell available to Druids, Sorcerers, Warlocks, and Wizards. It sprays a target for 1d12 Poison on a failed Constitution save. Big die, short range, common resistance.

Spell description: Project a puff of noxious gas.

Spell properties

  • Damage: 1d12 Poison
  • Damage type: Poison
  • Range: 3m (10ft)
  • Save: CON save
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d12 Poison. At character level 10, damage increases to 3d12 Poison.

How to obtain Poison Spray

  • Druid, Sorcerer, Warlock, Wizard at Class level 1
  • Nature Domain (Cleric) at Class level 1, as a Domain Spell
  • Circle of the Land (Druid) at Class level 2
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Druid, Sorcerer, Warlock, or Wizard

Poison Spray

Conjuration Cantrip
Damage: 1-12
1d12, Poison

Project a puff of noxious gas that deals 1d12 Poison damage on a failed Constitution Saving Throw.

Range: 3m (10ft) Save: CON save

When to cast Poison Spray

On paper it rolls the same 1d12 as Toll of the Dead, but two things hold it back: the range is only 3m, so you are standing in melee to use it, and an enormous number of enemies resist or are immune to Poison.

Where it works, it works: against a wounded, non-resistant target you are in melee with, it is a big hit for a cantrip. Just know that the Constitution save favours exactly the tough enemies you are most likely to be next to.

Toll of the Dead

Toll of the Dead

Cantrip Necromancy spell available to Clerics, Warlocks, and Wizards. It deals 1d12 Necrotic against a wounded target, or 1d8 if the target is at full health. That 1d12 is the biggest damage die any cantrip rolls.

Spell description: Ring the bell of impending doom. If the target is at full health, you deal 1d8 Necrotic damage instead of 1d12.

Spell properties

  • Damage: 1d12 Necrotic, or 1d8 if the target is at full Hit Points
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Save: WIS save
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d12 Necrotic (2d8 if the target is undamaged). At character level 10, it increases to 3d12 Necrotic (3d8 if undamaged).

How to obtain Toll of the Dead

  • Cleric, Warlock, Wizard at Class level 1
  • Death Domain (Cleric) at Class level 1, as a Domain Spell
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Cleric, Warlock, or Wizard

Toll of the Dead

Necromancy Cantrip
Damage: 1-12
1d12, Necrotic

Ring the bell of impending doom. A wounded target takes 1d12 Necrotic; a target at full health takes 1d8.

Range: 18m (60ft) Save: WIS save

When to cast Toll of the Dead

This is the hardest-hitting damage cantrip in the game, as long as the target has already taken a scratch. Use it as your follow-up: someone chips the enemy, then you ring the bell for a full 1d12, scaling all the way to 3d12.

It is a Wisdom save with no attack roll, so it ignores Armour Class but whiffs entirely against high-Wisdom enemies. Against the average wounded target it is the best cantrip a Cleric or Wizard can throw.