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.

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.

Goodberry

Goodberry

Level 1 Transmutation spell available to Druids and Rangers. It conjures four berries that each heal 1d4 and sit in your inventory until you rest. Cheap, portable healing that costs no Action to use later.

Spell description: Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4 Hit Points. The berries appear in the targeted creature’s inventory and disappear after a Long Rest.

Spell properties

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

Spell upcasting

Casting Goodberry at higher levels provides no additional benefits.

How to obtain Goodberry

  • Druid at Class level 1
  • Ranger at Class level 2
  • Granted by features: Magic Initiate: Druid

Goodberry

Level 1 Transmutation Spell

Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4 Hit Points. The berries appear in the targeted creature’s inventory and disappear after a Long Rest.

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

When to cast Goodberry

Cast it after a Long Rest and hand the berries out. They sit in the inventory as free out-of-combat healing that does not cost anyone an Action later, and they last until you rest again, so a slot spent in the morning is four heals banked for the day.

In combat a berry is a Bonus Action to eat, so it is a cheap top-up mid-fight too. It is small healing, but for one Level 1 slot it is remarkably efficient, especially on a Druid who was not going to use that slot for much else.

False Life

False Life

Level 1 Necromancy spell available to Sorcerer, Wizard.

Spell description: Your prayer empowers you with divine radiance. Your weapon attacks deal an additional 1d4 Radiant Damage.

Spell properties

  • Range: Self
  • Duration: Until long rest
  • Conditions applied: Gain 7 temporary hit points.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Get an extra 5 temporary hit points for each spell slot above the 1st.

How to obtain False Life

  • Sorcerer, Wizard, and Death Domain (Cleric) at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Colege of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • Also obtainable by Warlocks through the Fiendish Vigour Eldritch Invocation at class level 2+.

FALSE LIFE

Level 1 Necromancy Spell

Bolster yourself with a necromatic facsimile of life to gain 7 temporary hit points.

Range: Self Duration: Until long rest
Can only have temporary HP from one source.
Faerie Fire

Faerie Fire

Level 1 Evocation spell available to Bard, Druid and several other sub-classes. The spell allows the caster to conjure brilliant light in an area. Any creature that steps into the area temporarily sheds faint light that pervents them from becoming Invisible.

Spell description: Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage

Spell properties

  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 10 turns
  • Concentration
  • Save: DEX save
  • Conditions applied: Faerie Fire. Duration: 10 turns. Shedding dim light. Incoming attacks have Advantage. Cannot be invisible.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Faerie Fire at higher Spell level grants no additional benefits.

How to obtain Faerie Fire

  • Bard, Druid at Class level 1
  • Light Domain (Cleric) and The Archfey (Warlock) at Class level 1
  • Swarmkeeper (Ranger) at Class level 3
  • Drow and Drow Half-Elf at character level 3
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Druid

FAERIE FIRE

Level 1 Evocation Spell

All targets within the light turn visible, and Attack Rolls against them have Advantage.

Range: 18m (30ft) Save: DEX save
Concentration

Faerie Fire notes

  • Circlet of Hunting grants 1d4 bonus to attack rolls against creatures marked by Faerie Fire.
  • Xyanyde allows the weielder to apply Faerie Fire on a miss with the weapon (once per short rest).
  • Hellrider Longbow allows the wielder to apply Faerie Fire with DC 12 Dexterity Saving Throw when dealing weapon damage.