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D&D 5e Spell Guides (2014): Every Spell by Level and Class
dnd 5e 2014

D&D 5e Spell Guides (2014): Every Spell by Level and Class

7 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 5e
  3. >Spell Guides

The short answer

This D&D 5e 2014 hub organizes every spell two ways: six guides by level band, from cantrips through 6th-9th level, and nine guides by class, from Artificer to Wizard. Each guide rates spells red to blue for power and covers concentration and upcast value. Top-tier picks include Counterspell, Hypnotic Pattern, and Haste.

Introduction

Spells are the most varied and contextually powerful tools available to any D&D 5e character. The right spell at the right moment ends encounters. The wrong spell choice leaves you with a full spell slot and no way to use it effectively. Understanding which spells are strong, which are traps, and which are situationally excellent is the core of spellcaster optimization.

On this page

  • Introduction
  • Spells by Level
  • Best Spells by Class
  • Top Tier Spells
  • ● Must-Know Spells
  • Where the Most-Searched Spells Live
  • Cantrips
  • 1st Level
  • 2nd Level
  • 3rd Level
  • 4th and 5th Level
  • 6th to 9th Level
  • Class Features Frequently Mistaken for Spells

This library is organised two ways, because there are only two questions people actually arrive with. By level, if you have just gained a new slot and want to know what to put in it - six guides, one per level band, each covering every spell at that level worth knowing. By class, if you are building a character and want the short list your class can actually cast.

Each guide breaks down exact mechanics, rates every class the spell benefits, covers synergies and common rulings, and gives a clear upcast verdict. Coverage includes Xanathar's Guide to Everything, Tasha's Cauldron of Everything, Fizban's Treasury of Dragons and Strixhaven alongside the core spell list, ranked and rated the same way as everything else.

Rating system:

  • ● Red — Weak or rarely useful
  • ● Orange — Situational
  • ● Green — Good
  • ● Blue — Fantastic, near-essential

D&D 5e Spell


Spells by Level

Six guides, one per level band, each covering every spell at that level worth knowing - mechanics, ratings, upcast value, and the class picks that follow.

BandGuideWhat it decides
CantripsBest Cantripsthe only spell picks you cannot take back
1st levelBest 1st-Level Spellswhich spells are still on your sheet at level 15
2nd levelBest 2nd-Level Spellsthe tier that fixes your action economy
3rd levelBest 3rd-Level Spellswhere casters start deciding encounters
4th-5th levelBest 4th and 5th-Level Spellswhen to stop damaging enemies and start removing them
6th-9th levelBest 6th to 9th-Level Spellsone slot per day that has to be worth an encounter

Best Spells by Class

If you know your class, start here:

ClassGuide
ArtificerBest Artificer Spells
BardBest Bard Spells
ClericBest Cleric Spells
DruidBest Druid Spells
PaladinBest Paladin Spells
RangerBest Ranger Spells
SorcererBest Sorcerer Spells
WarlockBest Warlock Spells
WizardBest Wizard Spells

Top Tier Spells

● Must-Know Spells

SpellLevelTypeGuide
Shield1stReactionRead
Bless1stConcentrationRead
Silvery Barbs1stReactionRead
Misty Step2ndTeleportRead
Pass Without Trace2ndConcentrationRead
Counterspell3rdReactionRead
Hypnotic Pattern3rdConcentrationRead
Spirit Guardians3rdConcentration AoERead
Fireball3rdDamageRead
Polymorph4thConcentrationRead
Wall of Force5thConcentrationRead
Forcecage7thConcentrationRead

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Where the Most-Searched Spells Live

Every spell that used to have its own page now has a named, anchored section in its level-band guide. These are the direct links.

Cantrips

Eldritch Blast ● - Sacred Flame ● - Guidance ● - Booming Blade ● - Encode Thoughts ●

1st Level

Bless ● - Shield ● - Silvery Barbs ● - Faerie Fire ● - Healing Word ● - Find Familiar ● - Hex ● - Hunter's Mark ● - Magic Missile ● - Charm Person ● - Detect Magic ● - Identify ● - Thunderwave ●

2nd Level

Misty Step ● - Spiritual Weapon ● - Pass Without Trace ● - Hold Person ● - Suggestion ● - Spike Growth ● - Invisibility ● - Aid ● - Shatter ● - Darkness ●

3rd Level

Counterspell ● - Hypnotic Pattern ● - Spirit Guardians ● - Fireball ● - Haste ● - Fly ● - Revivify ● - Conjure Animals ● - Mass Healing Word ● - Dispel Magic ● - Slow ● - Lightning Bolt ● - Call Lightning ● - Animate Dead ● - Thunder Step ● - Remove Curse ●

4th and 5th Level

Wall of Force ● - Polymorph ● - Banishment ● - Greater Invisibility ● - Dimension Door ● - Hold Monster ● - Wall of Fire ●

6th to 9th Level

Forcecage ● - Simulacrum ● - Wish ● - True Polymorph ● - Contingency ● - Foresight ● - Disintegrate ● - Meteor Swarm ●

Class Features Frequently Mistaken for Spells

  • Divine Smite - a Paladin class feature, not a spell. It consumes spell slots but is never prepared, never counterspelled, and never on a spell list.
  • Eldritch Invocations - Warlock features that modify Eldritch Blast rather than spells in their own right.
  • Wild Shape and Rage are class features on the Druid and Barbarian and are covered in those guides.

Ready to cast some of these at a real table? Find a D&D 5e game on The Role Players Guild.

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