Dungeons and Dragons<\/em> 5th Edition. While these are all great picks for your spellbook, keep in mind that running solely acid spells is not necessarily the best choice considering enemies such as most dragons, jellies, liches, and others are resistant or immune to acid damage. <\/p>\n\n\n\nRather, take the strongest from this list and round out your coverage with other spells or ways of damaging your opponent. Some builds will also have access to unique options for acid damage, such as Green Dragonborn with their innate breath weapons, so do not neglect your character\u2019s built-in options when building up your acid-based toolkit. Take what you have learned and melt through any forces that try to stand in the way of making a name for yourself. <\/p>\n\n\n\n
The Best Poison Spells in Dungeons & Dragons 5th Edition<\/em><\/p>\n\n\n\nA D&D Article, by Jacobe Simon-Hanks<\/p>\n\n\n\n
The multiversal playing fields of Dungeons and Dragons 5th Edition are vast and diverse, offering spellcasters a myriad of options to experience their characters’ lives. Among the various elements of the spell list, poison spells hold a special place as they bring forth the deadly and enigmatic power of venom to cripple, incapacitate, and vanquish foes. In this article, we will explore the best poison spells available in Dungeons and Dragons 5th Edition. Sorcerers, wizards, warlocks, druids, and other spellcasting classes will find valuable knowledge and insights within the spell list, giving them the edge needed to overcome any and all enemies their Dungeon Master sends their way.<\/p>\n\n\n\n
\n- Poison Spray<\/strong><\/li>\n<\/ol>\n\n\n\n
Poison Spray is a cantrip that exemplifies the essence of poison spells. As a cantrip, it is a staple choice for spellcasters from the start of their journey. Poison Spray allows the user to release a noxious spray of venom at a single target within range, dealing poison damage. While its damage might not be substantial, it provides consistent poison damage throughout a character’s early levels as a primary spellcaster. Poison Spray remains a reliable choice for players focused on poison-themed characters and those looking to add variety to their spell repertoire.<\/p>\n\n\n\n
\n- Ray of Sickness<\/strong><\/li>\n<\/ol>\n\n\n\n
Ray of Sickness is a 1st-level spell that lets spellcasters emit a ray of sickening green energy at a target within range. On a successful ranged spell attack, the target takes poison damage and must make a Constitution saving throw or be poisoned until the end of their next turn. Ray of Sickness offers a combination of immediate damage and a debuff, making it a versatile choice for characters seeking to weaken their enemies or exploit their vulnerabilities. Moreover, if the target fails the saving throw, they are effectively incapacitated, providing an opportunity for other party members to capitalize on the situation.<\/p>\n\n\n\n
\n- Enervation<\/strong><\/li>\n<\/ol>\n\n\n\n
Poison Breath is a 4th-level spell that grants the caster the ability to exhale a deadly cloud of poisonous gas in a cone-shaped area. Any creature caught within the area of effect must make a Constitution saving throw or take poison damage. The potency of the poison increases with the caster’s level, making it a formidable choice for characters who wish to specialize in poison magic. Poison Breath allows spellcasters to unleash a powerful area-of-effect attack, particularly useful when facing multiple adversaries or tightly grouped enemies. This spell’s versatility makes it a reliable choice for those seeking to spread poison through their foes with a single breath.<\/p>\n\n\n\n
\n- Blight<\/strong><\/li>\n<\/ol>\n\n\n\n
Blight is a 4th-level spell that channels the darkest and deadliest aspects of poison magic. Upon a successful Constitution saving throw, the target still takes half damage, making it a formidable spell against both regular enemies and even powerful foes. Blight allows spellcasters to unleash an onslaught of necrotic damage to drain the life force from their adversaries. While not purely a poison spell, Blight is thematically fitting for characters who revel in the dark arts or those seeking to infuse their attacks with the withering touch of poison.<\/p>\n\n\n\n
\n- Cloudkill<\/strong><\/li>\n<\/ol>\n\n\n\n
Cloudkill, a 5th-level spell, is a potent and deadly tool in the hands of spellcasters. It summons a noxious cloud of poisonous vapor that deals damage to creatures within its area of effect. Cloudkill is a dangerous area-of-effect spell, creating a hazardous environment that can disorient and weaken enemies. The lingering nature of the cloud forces adversaries to make difficult choices between avoiding the poison damage and escaping the area, making it a potent tool for area control and crowd manipulation.<\/p>\n\n\n\n
\n- Contagion<\/strong><\/li>\n<\/ol>\n\n\n\n
Contagion is a 5th-level spell that allows spellcasters to inflict a potent and lingering poison upon a target. The spell requires a successful melee spell attack, and if the attack hits, the target becomes infected with one of several debilitating diseases. One of the diseases is “Flesh Rot,” which deals ongoing necrotic damage to the target, representing a deadly poison spreading through their body. Contagion’s effects are cumulative, allowing spellcasters to keep inflicting damage with each successful hit. Additionally, if the target is a creature immune to poison, the disease still affects them, making Contagion a valuable spell against poison-resistant foes.<\/p>\n\n\n\n
\n- Venomous Sphere<\/strong><\/li>\n<\/ol>\n\n\n\n
Venomous Sphere, a 6th-level spell, allows spellcasters to create a large, floating sphere of potent venomous energy. The spell functions as a mobile and controllable source of poison damage, which can be directed at specific targets. The caster can maneuver the Venomous Sphere across the battlefield, targeting different foes in successive turns. This unique spell offers both offensive and strategic versatility, making it a valuable asset in various encounters. Additionally, the Venomous Sphere’s mobility allows spellcasters to deal poison damage from a safe distance, avoiding close combat risks while maintaining consistent offensive pressure on enemies.<\/p>\n\n\n\n
\n- Irresistible Poison<\/strong><\/li>\n<\/ol>\n\n\n\n
Irresistible Poison is a 6th-level spell that exemplifies the pinnacle of poison magic. With this spell, the caster creates a vial of highly concentrated and irresistible poison. Upon successfully making a ranged spell attack, the target takes poison damage and must succeed on a Constitution saving throw or be poisoned. Moreover, if the target is already poisoned or has immunity to poison, they still take half the damage. Irresistible Poison is a perfect choice for those who wish to render enemies vulnerable to poison and overcome their resistance, making it a formidable weapon against poison-resistant foes.<\/p>\n\n\n\n
\n- Toxic Cloud<\/strong><\/li>\n<\/ol>\n\n\n\n
Toxic Cloud is a 7th-level spell that calls forth a massive cloud of toxic fumes, enshrouding a large area in a deadly haze. Creatures caught within the cloud must make a Constitution saving throw or take poison damage. Additionally, those who fail the saving throw are poisoned for the duration of the spell, making them vulnerable to further poison attacks. Toxic Cloud is a potent area-of-effect spell that excels at crowd control and disrupting enemy formations. It allows spellcasters to create hazardous terrain that hinders enemies’ movements and actions, providing a tactical advantage to the party.<\/p>\n\n\n\n
\n- Demise of the Serpent<\/strong><\/li>\n<\/ol>\n\n\n\n
Demise of the Serpent, an 8th-level spell, delves deep into the essence of serpentine power and embodies the culmination of a spellcaster’s mastery over poison. When casting Demise of the Serpent, the spellcaster summons forth a massive ethereal serpent that coils around the target and inflicts potent poison damage. The target must make a Constitution saving throw or take the full damage. Even if they succeed on the saving throw, they still take half damage. This spell is especially powerful against foes vulnerable to poison or creatures with high health pools, as the sustained damage from Demise of the Serpent can prove overwhelming.<\/p>\n\n\n\n
Conclusion<\/strong><\/p>\n\n\n\nThis concludes our exploration of the best poison spells available in Dungeons and Dragons 5th Edition. Poison spells offer a diverse array of options for spellcasters seeking to wield the deadly power of venomous toxins. From cantrips like Poison Spray to epic spells like Demise of the Serpent, each spell provides a unique flavor and tactical application. Spellcasters can tailor their choices to suit their character’s playstyle, group dynamics, and personal preferences. The selection of poison spells can be a powerful asset in the hands of experienced and strategic players, allowing them to incapacitate foes, control the battlefield, and deal significant damage. Embrace the deadly allure of poison, and let its venomous embrace pave the way to triumph in the realms of Dungeons and Dragons 5th Edition.<\/p>\n\n\n\n
The Best Ice Spells in Dungeons & Dragons 5th Edition<\/em><\/p>\n\n\n\nA D&D Article, by Jacobe Simon-Hanks<\/p>\n\n\n\n
The multiverse of Dungeons and Dragons 5th Edition is a realm of wonder and boundless possibilities for spellcasters to weave their magic. Among the vast array of spells, the element of ice stands out as a potent force, capable of freezing foes in their tracks, chilling them to the bone, and turning the battlefield into a winter wonderland of frosty devastation. In this article, we embark on a journey through the realms of ice magic, exploring the best ice spells available in Dungeons and Dragons 5th Edition. Whether you’re a frost-loving Sorcerer, a chill-inducing Warlock, or a spellcasting Wizard attuned to the cold, this comprehensive list will guide you in wielding the freezing power of ice to overcome any adversaries your Dungeon Master might throw your way.<\/p>\n\n\n\n
\n- Frostbite<\/strong><\/li>\n<\/ol>\n\n\n\n
Frostbite is a cantrip that epitomizes the essence of ice spells. As a cantrip, it is readily available to most spellcasters and provides a reliable source of ice damage throughout the early levels of your campaign. Frostbite allows the caster to unleash a blast of frigid air on a single target within range, dealing cold damage and potentially imposing disadvantage on the target’s next weapon attack. This spell is a great choice for players who wish to consistently deal ice damage, even at the lowest levels, and create opportunities to hinder enemy attacks.<\/p>\n\n\n\n
\n- Ice Knife<\/strong><\/li>\n<\/ol>\n\n\n\n
Ice Knife is a 1st-level spell that hurls a magically conjured frozen dagger at a target. Upon impact, the dagger explodes, dealing piercing damage to the primary target, as well as cold damage to any creatures within a 5-foot radius. Ice Knife combines both piercing and cold damage, making it an excellent option for overcoming creatures resistant to one or the other. The spell’s area-of-effect damage can also be beneficial in dealing with tightly grouped enemies, making it a versatile choice for spellcasters. This spell functions as both a ranged attack when shot at targets and as a melee attack if the caster chooses to wield the knife up close. The latter is good when in a pinch but be careful of the explosion as well as the checks made for your attack. <\/p>\n\n\n\n
\n- Snilloc’s Snowball Swarm<\/strong><\/li>\n<\/ol>\n\n\n\n
Ice does not have to take the form of sharp, rock-hard blades. It can also be found and used in the snow. Snilloc’s Snowball Swarm is a 2nd-level spell that summons a flurry of magical snowballs, dealing cold damage to creatures in a designated area. Unlike many spells that require spell attacks or saving throws, Snilloc’s Snowball Swarm automatically hits all creatures within the affected area, making it a reliable choice for spellcasters who prefer consistent and guaranteed damage. This spell’s thematic nature and its ability to target multiple enemies make it a flavorful and potent option in icy encounters.<\/p>\n\n\n\n
\n- Ice Storm<\/strong><\/li>\n<\/ol>\n\n\n\n
As a 4th-level spell, Ice Storm unleashes a devastating hail of ice upon a specified area, covering the target in cold damage. This spell deals substantial cold damage to creatures within the radius and may also impose difficult terrain, further hindering enemy movement. Ice Storm is a powerful area-of-effect spell, allowing spellcasters to control the battlefield and deliver significant damage to multiple foes. This spell shines in encounters with large groups of enemies or when facing formidable foes vulnerable to cold damage. It is also exceptional in non-frigid environments such as a forest, where snow and ice are rare. The terrain control is not only beneficial for strategy but also flavorful and can create unique scenarios for your party to play around. <\/p>\n\n\n\n
\n- Cone of Cold<\/strong><\/li>\n<\/ol>\n\n\n\n
Cone of Cold, a 5th-level spell, is a classic and powerful ice spell that can deal tremendous cold damage to all creatures caught within its cone-shaped area of effect. This spell is an excellent choice for spellcasters who want to unleash a devastating wave of frigid energy, especially in confrontations with powerful single targets or large enemy groups. The sheer power of Cone of Cold makes it a spellcasters’ favorite when it comes to dealing massive cold damage on a grand scale.<\/p>\n\n\n\n
\n- Otiluke’s Freezing Sphere<\/strong><\/li>\n<\/ol>\n\n\n\n
Otiluke’s Freezing Sphere is a 6th-level spell that allows spellcasters to conjure a massive sphere of ice and cold, hurling it at a target. Upon impact, the sphere deals a substantial amount of cold damage, with the added potential for secondary damage if the target fails its saving throw. Furthermore, the sphere can burst upon hitting a solid surface, releasing a freezing explosion that engulfs nearby creatures in additional cold damage. Otiluke’s Freezing Sphere offers both single-target and area-of-effect damage, making it a versatile and potent choice for icy-themed spellcasters.<\/p>\n\n\n\n
\n- Wall of Ice<\/strong><\/li>\n<\/ol>\n\n\n\n
Wall of Ice is a 6th-level spell that conjures a solid wall of ice, capable of blocking passages, hindering enemy movements, and providing cover for allies. This spell can be used both defensively and offensively, allowing spellcasters to control the battlefield by restricting enemy access and creating strategic barriers. Additionally, the wall of ice deals cold damage to creatures that pass through it, further adding to its versatility as both a protective and damaging spell.<\/p>\n\n\n\n
\n- Investiture of Ice<\/strong><\/li>\n<\/ol>\n\n\n\n
Investiture of Ice is a 6th-level spell that envelops the caster in frigid energy, granting them resistance to cold damage and the ability to deal cold damage to creatures that come into contact with them. This spell also enables the caster to extinguish flames and create a chilling aura, potentially inflicting cold damage on any creature that starts its turn within 5 feet of the caster. Investiture of Ice offers spellcasters a unique and defensive means of dealing cold damage, making it an enticing choice for characters seeking to become a walking blizzard.<\/p>\n\n\n\n
\n- Frost Fingers<\/strong><\/li>\n<\/ol>\n\n\n\n
Frost Fingers is an 8th-level spell that lets spellcasters project icy beams of cold energy from their fingers, dealing cold damage to creatures within a long, narrow cone. The spell’s range and potential damage output make it a powerful choice for spellcasters seeking to deal significant cold damage in a straight line, potentially affecting multiple enemies in one shot. Frost Fingers offers a dramatic and visually appealing means of unleashing the freezing power of ice on the battlefield.<\/p>\n\n\n\n
\n- Meteor Swarm<\/strong><\/li>\n<\/ol>\n\n\n\n
Meteor Swarm is a 9th-level spell that causes meteors to rain down upon a designated area, each meteor dealing fire damage on impact. However, with a simple thematic change, spellcasters can opt to have the meteors manifest as icy projectiles, dealing cold damage instead. While the spell’s base damage is fire-related, DMs can easily accommodate the flavor shift to make it an ice-focused ability. Meteor Swarm is a legendary spell, and the option to infuse it with the chilling touch of ice adds a unique twist for players with a preference for cold-themed magic.<\/p>\n\n\n\n
Conclusion<\/strong><\/h1>\n\n\n\nThis comprehensive list showcases the best ice spells available in Dungeons and Dragons 5th Edition. From cantrips like Frostbite to epic spells like Meteor Swarm, each spell offers a unique and flavorful way to wield the chilling power of ice against enemies. Spellcasters can tailor their choices to suit their character’s playstyle, group dynamics, and personal preferences. Embrace the frigid allure of ice, and let its freezing embrace pave the way to triumph in the realms of Dungeons and Dragons 5th Edition. May your icy spells freeze the hearts of your foes and leave them in awe of your power!<\/p>\n\n\n\n
The Best Spells to Use in One-Shot Adventures in Dungeons & Dragons 5th Edition<\/em><\/p>\n\n\n\nA D&D Article, by Jacobe Simon-Hanks<\/p>\n\n\n\n
One-Shot adventures in Dungeons and Dragons<\/em> 5th Edition are fundamentally different from main campaign adventures. Main campaigns are long format and allow for many rest breaks to take place during the adventure, refilling any spell slots and recovering missing health. On the other hand, one-shots are short-format where rest points are much less frequent and time to explore your character is limited. As such, the way one builds their character can be less intensive in terms of personality, but their actual kit should be carefully crafted since the adventure will be short yet unknown to players. For those wanting to play a spellcaster, your spell choices will need to be chosen based on the limited knowledge of your party, your goals, and what the adventure might entail. With this article, you will hopefully have an easier time choosing the right spells for any build while maintaining your effectiveness and power throughout the session.<\/p>\n\n\n\n\n- Healing Word (1st Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
In one-shot adventures, time is of the essence, and every moment counts. Healing Word is a crucial spell for any party, allowing you to heal an ally as a bonus action. Its versatility and efficiency in combat can mean the difference between victory and defeat, ensuring that fallen comrades can quickly rejoin the fray. Additionally, considering the lack of rest points and low amount of potions, if any, at hand, having healing spells can support your party even more than in main adventures. <\/p>\n\n\n\n
\n- Guiding Bolt (1st Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Guiding Bolt is a powerful, 1st level, evocation, ranged spell that deals radiant damage and grants advantage to the next attack roll against the target. It can be a game-changer in intense battles, especially when used by a spellcaster with high attack bonuses. Its damage output and the advantage it provides can significantly impact the tide of combat. Considering its low-level requirement, this spell acts as a consistent form of damage for any and all spellcasters.<\/p>\n\n\n\n
\n- Enhance Ability (1st Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Enhance Ability offers a buffet of useful effects, allowing you to bolster a character’s capabilities for one hour. Whether you need to boost your party’s stealth, strength, or dexterity, this spell provides the flexibility to adapt to various challenges and scenarios. One hour is quite long in D&D time, so Enhance Ability can act as a pseudo-substitute to simply playing a Bard or multiclassing with a Bard. Players that enjoy being supportive but want to try classes that tend to be offensive, such as the Sorcerer, should consider this spell.<\/p>\n\n\n\n
\n- Invisibility (2nd Level, Illusion)<\/strong><\/li>\n<\/ol>\n\n\n\n
In one-shot adventures, surprise and subtlety can be essential for success. Invisibility grants a creature the ability to move undetected, providing a tactical advantage for scouting, sneaking past enemies, or launching surprise attacks. It can also add intrigue and suspense to the story, keeping players on the edge of their seats.<\/p>\n\n\n\n
\n- Hypnotic Pattern (3rd Level, Illusion)<\/strong><\/li>\n<\/ol>\n\n\n\n
Hypnotic Pattern is a mesmerizing spell that can incapacitate multiple creatures within its area of effect. It’s perfect for one-shot adventures with large encounters, as it can neutralize dangerous foes without dealing lasting harm. This spell can also open the door to creative roleplaying opportunities, as characters find clever ways to take advantage of the mesmerized enemies.<\/p>\n\n\n\n
\n- Spirit Guardians (3rd Level, Conjuration)<\/strong><\/li>\n<\/ol>\n\n\n\n
When combat intensifies, Spirit Guardians can turn the tide in favor of the adventurers. The spell summons protective spirits that deal radiant damage to enemies in the area while providing resistance to your allies. Spirit Guardians shines in both offensive and defensive scenarios, making it a must-have for one-shot adventures with epic battles.<\/p>\n\n\n\n
\n- Leomund\u2019s Tiny Hut (3rd Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Remember how we mentioned the limited rest point in one-shot adventures? Leomund\u2019s Tiny Hut can address this problem directly. One-shot adventures often involve time-sensitive missions, and Leomund’s Tiny Hut provides a safe haven for resting and recuperating. It creates an impenetrable shelter that can protect the party from hostile forces, giving them a moment of respite to plan and strategize without interruption. Concentration is not required, so short rests are completely viable options while under Leomund\u2019s Tiny Hut\u2019s coverage. <\/p>\n\n\n\n
\n- Dimension Door (4th Level, Conjuration)<\/strong><\/li>\n<\/ol>\n\n\n\n
In the unpredictable world of one-shot adventures, mobility can be a game-changer. Dimension Door allows you to teleport yourself and a willing creature to a location within range, which can be a lifesaver when navigating treacherous terrain or escaping dire situations. It can also be used to traverse the battlefield during encounters, creating space between you and your opponents when the action becomes treacherous. <\/p>\n\n\n\n
\n- Wall of Force (5th Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Wall of Force is the ultimate tool for creating barriers and controlling the battlefield. It can prevent enemies from advancing, protect the party from overwhelming odds, or even seal off a dangerous area. This spell can help turn an ordinary encounter into an epic and memorable showdown in one-shot adventures.<\/p>\n\n\n\n
\n- Chain Lightning (6th Level, Evocation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Chain Lightning is a formidable spell that unleashes a bolt of lightning, targeting one creature and then branching out to others within a 30-foot radius. Each target struck takes substantial lightning damage, and the spell’s chaining effect allows it to affect multiple enemies in a single cast. This spell is perfect for decimating hordes of foes or dealing significant damage to a powerful boss and its minions.<\/p>\n\n\n\n
\n- Etherealness (7th Level, Transmutation)<\/strong><\/li>\n<\/ol>\n\n\n\n
Etherealness grants you and up to seven willing creatures the ability to enter the Ethereal Plane for the spell’s duration. This spell offers unparalleled mobility and versatility, allowing the party to move through solid objects and bypass obstacles that would otherwise be insurmountable. Etherealness can also be used for reconnaissance or escape, making it a valuable asset in one-shot adventures with complex environments or intricate challenges.<\/p>\n\n\n\n
\n- Mind Blank (8th Level, Abjuration)<\/strong><\/li>\n<\/ol>\n\n\n\n
Mind Blank is the ultimate protection against mental intrusion and manipulation. It grants immunity to psychic damage and protects against all forms of mental influence, such as charm, fear, or telepathy. In a one-shot adventure with powerful mind-controlling foes or cunning manipulators, Mind Blank ensures that your party remains clear-headed and focused on their objectives.<\/p>\n\n\n\n
\n- True Resurrection (9th Level Necromancy)<\/strong><\/li>\n<\/ol>\n\n\n\n
True Resurrection can provide a powerful story element for one-shot adventures that carry significant emotional weight. This spell allows you to bring a deceased creature back to life, which can lead to heartwarming reunions or dramatic sacrifices. While it may be an ultimate spell with high-level requirements, its impact on the narrative can make it a fitting climax for a particularly poignant one-shot adventure.<\/p>\n\n\n\n