
With this fantastic bonus action spell, you can be doing your Nightcrawler impression as soon as you hit 3rd level! With a range of 30ft, you can easily teleport away from any monsters that close the distance on you, and even use it to navigate hazards like pits and escape jail cells (assuming you can see the outside, of course). The Bat, on the other hand, brings Blindsight to the party, which can help you detect invisible creatures and deal with obscurements, such as fog. This is a spell that could have an entire article dedicated to it alone, but before Shield gets jealous, why don’t we just end with some good animals to choose: An Owl has a high fly speed, Keen Senses (advantage on Perception checks that rely on hearing and sight), and the Flyby ability to keep it alive a little longer (and darkvision too!). Is Dragon’s Breath a spell that interests you? Why not have a fire breathing parrot? Want to reach out and touch that heavily armored Death Knight? Plus, adventuring can get lonely at times! Then the familiar’s ability to deliver spells with the range of touch would be a great way to introduce them to your old pal, Shocking Grasp. That’s just the beginning, however! Your familiar can take the Help action in combat (giving you, or an ally, advantage), deliver messages for you (you can still send them out further than 100ft!), and can serve as great partners for crazy combos. As long as the familiar is within 100ft of you, players can communicate telepathically with them and use an action to see through their eyes (kind of like one of those fancy drone do-hickeys), so they’re great for scouting open land and in dungeons. For an hour of your time and 10 gold pieces worth of your finest charcoal, incense, and herbs, you can summon a spirit to take the form of an animal of your choice from the given list. Find Familiar (1st Level, Ritual)Ĭats, bats, and rats (oh my!)–a Wizard’s familiar has taken many forms in different stories, and you can take your pick of the lot! Well, mostly. No matter what level you play at, Shield will always have its place in your spell book, even against a higher level spell.

A dome of blue light, a sudden wall of stone, or even a literal shield, whatever imagery your spell takes on, Shield will greatly mitigate the Wizard’s lack of armor proficiencies and d6 hit die. Let’s start at the beginning with the basics, because how great of a Wizard can you truly become if you can’t make it past your first adventure? Shield is a staple defensive spell of the Wizard class, taking a reaction to cast when you’re hit by an attack roll, it raises your AC by +5 until the end of your next turn. Let’s take a dive into the deep ocean of the vast Wizard spell list, and highlight the ultimate spells your Wizard should be picking: Shield (1st Level) Wizards are arcane spell casters that use Intelligence to cast, inscribing the vast array of spells at their disposal in their spellbook, and preparing from it what they feel they may need to use that adventurous day. The Wizard is an emblematic figure in many forms of lore and fiction, from Harry to Gandalf and every Rincewind in-between, which naturally leads many players to choose this iconic class in the world’s most popular tabletop roleplaying game, Dungeons & Dragons. If the creature stays in the area of effect for the entire 10 minutes, they have to make 100 saving throws just to stay alive.Įasily one of the most brutal spells if set up properly.The twirl of a staff, flick of a wand, or even rhythmic utterances of a dead tongue-the methods can take many forms, but no matter how differently two individuals may get there, the result is always the same: An eruption of fire, pure elemental fury unleashed upon their enemies in protection of their friends, their land, or perhaps simply the pursuit for knowledge. Trap the creature in the area of effect and if they fail their Constitution save 5 times, it’s over. To add to that, the more exhausted a creature is, the bigger the disadvantage they have with ability checks.

If a creature inside it fails a Constitution saving throw, they take 4d10 radiant damage, emit a green dim light, and brings them down by one exhaustion level.Ī thing to note about exhaustion is that there are 6 levels of it, and once a creature is at the lowest level of exhaustion, they die. Sickening Radiance creates a 30-foot sphere of green light for 10 minutes. A Wizard has a lot of potentially game-breaking abilities.Ī 4th level spell which may look uninteresting at first, but if used correctly, can take down powerful foes.
