Once a spellcaster gets to casting fifth level spells in Dungeons & Dragons, they can stand out as one of their party’s power hitters. Even better, they can be a valuable utility that completely changes the game for the player’s convenience. However, casters will only be able to fulfill this potential by picking the right spells. The best fifth level spells may not be the easiest to spot, but there are some overarching trends and comparisons that players can look for. With the right spell list, there are few limits to what a spellcaster can accomplish.
Any character that gains access to fifth level spells is obviously committed enough to spellcasting that it is a main feature of their build. Advanced to a point beyond multi-class dips or side-benefits offered to martial classes, fifth level spells create a unique opportunity to shape the game beyond straightforward combat. Understanding those advantages is the key to picking the right spells, and fifth level is particularly good at creating extra help for the party and means of transportation that shape the game.
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Animate Objects is one of the most useful spells a caster can choose to make their party’s chances in combat more robust. The spell brings objects surrounding the caster to life, ranging from a couple of large objects or as many as 10 small ones. While it may not seem that helpful at first for barrels and crates surrounding your character to spring to life, they are invaluable at controlling territory, providing precious defense from melee attacks and shaping the flow of combat.
Two other spells can serve a similar purpose, with each offering different advantages. Conjure Elemental is largely dependent on the Dungeon Master’s generosity, but in a best case scenario, it can create a Challenge Rating 5 elemental like an Air Elemental for up to an hour. This Element’s robust stats and abilities, like flight and Whirlwind, offer versatile problem solving option. Even more versatile outside combat is Bigby’s Hand, which creates a massive hand that can manage dangerous material from a distance, create a small platform for characters to stand on or solve a variety of situations depending on how creative players get.
As far as resolving problems outside of combat, however, there are few spells that change the game quite like Teleportation Circle and Tree Stride. Both allow for transportation across vast distances, cutting down on travel time and potentially circumventing problems that would harry the party altogether. Even as scouting options, these are extremely useful — and with practically no cost at 50 gold pieces, there is little reason not to prepare them before traveling.
At high enough levels, spellcasting may feel like hacking the game, and that’s exactly what fifth level options can offer. Hold Monster instantly cancels a threat by paralyzing them, while Wall of Force fends off almost any attacks. Teleportation Circle overcomes distances no matter how vast and Animate Objects throws fodder in the path of enemies to allow your party to come out of combat completely unscathed. These are the kinds of options magic users dreamed of when they first started casting cantrips, and they’ll be useful spells all the way to level 20.
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