1st level spells that are useful 1-20

Gift of Alacrity

Gift of alacrity adds 1d8 to all of our initiative checks for 24 hours. This is a very effective way of buffing many party members initiatives. Going first in a battle is actually a very big deal, as it means getting the upper hand on enemies, especially for blasters or control casters. Kill a bunch of things before they can take a turn, or subdue a big enemy before it uses its assclapper 9000 ability to turn a martial into paste.

Healing Word

Did someone get assclapped into being downed? Healing word is our one-stop shop to picking them up off the floor so they can continue being useful.

Shield

+5 AC can always be useful, sadly this spell falls off in later tiers, due to stupidly high to-hits and save spells and effects being more common, but even then it’s still worth having even at level 20.

Absorb Elements

resistance to almost half of the damage types in the game as a reaction, this is always worth having. Resisting fireballs at lower levels or dragon breaths at higher ones is a massive boon.

Unseen Servant

Unseen servant is a ritual that gives us an unseen force to interact with the world on our behalf as a bonus action. Throwing catapult munitions? sure. Open doors, touch possibly cursed objects and put them in containers for us, look down hallways with mirrors, hold things in front of us for cover, drop caltrops and ball bearings, ect. This ritual is always worth knowing.

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