Best 1st-Level Spells in D&D 5e
The best 1st-level spells in D&D 5e ranked. Shield, Healing Word, Bless, Find Familiar, and the picks that make characters.
Best 1st-Level Spells in D&D 5e
1st-level spells are your foundation. You get them first and cast them often. The best ones stay useful through 20 levels.
S-Tier
Shield (Wizard, Sorcerer)
Reaction. +5 AC until next turn. Blocks Magic Missile.
One of the strongest spells in the entire game. See our Shield guide.
Healing Word (Bard, Cleric, Druid)
Bonus action. 60 ft range. 1d4 + mod healing. Revives downed allies.
Saves lives. See our Healing Word guide.
Bless (Cleric, Paladin)
+1d4 on attacks and saves for 3 allies. Concentration, 1 minute.
Core buff. Cast in most fights.
Find Familiar (Wizard, Pact of the Chain Warlock)
Ritual. Summon a lifelong magical companion.
Scouts, helps, can deliver touch spells. Effectively a permanent utility buff.
A-Tier
Cure Wounds (Bard, Cleric, Druid, Paladin, Ranger)
Action, touch. 1d8 + mod healing.
More healing per slot than Healing Word but requires action + adjacency.
Magic Missile (Sorcerer, Wizard)
3 darts, each 1d4+1. Auto-hit. Upcast for more missiles.
Reliable damage. Blocked by Shield spell.
Mage Armor (Sorcerer, Wizard)
+Set AC to 13 + Dex (unarmored). 8 hours.
Defensive foundation for casters.
Guiding Bolt (Cleric)
4d6 radiant + advantage on next attack vs. target. Range 120 ft.
Huge Cleric damage + party buff.
Faerie Fire (Bard, Druid)
20-ft cube. Outlined creatures can't hide. Attacks against them have advantage. Concentration.
Huge advantage-enabler. Great solo for triggering Sneak Attack.
Hex (Warlock)
+1d6 per weapon hit on a target. Can transfer to new target. Concentration, 1 hour.
Warlock damage multiplier.
Hunter's Mark (Ranger)
+1d6 per weapon hit on a target. Concentration, 1 hour.
Ranger damage multiplier.
Detect Magic (many classes)
Ritual. Detect magic in 30 ft.
Free scouting.
B-Tier
Command (Cleric, Paladin)
One-word command. Limited options.
Situational but powerful when applicable.
Chromatic Orb (Sorcerer, Wizard)
3d8 of chosen damage type.
Pick a weakness. High single-target damage.
Dissonant Whispers (Bard)
3d6 psychic + force movement.
Psychic damage rare to resist.
Protection from Evil and Good (Cleric, Paladin, Wizard, Warlock)
Concentration. Protection vs. fiends, undead, etc.
Specific situations.
Sleep (Bard, Sorcerer, Wizard)
5d8 HP of sleep applied to nearest targets.
Fight-ender at low levels. Fades at high levels.
Identify (Bard, Wizard)
Ritual. Identify magic items.
Essential for item-heavy campaigns.
Feather Fall (Sorcerer, Wizard, Bard)
Reaction. Negate fall damage.
Saves characters from environmental hazards.
C-Tier
Burning Hands (Sorcerer, Wizard)
15-ft cone, 3d6 fire.
Minor AOE. Fireball is much better at 3rd level.
Thunderwave (Bard, Druid, Sorcerer, Wizard)
15-ft cube, 2d8 thunder + push.
Niche. Push utility.
Absorb Elements (Druid, Ranger, Sorcerer, Wizard)
Reaction. Resistance to one element for a round.
Defensive specific use.
Picks by Class
Wizard
Shield, Mage Armor, Find Familiar, Magic Missile, Detect Magic.
Sorcerer
Shield, Magic Missile, Chromatic Orb, Absorb Elements.
Cleric
Cure Wounds, Healing Word, Bless, Guiding Bolt, Shield of Faith.
Bard
Healing Word, Faerie Fire, Dissonant Whispers, Disguise Self.
Druid
Cure Wounds, Goodberry, Faerie Fire, Healing Word.
Paladin
Bless, Cure Wounds, Shield of Faith.
Ranger
Hunter's Mark, Cure Wounds, Goodberry, Absorb Elements.
Warlock
Hex, Armor of Agathys, Hellish Rebuke, Shield (if Hexblade non-SRD).
In The Endlessness
Our AI Dungeon Master handles 1st-level spells with full mechanics, upcasting, concentration tracking.
For related reads, our spell slots guide, complete spell list, and class guides cover more.
Final Takeaway
1st-level spells shape your character. Pick wisely.
Start a caster at The Endlessness and learn these foundations.
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