Best Concentration Spells in D&D 5e
Top concentration spells ranked. Bless, Spirit Guardians, Hex, Hunter's Mark, Haste, and the tradeoffs of picking a concentration spell.
Best Concentration Spells in D&D 5e
Concentration is a spellcaster's core resource. You can only concentrate on one spell at a time. Which concentration spell you pick shapes your entire combat style.
Here's the ranking.
S-Tier
Bless (1st level, Cleric, Paladin)
+1d4 on attacks and saves for 3 allies. Concentration for 1 minute.
One of the best 1st-level spells. Paladins and Clerics should cast this nearly every combat.
Hex (1st level, Warlock)
+1d6 per hit on a single target. Concentration for 1 hour.
Warlocks with Eldritch Blast add 1d6 per beam. Dramatic damage increase.
Hunter's Mark (1st level, Ranger)
+1d6 per hit on a single target. Can transfer to new target after kill. Concentration up to 1 hour.
Ranger's damage multiplier. Always cast at the start of important fights.
Spirit Guardians (3rd level, Cleric)
3d8 radiant in 15-ft radius around you. Enemies take damage entering/starting turn in the area. Concentration, 10 minutes.
Arguably the best damage concentration spell in the game for Clerics.
Hypnotic Pattern (3rd level, Bard, Sorcerer, Warlock, Wizard)
Incapacitate up to many creatures in a 30-ft cube. Wisdom save. Effectively ends a fight.
Haste (3rd level)
See our Haste guide. Double speed, extra action, +2 AC.
Fly (3rd level)
Flight for 10 minutes. Game-changing mobility.
Polymorph (4th level)
See our Polymorph guide. Turn enemy into sheep or ally into T-Rex.
Wall of Force (5th level)
Unbreakable wall of force. Traps enemies.
A-Tier
Faerie Fire (1st level, Bard, Druid)
Outline creatures. Attacks against them have advantage. Concentration, 1 minute.
Trigger Sneak Attack, enable crits. Great party support.
Spike Growth (2nd level, Druid, Ranger)
Area denial. Difficult terrain that deals damage per foot moved. Concentration, 10 minutes.
Dragging enemies through Spike Growth is cruel and effective.
Heat Metal (2nd level, Bard, Druid)
2d8 fire per round, target must save or drop metal item. Concentration, 1 minute.
Brutal against armored enemies.
Web (2nd level, Wizard, Sorcerer, Druid)
20-ft cube of webs. Restrains creatures, difficult terrain, flammable.
Area control.
Call Lightning (3rd level, Druid)
3d10 damage per turn for 10 minutes. Concentration.
Sustained damage.
Moonbeam (2nd level, Druid)
Beam of moonlight. 2d10 damage to creatures ending turn in it. Move it each turn.
Sustained damage + shapeshifter-specific bonus damage.
Dominate Person (5th level, Bard, Sorcerer, Warlock, Wizard)
Control a humanoid for up to 1 minute. Concentration.
Effectively removes them from the fight.
Choosing Between Concentration Spells
You can only concentrate on one. Choose based on:
- Damage: Spirit Guardians, Moonbeam, Hex.
- Mitigation: Haste, Fly, Polymorph.
- Control: Hypnotic Pattern, Dominate Person, Web.
- Utility: Pass Without Trace, Leomund's Tiny Hut (not concentration but similar flavor).
Maintaining Concentration
When you take damage, save to maintain concentration. DC = 10 or half damage (whichever higher).
- War Caster feat: advantage on concentration saves.
- Resilient (Constitution): +1 Con, proficiency.
- High Con: bigger bonus.
For details, see our concentration rules guide.
The Endlessness and Concentration
Our AI Dungeon Master tracks concentration: active spell, damage taken triggering saves, drops when saves fail, and effects that end when concentration breaks.
For related reads, our concentration rules, best damage spells, and best utility spells cover more.
Final Takeaway
Concentration is a limiting factor. Pick spells that match your build and playstyle.
Try different concentration spells on The Endlessness.
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