For Your Consideration - 2nd Level Spells
Upon hitting the 3rd level, the primary spellcasters get access to their second level spells. This is where the fun begins as 2nd level spells make a substantial jump in power compared to the 1st level, as they should. It’s not only the increase in damage and/or healing that makes the second level spells so much stronger than their first level cousins but how you can use them in combat situations that make them so much more effective. You can attack for damage, buff yourself and your allies way beyond what you could do before, and heal your comrades for more than just 4 hit points in the heat of battle.
Up until now, the warlock has been hiding in the back of the room, using their spells slots on Shield so they don’t die and casting cantrips like crazy. Now, they can drop Shattter and deliver an average of 13 (3d8) points of damage in a 10 ft. radius sphere. This is over 2X the average damage they have been doing with Witch Bolt when cast at 1st level. As we can also see, our spellcasters now have AoE spells that do some real damage. Don’t get me wrong, Burning Hands with its 15 ft. cone and 3d6 damage on a failed save is extremely powerful for a 1st level spell. But now the spells come with a substantial range, where most 1st level spells originate at themselves. So now, instead of putting themselves in danger, our friendly neighborhood warlock can hang in the back and hit multiple targets at once.
How does one choose from so many new shiny spells? We can’t tell you which ones you should take, that is a decision you’ll need to make on your own. Only you know what your party makeup is and the type of campaign you’re involved in. What we can do is provide you with information about the spells we like so that you can make an educated choice.
Aid
Casting time: 1 action
Range: 30 feet
Components: V S M ( a tiny strip of white cloth)
Duration: 8 hours
Classes: Artificer, Cleric, Paladin
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
As for all my articles, I do research online based on the topic I am writing about. It surprised me that this spell didn’t make a single list of 2nd level spells to take. I would argue that not only is this a must-have at the 2nd level, but it should be on must-have lists when talking about cleric spells as a whole. This spell is good at 2nd level and scales so well that it is a critical must-have spell at higher levels. Outside of Death Ward (which I am ashamed to say I left off of my 1st level spell list), this spell is one of the best buffs in the game.
First, you get to buff three people in your party. You may struggle to decide whether to cast this on your front line tanks or your squishy spell casters, but it’s a problem worth having. The amazing thing about this spell is the additional hit points you gain are not temp hit points. When the spell is cast and you’re buffed, you get 5 actual hit points added to you right then and there, and the maximum your hit point maximum also increases by five and stays at that number for the next 8 hours. Taking your wizard from a maximum of 16 to 21 hit points very easily can be the difference between that one additional hit you can take and death. Cast this spell at 5th level and we are talking a cool 20 hit point all damn day. I’m not sure why party members aren’t hovering over the cleric, waiting for them to wake up and cast Aid on them before breakfast.
Now, I always thought this spell should best cast immediately after a long rest to start off with the additional hit points and to maximize the spell’s duration, and while this is true, my thinking was limited. Aid also functions as a good AoE healing spell, especially at higher levels. It’s a fixed amount too, so you know that when you cast it at 4th level you’ll be healing three people for 15 hit points each. This way you’re not leaving the amount of healing to the roll of the dice. Also, if you have an ally, or possibly multiple allies that have fallen in battle, the Aid spell can stabilize them when they are at 0. With so many different uses, this is a must-have for clerics, paladins, and artificers.
Dragon’s Breath
Casting time: 1 bonus action
Range: 15 feet (cone)
Components: V S M (a hot pepper)
Duration: 1 minute - Concentration
Classes: Sorcerer, Wizard
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
So you’ve reached the 3rd level. You know the bard has been jealous of our dragonborn fighter since the campaign began. It annoys him to no end that if he can’t get close enough to bash the brains in of the poor kobold you’re fighting, he can just hang back and turn them into crispy critters with his fire breath. Meanwhile, they’ve been hiding in the back of the room, casting cantrips and hoping no one sees you. Be jealous no more my lute strumming friend, for now you can breathe fire (or cold, lightning, acid, etc) too!
There is nothing not to like about this spell. Range and decent area of effect? Yes. Good duration? Check. Able to cast as a bonus action? What a bonus! Solid damage? Yep. This spell checks all the boxes and then some. Depending on your initiative, you can attack, use your bonus action to cast this on the party member with no real ranged attack whose turn just happens to be next. Then you can just casually stroll away to safety…and hide behind that big rock, hoping no one saw you.
Being able to do 3d6 damage at 3rd level is nice, but it’s the type of damage you can inflict that puts this spell over the edge. With five different types of damage to choose from, there is a decent chance you can find one that the big old bad guy is vulnerable to. Or maybe, the bard will just breathe their newfound fire breath and gloat a little when they do a d6 more worth of damage than the dragonborn.
Hold Person
Casting time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: 1 minute - Concentration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
One of the original spells in Dungeons and Dragons, there is a reason this spell has had so much staying power. Being able to stop a person in their tracks is one thing, but to have them be paralyzed is a whole different ballgame. I’m sure everyone knows the effects of the paralyzed condition, but just in case you’ve forgotten, let me remind you. You cannot move or speak. You can't take any actions or reactions. You auto fail all Strength and Dexterity checks. Attacks made against the poor creature are made at advantage and if you hit and are within 5 ft., its always a crit. So yeah, Hold Person is a badass spell.
It scales nicely too. For every level above 3rd, you can paralyze an additional creature. If your enemies are silly enough to group and fall under the effects of this spell, you can be sure that someone is going to rain down an AoE spell on them. Remember that Dragon’s Breath spell we just talked about? Since the enemy automatically fails the Dexterity check they are going to make, you may as well have all those eight-sided dice ready to roll.
Misty Step
Casting time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Misty Step is the best GTFO spell there is. You tried hiding in the back of the room, but that mean old xorn can smell the diamonds you’re holding onto. It’s now directly in front of you and can’t wait to take a bite out of you on its next turn. What is a poor spell caster to do?
Welp, smack it in the face (wherever that is on a xorn) with your staff and feel good about yourself for doing some actual melee damage. But wait a second, now you can’t disengage and run away! Never fear, Misty Step is here. Cast the spell and safely reappear 30 ft. away without provoking an attack of opportunity. There will be one surprised xorn, who was already thinking about all those yummy diamonds.
Spiritual Weapon
Casting time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
If you haven’t already figured it out, I think bonus action spells are excellent spells to have on your always prepared list, and Spiritual Weapon is one of those spells for sure. Cast the spell and hit a creature with a glowing mace for 1d8 plus modifiers. Big deal right? It’s not the first round that makes the spell, but all the rounds after that make this a great spell.
While a fighter has to wait till the 5th level to get two attacks in one round, you can effectively have that ability at 3rd level by casting Spiritual Weapon. Since you’re a cleric and everyone expects you to heal, this is a great way to do damage on an opponent while being able to cast Cure Wounds on a bloodied ally. The best part of this spell is that it doesn’t require concentration. Now our cleric can use their bonus action each turn and swing away with their holy spiritual hammer. The party is happy because they can get healed and the cleric isn’t frustrated by not getting to attack. It’s the best of both worlds for one glorious minute.
There are so many other worthy spells that could have made the list (Healing Spirit, Invisibility, Pass without a Trace just to name a few), but these are my top 5. I’d be remiss, however, if I didn’t mention just a couple of second-level spells that I feel you should never take.
Continual Flame - Either buy a torch or have someone cast Light.
Find Traps - Read the spell description. You don’t actually find any traps.
Skywrite - No….just no.
Agree with this list? Disagree with the passion of a thousand burning suns? Please feel free to leave your comments below.
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