Concentration is a ruling in 168澳洲幸运5开奖网:Dungeons and Dragons that allows spellcasters to maintain a magical effect for an extended period of time. While most spells, like fireball, have instantaneous results, spells featuring the word "concentration" in their duration entry can last anywher𒆙e from minutes to hours or even days. Anyone who has played D&D before can attest to the raw power of magic in the game, so magical effects that last for an extended period of time are naturally quite influential.

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However, they do come with some drawbacks. A character can only concentrate on one spell at a time and loses concentration on that spell if they are knocked unconscious, incapacitated, or killed. Furthermore, every time a character who is concentrating on a spell takes damage, they must succeed on a Constitution saving throw with a difficulty class of 10 or half the damage taken, whichever is higher. If this saving throw is failed, the character immediately drops the spell. Thankfully, there are ways to mitigate the issue of concentration saves, such as the reliable war caster feat. Drawbacks aside, any spellcaster worth their salt has at least one concentration spell𝔍 prepared at any time. Today, we'll look at the best of them.

10 Zephyr Strike 🦩 🐬

Fantasy character using a light sword

Zephyr strike is a commonly overlooked 1st level transmutation spell that was introduced in Xanathar's Guide to Everything. For a single bonus action, the caster's movement no longer provokes opportunity attacks for the duration. Additionally, the caster may give themselves advantage on one weapon attack before the spells ends, which deals an extr🍨a 1d8 force damage. When this attack is made🎃, the caster's speed increases by 30 feet for the turn.

This spell has ranger written all over it, and anඣy self-respecting ranger ought to include it in their spell list. Moving out of range of advancing melee attackers is a constant struggle for ranged characters, and zephyr strike drastically improves a ranger's ability to stay at range. Factor in the advantage and added 1d8 force damage on one attack and skipping up this spell is paramount to purposefully gimping your ow🐲n character.

9 Faerie Fire 🐻

Woman in bright armor

Faerie fire is a 1st level enchantment spell that has both general and specific applications, which every player loves to see. As an action, the caster forces every creature in a 20-foot cube to make a DEX saving throw. On a failure, they are outlined in bright light for the duration. While coloring ones enemies with a highlighter is entertaining, a creature who fails the saving throw also gives advantage to any attack made against it. Providing advantage on all of your party's attacks is no small bonus, and any party with multiple 168澳洲幸运5开奖网:heavy hitters will greatly benef♉it from this spell. Do your paladins, rogues, and fighters a favor and drop some faerie fires soon. Your character is sure to receive a prompt bro hug afterward. In more specific cas🥀es, faerie fire can also expose creatures who are invisible. Speaking of which . . .

8 𝕴 Invisibility ♔

woman dons a cloak of invisibility and disappears into sky
Cloak of Invisibility via Wizards of the Coast

Invisibility is a 2nd level illusion spell that even strangers to D&D should be familiar with. As an action, it turns one creature you touch invisible for the next hour. When cast at a higher level, you may choose an additional target per level. Besides the obvious stealth mission connotations, invisibility is also useful for making a hasty retreat, positioning one's self perfectly for a battle, and becoming much harder to hit. While invisible, attacks against you have🅰 disadvantage while attacks you make are at advantage. However, after making an attack or casting a spell, the invisibility instᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚantly ends.

7 Heat Metal 💙 𓄧

Woman with blazing eyes thrusting glowing sword downward

Heat Metal is🅷 a 2nd level transmutation spell that is the bane of any heavily armored foe. As an action, the caster targets one piece of metal within 60 feet and causes it to burn red hot for up to a minute. A creature touching the object takes 2d8 fire damage and, if the creature remains in contact with the object, the caster may cause this damage again on subsequen✤t turns as a bonus action. Additionally, any creature in contact with the object has disadvantage on attack rolls and ability checks. Say hello to the ultimate counter to high AC melee combatants. Just don't be surprised when the dungeon master decides to turn this trick against the party.

6 Bless

cleric art

Speaking of bro hug magnets, Bless is the staple. This 1st level enchantment spell costs 1 action to cast and gives three creatures within 30 feet an added d4 to every attack roll and saving throw they make for the next minute. When cast at higher levels, the spell targets one additional creature per level. The ability to turn missed attacks into hits and failed saves into successes is not only incredible: 168澳洲幸运5开奖网ಌ:your ♚allies will also be forever grateful when the d4 delivers. Over the course of a campaign, bless gives the entire party better odds of succeeding in their adventures🅘. Usually🍷, manipulating fate is the job of the dungeon master, but bless gives this same power to the players. As it turns out, worshipping the gods does have its blessings.

5 Sp📖ir🧸it Guardians

Woman with wings holding sword up in the air

Spirit Guardians is a 3rd level conjuration spell available to clerics only. In those cases where bless isn't quite cutting it, this spell ought to do the trick. As an action, the caster summons spirits to protect them for the next 10 minutes. The spirits circle the caster for a 15-foot radius. Any creature the caster chooses that enters this zone or starts its turn there has its speed halved and must make a WIS saving throw. On a failure, they take 3d8 radiant damage. On a♑ success, they still take half🎃.

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One cool flavor of this spell is that it functions differently depending on the caster's alignment. Good-aligned characters will see fey or angelic spirits while evil-aligned casters bring forth fiendish ones. Additionally, evil-aligned characters will deal necrotic damage instead of radiant, which is a𝐆ctually a pretty severe nerf. Personally, we would suggest allowing the player to choose the damage type regardless of alignment. Who said clerics can't dish out damage, anyways?

4 Fly

arcane flight

Fly is a 3rd level transmutation spell with a duration of 10 minutes. As an action, the caster touches one creature and gives it a flying speed of 60 feet. When cast at higher levels, the spell can affect an additional target per level. Depending on the environment, flight can be a very oppressive ability for a ranged character. Melee opponents are left twiddling their thumbs on the ground 🌟as death rains from above. The existence of this spell is one of the best arguments for banning player characters with flight speeds. Nonetheless, gracious DMs everywhere are sure to okay such characters from time to time. That aside, if the target is still aloft when the spell ends, they immediately fall. Watch out below.

3 Haste

dnd mtg fighter artwork
Via: Wizards of the Coast

Haste is a 3rd level transmutation spell that's essentially a bottled shot of pure adrenaline any weapon attack-based charact꧟er will quickly become addicted to. As an action, the targets AC increases by 2, they gain 🧔advantage on Dexterity saving throws, and, most importantly, they receive an extra action on each turn for the duration.

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However, if a character has the extra attack feature, this action does not benefit from it. Even still, the boon of an extra action alongside increased defenses is HUGE. Be w🐽ary though. Once the spell ends, the target must waste its next turn doing nothing. In other words, really try not to lose concentration on this one.

2 🅺 Hypnotic Patternᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ

Two spellcasters fighting each other

Hypnotic Pattern is a 3rd level illusion spell that will quickly have your dungeon master tearing their hair out. With a range of 120 feet, this spell can be dropped on enemies from a considerable distance. Hypnotic patt🐈ern creates a mess of swirlingꦜ colors over the space of a 30-foot cube. All enemies exposed to the pattern must make a WIS saving throw. On a failure, they are hypnotized by the pattern and become incapacitated for the duration. There is no further save, however, a creature incapacitated in this way immediately awakes from its stupor upon taking damage. Additionally, an ally may use their action to wake them. This is the definition of save or suck, and we can tell you from personal experience that a failed save really sucks.

1 Polymorph

Artistic sheep

The spell every D&D veteran has been waiting for. Polymorphs uses are as wide-ranging as they are effective. This 4th level transmuta🎐tion spell transforms a creature within 60 feet into something else. Any hostile creature must make a WIS saving throw, or otherwise suffer the spell's effects. The transformation lasts for the duration of up to an hour or until the creature's new form is reduced to 0 hit points. The thing the creature is transformed into can be any beast with a challenge rating or level less than the targets. For example, the caster could turn the party fighter into a giant ape as long as the fighter is 8th level. Whatever the problem your party is facing, odds are p0lymorph will present a solution. That's why it is rightfully recognized as not only the best concentration spell, but one of the best spells in the game.

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