In 168澳洲幸运5开奖网:Dungeons and Dragons there are eight schools of magic. Each of them lays claim to that function in a certain manner. The school of evocation, for example, includes any spell that "evokes" an effect.  These are spells that call upon magical energies to burn, blast, and heal, among other things. Despite this variety of options, most evocation spel♎ls primarily focus on dealing damage and are elemental in nature.

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Those who focus their arcane studies on the school of evocation are known as evokers. And while the destructive nature of their spel꧃ls may be chided as simplistic by some, you certainly can't argue with the results. After all, who's ever been unimpressed with a well-placed fireball? As a note, spells of 4th level and above have been excluded from this list. These spells are only available at higher levels of play and, due to their high level, need no explanation as to their potential.

10 🤪Healing Word

Despite the fact that most evocation spells deal damage, we start by looking at one that heals instead. Healing word is among the best and most accessible healing options available to your party at early levels. It's a 1st level spell that as a bonus action restores 1d4 + your spellcasting ability modifier hit points to an ally within 60 feet that you can see. While cure wounds, another widely used 1st level healing option, might restore more hit points overall, there are two benefits to healing word that make it superior. First, healing word only costs you a bonus action. Second, healing word has a range of 60 feet. Theꦍ added utility of healing word makes it vastly superior to its better-known counterpart. Don't sleep on the d4.

9 🌼 🥀 Magic Missile

Speaking of the power of d4s, magic missile is another great reason to roll some. There's nothing worse than when your turn finally arrives, you roll to hit, and wind up with an uneventful miss. Unless your opponent is a mage packing the shield spell, magic missile always hits its mark. Magic missi𒉰le is a 1st level spell that creates three magical darts. Each dart deals 1d4 + 1 force damage to a creature within 120 feet, and they may all be directed at the same target or multiple ones. This surefire spell may not deal the most damage out there, but the reliability that it offers is good enough reason for learning it.

8 Fireball

The iconic fireball. Any list of evocation spells would be incomplete without it. It's a 3rd level spell that💞, as an action, flings a ball of fire up to 120 feet. The blazing sphere detonates on impact. All creatures within 20 feet of the blast zone must make a dexterity saving throw, taking 8d6 fire on a failed save or🧸 half as much on a success.

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The 168澳洲幸运5开奖网:Dungeon Master's Guide suggests that area of effect spells of 3rd level should deal 6d6 damage. Even so, fireball is granted a whopping 8d6. Despite the spell's blatant strength, it does harbor a weakness in that many creatures are resistant or downright immune t𓂃o fire damage.

7 💯 Lightning Bolt

Lightning bolt deals as much damage as fireball, but is often trickier to setup. It's a 3rd level spell that shoots a bolt of lightning out from you in a line 100 feet long and 5 feet wide. Any creature in the line must make a dexterity saving throw, taking 8d6 lightning on a failed save or half as much on a success. The superior damage type that lightning bolt provides comes at the cost of being more difficult to maneuver. That being said, while avoiding a fireball is always on the top of a player's mind, lightning bolt is easily overlooked. Pair this with a battle taking place in a dungeon corridor and you've got a recipe for fried monster.

6 Melf's Minute Meteors🃏 ꧙

This powerful damage-dealing spell comes from the Elem🌄ental Evil Player's Companion. It's a 3rd level concentration spell that conjures up six meteors that float around you as an action. In the same ac🐻tion that you create the meteors, you can fire two of them towards a point within 120 feet. Upon reaching the point, the meteors explode.

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Creatures within 5 feet of the explosion must make a dexterity saving throw, taking 2d6 fire on a failed save or half as much on a success. As long as you maintain concentration on the spell, you may fire up to two more meteors ♕as a bonus action on future turns. The spell provides a total of 12d6 fire damage split over three turns, with two of those turns also having access to other actions. That's a lot of damage.

5 🦂 ꦦ Guiding Bolt

All of the damage-dealing spells above are unavailable to clerics, save for those cases when a subclass grants access. While clerics miss out on many of the flashiest evocation options, they are given a consolation prize in guiding bolt. Available only 🃏to clerics, it's a 1st level spell that, as an action, sends an arc of divine light at a creature within 120 feet. Make a ranged spell attack against the target. On a hit, it takes 4d6 radiant damage and mystical light wreathes the enemy, granting advantage to the next attack roll made against it. The radiant damage type coupled with granting advantage makes guiding bolt a great opener.

4 ⭕ Wra⛄thful Smite

We've looked at the best da💧mage dealing evocation spell for clerics, so it only makes sense that we now shift to their god-fearing class companion: the paladin. Wrathful smite is only available to paladins, besides a few other subclasses, and with good reason. It's a 1st level concentration spell that, as a bonus action, causes your next successful weapon attack to deal an extra 1d6 psychic damage. If the target is a creature, it must then make a wisdom saving throw. On a failed save, it is frightened until the spell ends. The damage of wrathful smite may be minimཧal, but the frightened condition is far from a minor inconvenience.

3 Hellish Rebuk🌼e

Hellish rebuke has the honor of being the only spell on this list👍 that is cast𓂃 as a reaction. It's for this reason that it deserves to be included in the best evocation spells. Available only to warlocs, tieflings, and oathbreaker paladins, hellish rebuke is a 1st level spell that immediately deals damage to a creature within 60 feet that just hurt you.

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The target must make a dexterity save, taking 2d10 fire damage on a failed save, or half as much ✅on a success. Access to a reliable reaction is part of what makes a good character into a stellar one. As a result, hellish rebuke is a𝔉n option you shouldn't overlook.

2 Sending

Unlike most evocation spells, sending doesn't have you roll any dice. Instead, it's a 3rd level spell that, as an action, sends a message of 25 words or less to a creature with which you are 💯familiar. The target may then respond in a like manner. The message crosses any amount of distance a🌄nd can even reach creatures on other planes. However, if it is sent to another plane, there's a 5% chance that the message is lost. In a world without cellular devices, the ability to use a telephone should not be underestimated. Whether you're looking for advice or need to update an ally on an important development, sending is your best answer.

1 Spi🌳ritual Weapon ꦚ

Remember how clerics miss out on most of these great spells? Well, guiding bolt is only the beginning of their alternative rewards. Spiritual weapon is a 2nd level spell that, as a bonus action, creates a floating 168澳洲幸运5开奖网:phantom weapon within 60 feet. Upon casting the spell, you can make a melee spell attack with it against a creature within 5 feet of the weapon, dealing 1d8 + your spellcasting ability modifier force damage on a hit. Not only that, but as a bonus action on subsequent turns, yoꦏu may move the weapon up to 20 feet and make the attack again. Notably, spiritual weapon does not require concentration and allows you an extra attack as a bonus action for the rest of the combat. If you ever thought clerics were just around for healing, spiritual weapon would like to have a word with you.

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