In most RPGs, 168澳洲幸运5开奖网:spellcasters tend to fa𝕴ll into a similar niche of being considered 'glass cannons', which is a term given to those that do massive amounts of damage but have little constitution. This is common as having low health balances the amount of damage that a spell can do. However, this had the unintended effect of relegating spellcasters to the back of the group.
Most don't bat an eye at a spellcaster sitting in the back. After all, those with healing magic typically avoid direct combat and 168澳洲幸运5开奖网:most offensive spells strike from a distance. That being said, being forced to the back doesn't sit well with everyone. Thankfully, 168澳洲幸运5开奖网:Dungeons & Dragons offers several spells that 168澳洲幸运5开奖网:allow spellcasters to👍 switch things up to join the frontlines.
10 🥀 Booming Bla🦩de
Many overlook cantrips as 'weak spells' and put focus on the higher levels spells like Fireball or Lightning Bolt. While these spells are marginally stronger, 168澳洲幸运5开奖网:cantrips are perfectly viable as they scale up as a player does. That said, many have the caveat that they do no damage should their target make a save. Booming Blade isn't like that.
When this spell is cast, you make a melee attack against a creature, enveloping them in "booming energy" until the start of your next turn. In that time,🎀 should that creature willingly move more than five feet, they will take a 1d8 thunder damage. At higher levels, not only does the damage increase, but the initial hit also gains that same thunder damage.
9 Shield
As previously stated, the low health that casters have act as a way to balance their damage output, and classes like Wizards and Sorcerers can't wear heavy armor. There are spells like Mage Armor and Shield of Faith that can increase the user's AC, but these are Concentration spells and can limit what a spell caster can cast.
The Shield spell, however, 168澳洲幸运5开奖网:uses your reaction to increase your AC by five until the start of your next turn. Not only does this allow a spell caster to keep their other Concentration spells available, but it's also a substantial increase in AC. As a bonus, this is only a first-level spell. While it can't be upcasted, this spell is still viable for a spell caster of any level.
8 𓄧 Shadow Blade
The main downside of melee castersཧ in D&D is their lack of weapon proficiencies. The caster classes tend to only get proficiency in simple weapons like daggers and quarterstaves, which have lackluster damage. Sure, there are ways to gain proficiencies in martial weapons, but they are both limited and have specific conditions and force players down a certain path.
For those that wish for a little more creative freedom in their builds🌳, the Shadow Blade spell is a great option. Shadow Blade is a second-level spell that can be cast as a bonus action to summon a sword made of shadows that does 2d8 psychic damage on a hit. Not only is this good damage, which can be increased, but there are few creatures with Resistance to psychic damage.
7 ও Vampiric Touch
The biggest risk with running any sort of spell caster is the lack of health those classes have. With only a d6 hit die, it's no surprise that casters are often labeled as 'squishy'. Putting a priority on AC improving spells is one solution, but there's the option to invest in spells devoted to both healing and damage.
Vampiric Touch is a melee spell attack that not only does 3d6 necrotic damage to a target but also heals you an amount equal to half of the damage inflicted. While this isn't the most effective way to heal, being able to damage a target while healing at the same time can be incredibly useful in certain instances.
6 💝 Misty Step ౠ
Most of the spells on this list are devoted to aiding in close-quarters combat either in a defensive manner or an offensive one. However, as a caster, you're not made to be a tank. There are ways to make yourself harder to hit, but they're not perfect. As such, you'll need a reliable way to escape combat.
168澳洲幸运5开奖网:As a bonus action, Misty Step allows you to teleport 30 feet within an unoccupied space. While it doesn't have the range of Dimension Door, Misty Step is the better option in combat. Along with avoiding attacks of opportunity, you still have your action to make a single attack before leaving combat.
5 Armor Of Agathys 𒉰
While Armor of Agathys is exclusive to the Warlock class, there are plenty of ways for other classes to gain ꧅access to this spell. This spell gives the user five temporary hit points for an 🎉hour and, when they are attacked with a melee attack, those hit points are turned into cold damage that strikes the attacker.
It may seem rather lackluster, 168澳洲幸运5开奖网:especially for a high-level campaign, but Armor of Agathys scales very well. The amount of temporary hit points increase by five with each level the spell is upcast. Not only does this increase your health pool, especially at later levels, but it's also a viable way to deal damage to those you're fighting at close range.
4 H▨old Person/Hold Monster ღ
The bane of every melee fighter is enemies that can fly. No matter how much damage you can deal means nothing if you can't hit an enemy. While there are a plethora of spells geared towards striking enemies at a distance, melee-focused casters need a way to keep an enemy locked down long enough to deal damage and there are two spells that do this perfectly.
Hold Person and Hold Monster are geared to entrap humanoids and monstrosities respectively. Should a target fail their save, they become paralyzed. Those 168澳洲幸运5开奖网:afflicted with this status are not only trapped in place, but💎 any attacks against creatures with the paralyzed status are made with advantage and any melee attack that hits becomes a critical hit.
3 Haste
Movement is always important in battle, especially when you need to get up close and personal with an enemy. Just like in the case of Hold Person, all the damage in the world means nothing if you can't reach your target. With the Haste spell, your movement doubles and you get a few more bonuses.
A𒀰long with the boost in movement, Haste gives a plus two bonus to AC and an additional Action. This Action can be used to make one weapon attack, Dash, Hide, or Disenga♉ge. While you lose the ability to move and act the turn after the spell drops, the sheer versatility this spell offers far outweighs the drawbacks.
2 ไ Steel Wind Strike
The vast majority of damaging spells, especially at higher levels, in D&D are classified as long-range. They can be cast in close quarters, of course, but the vast majority of them do damage to everything around the spell's epicenter. All these hammer in the stereotype that casters must remain in the back. Thankfully, there are upper levels spells that can get you in the center of combat.
Despite only being a fifth-level spell, Steel Wind Strike is a fantastic option. When cast, you choose five targets and make separate melee spell attacks against them. On a hit, the target takes 6d10 Force damage and you can teleport within five feet of one of the targets, even if you miss them. Not only is this spell's damage great, but it also offers great mobility options.
1 Tenser's Transformation
While this spell does require a significant dip into the wizard class, it's definitely worth the investment. It's a sixth-level spell, so it doesn't have the raw potential of Prismatic Spray or Wish, but it's useful nonetheless. As the name suggests, the spell isn't an attack but a transformation that grants a myriad of bonuses.
You gain 50 temporary hit points, proficiency in all armors, shields, and weapons, advantage on attack rolls, an extra attack, advantage on Strength and Constitution saves, and all weapon attacks gain an additional 2d12 Force damage. You can't cast any spells so long as Tenser's Transformation is active, but you really don't them. With this one spell, you're 168澳洲幸运5开奖网:practically a boss monster.