Dnd 5e Best Dmg Typedownloadsbrown



Low level barbarian is really strong. With 16 con you have 30 effective HP at level 1, and your damage per round is as high as you can get at that level (casters can burst harder though). Your AC is also nothing to sneeze at. Level 2 you can reckless attack for extremely consistent damage. Best Dungeons & Dragons 5E subclasses So whatever you want your character to be and however you play Dungeons & Dragons, there should be a perfect character subclass for you. Read on for a runthrough of the best Dungeons & Dragon 5E subclasses available to players that we think are interesting - you might just find something to include in your. We cover our top five best offensive buff spells in Dungeons and Dragons 5e!Timestamps for spells discussed in the video:1:00 - Bless3:59 - Enlarge/Reduce6:0. Best builds for Paladins in Dungeons & Dragons (5th Edition). And critical hits with melee weapons give you an additional damage dice roll. Automatic proficiency in intimidation, which works.

D&D 5e Classes in the fifth release are precisely and specifically like the renditions in the third version. 5e Classes increase new capacities as they achieve each dimension, enabling them to battle more grounded beasts and progressively troublesome dangerous circumstances, yet dissimilar to the fourth release, lower-level adversaries stay compromising as power levels don’t scale pair. you can find all D&D 5e Classes information from here.

The fifth edition of the world’s greatest role-playing game brings over 70 new creatures to the game all of which can be companions for your player characters the book is packed with new feats spells monsters including feats. which gives almost every class the option to gain a powerful familiar or companion.

Making advancement during a course makes a player’s character a great deal simpler also as better and can be ready to influence modification worldwide. It widens their skill set and also far better furnishes them to be heroes.

Contents

  • 1 What are Dnd 5e Classes?
    • 1.15 Frequently Asked Questions for DND Classes

What are Dnd 5e Classes?

Dnd Classes within the 5th edition (5e) are mechanically and thematically almost like the versions within the 3rd edition. Classes gain new abilities as they reach each level, allowing them to combat stronger monsters and harder perilous situations, but unlike 4th edition, lower-level opponents remain threatening as power levels don’t scale in tandem.

D&D 5e Classes within the fifth (5th edition) release is precisely and specifically just like the renditions within the third version. Classes increase new capacities as they achieve each dimension, yet dissimilar to the fourth release, enabling them to battle more grounded beasts and progressively troublesome dangerous circumstances, lower-level adversaries stay compromising as power levels don’t scale pair.

People have their own work, but adventurers have 5e classes. The course defines an adventurer’s skill set: Wizards do magic, druids interface with nature, and also barbarians struck points. it’s not a work or a section of research; courses are far more sort of a line of work or calls. A bard, as an example, couldn’t make money to play songs, but they weave magical music-playing into their life and also ambitions.

The 5e classes incorporated into the fifth release Player’s Handbook include:

5E Classe For D&D Type Description
RogueStealth, Evasive, Ranged Damage, Melee DamageA stealthy lurker of the shadows, specializing in backstabbing and trickery
Challenge RatingSpell Damage, Battlefield ControlChallenge Rating was a technician presented in Dungeons & Dragons 5e to attempt to make it simpler for DMs to pass judgment on what sort of beasts was appropriate to set up against their gathering and give them a sensible possibility of succeeding.
WarlockSpell Damage, Battlefield ControlA wielder of Eldritch powers that focuses on mental manipulation and blasts of arcane power
Barbarian Tank, Melee DamageA primal warrior that relies on their rage to fuel their combat prowess.
MonkEvasive, Melee DamageA skilled martial artist, the Monk can manipulate their Ki to perform extraordinary feats
ClericHealer, Support CasterA devote follower of a deity that harnesses the power of their faith for magic
SorcererSpell Damage, Battlefield ControlA magic user that can use their meta magic abilities to shape spells in unique ways
DruidTank, Support Caster, Healer, UtilityA nature based magic user that can shapeshift into animal forms
PaladinTank, Healer, Support Caster, Melee DamageA warrior whose devotion to their Oath provide magical powers
BardSupport Caster, UtilityA silver tongued minstrel that taps in the magic of music to cast spells
WizardSpell Damage, Utility, Support CasterWizards take a scholarly approach to magic and are able to play with the fabric of realty
GunslingerChoose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and SurvivalStarting at level 1, you gain a +2 bonus to attack rolls you make with firearms.
Ranger Ranged Damage, SurvivalA master of survival who uses their knowledge of the outdoors to track foes and provide advantages in combat
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FighterTank, Melee Damage, Ranged DamageBorn and bred in battle, the Fighter is a master of combat.

Barbarian

The barbarian 5e is a playable character class in the Dungeons and Dragons dream pretending amusement. The class was presented as ahead of schedule as 1985 and experienced various advancements in resulting releases of the diversion.

Bard

The bard is a standard playable character class in numerous versions of the Dungeons and Dragons’ dream pretending diversion. The bard 5e class is adaptable, equipped for battle, and of enchantment (Divine enchantment in prior releases, arcane enchantment in later versions). Bards utilize their masterful abilities to instigate mysterious impacts.

The class is approximately founded on the uncommon enchantment that music holds in stories, for example, the Pied Piper of Hamelin, and in prior adaptations was substantially more much the same as being a Celtic Fili or a Norse Skald, in spite of the fact that these components have to a great extent been evacuated in later versions. Recorded motivations for bards incorporate Taliesin, Homer, Will Scarlet, and Alan-a-Dale.

Bards have been incorporated as a character class in the fifth edition of Player’s Handbook. Bards join either the College of Lore, which centers around learning and execution or the College of Valor, which centers around motivating boldness in the combat zone.

Bards have their own spell rundown and full throwing movement to ninth dimension spells, but at the same time can get to a set number of spells from any of different classes, and increase rewards to all aptitude checks. Xanathar’s Guide to Everything included 3 more Bard College choices: the College of Glamor, College of Swords, and College of Whispers.

Cleric

The cleric is one of the standard playable character class in the Dungeons and Dragons dream of pretending diversion. Clerics are adaptable figures, both fit in battle and talented in the utilization of celestial enchantment.

Clerics are incredible healers because of the vast number of mending and corrective magic accessible to them. With supernaturally allowed capacities over last chance, they are likewise ready to repulse or control undead animals.

the cleric is a turn-off for me the wizard is the best port of call for an arcane spellcaster again for many of the same reasons why the cleric is the best spell caster, in general, I think that the spell book mechanic of the wizard combined with the fact that they can choose and

swap out their spells on a day to day basis is a really important reason why the wizard is such an accessible class for new players oftentimes Dungeon

Master’s justify to themselves that the wizard is somehow more complex than the sorcerer or more complex than the width

Cleric’s likewise had explicit ‘areas’ which more often than not line up with the character’s arrangement and the god that cleric serves. Regardless of whether the cleric repulses or controls the undead is reliant on the cleric’s arrangement. It is the main class to be in each variant of Dungeons and Dragons without a name change.

The Knowledge area esteems learning and comprehension, Life esteems recuperating, Light qualities resurrection and recharging, Nature esteems securing the regular world, Tempest esteems the intensity of the characteristic world, Trickery esteems shaking things up and being troublesome (for good or fiendishness) and War esteems battling for his or her confidence.

Sword Coast Adventurer’s Guide includes the Arcana space which merges the intensity of the divine beings with enchantment. The Forge area from Xanathar’s Guide to Everything centers around the creation and engaging weapons, while the Grave space from a similar enhancement centers around saving the equalization of life and annihilating the undead.

Guildmasters’ Guide to Ravnica includes the Order space which speaks to teach and dedication to society and law. The Death area from the Dungeon Master’s Guide is planned for shrewd characters and is centered around death, magic, and the undead.

Druid

The druid is a playable character class in the Dungeons and Dragons dream pretending amusement. Druids use nature-themed enchantment. In contrast to the cleric, druids don’t have uncommon forces against the undead and, in certain versions, can’t utilize metal defensive layers.

Druids have an interesting capacity that enables them to change into different creature frames and different characteristics that help them in common settings.

The druid has been incorporated as a character class in the fifth version of Player’s Handbook. Incorporated into the Player’s Handbook are two Druid Circles that players can have their druid join at the second dimension.

The first is the Circle of the Land, which gives a druid some of the extra spells as per which sort of land where they turned into a druid. The second is the Circle of the Moon, which enlarges the druid’s Wild Shape capacity. Xanathar’s Guide to Everything incorporates two extra circles: The Circle of Dreams and the Circle of the Shepard. Another Circle, the Circle of Spores, was acquainted in Guildmasters’ Guide with Ravnica.

Fighter

The fighter 5e is one of the standard playable character classes in the Dungeons and Dragons dream pretending amusement. A fighter is an adaptable, weapons-situated warrior who battles utilizing expertise, methodology, and strategies.

The fighter is a nonexclusive and expansive class; singular fighters have assorted foundations and diverse styles. Guardians, swashbucklers, previous warriors, attacking outlaw rulers, or ace swordsmen are for the most part fighters, yet they originate from varying backgrounds and foundations and regularly wind up on altogether different arrangements, objectives, and sides in contention.

The champion model enables the character to concentrate on the sheer capacity to convey more harm. Fight Master model spotlights on strategies of battling through moves. Eldritch Knight model opens up restricted enchantment enabling the fighter to cast a few spells. Sword Coast Adventurer’s Guide included the Purple Dragon Knight model which centers around administration and valor.

The Arcane Archer concentrations upon some mysteriously enabled trap shots, the Cavalier on shielding their partners and checking adversaries for commitment while controlling the combat zone, and the Samurai on spotlight and order both on and off the war zone.

Monk

The monk (additionally spiritualist) is a playable character class in many releases of the Dungeons and Dragons’ dream pretending diversion. A D&D monk is a dream military craftsman, gaining practical experience in an unarmed battle.

The monk has been incorporated as a character class in the fifth version of Player’s Handbook. It highlights three Monastic Traditions a Monk can browse: the Way of the Open Hand, the Way of Shadow, and the Way of the Four Elements.

In the Sword Coast Adventurer’s Guide, two new conventions are presented: The Way of the Long Death and the Way of the Sun Soul. Afterward, in Xanathar’s Guide to Everything, two additional conventions are included: The Way of the Drunken Master and the Way of the Kensei.

Paladin

The paladin is one of the standard playable character classes in many versions of the Dungeons and Dragon’s dream pretending diversion.

The paladin is a blessed knight, crusading for the sake of good and request, and is a perfect spellcaster. From first through the third version, paladins were required to keep up the Lawful Good arrangement.

What’s more, contrasted with different classes the paladin class has a standout amongst the most prohibitive implicit rules in their determination and articulate dedication to great. Paladin characters are relied upon to exhibit and typify goodness.

In certain versions [vague] it was unthinkable for a paladin to lie or utilize toxin, and a few translations state they should just utilize stealth if all else fails.

Different limitations are now and then laid on the paladin relying upon battle setting, going from confining the class to the point of making it amusingly unplayable to a class that just contrasts from other warrior classes in its extra heavenly powers.

The inability to keep up a legitimate decent arrangement or hold fast to the set of principles makes paladins lose their paladin status and a large number of their unique capacities until they can give penance. The paladin 5e has been incorporated as a character class in the fifth release of Player’s Handbook

In the fifth Edition, paladins invest in the way of uprightness and equity and can pick one of four hallowed promises that envelop the idea of their sacred journey.

Ranger

The Ranger is one of the standard playable character classes in many versions of the Dungeons and Dragons dream pretending amusement. Rangers were seekers and gifted woodsmen, and frequently lived withdrawn lives as recluses.

The ranger was incorporated as a character class in the fifth release Player’s Handbook. A third dimension, players looked over one of two ranger models: the seeker; and the mammoth master.[citation needed] The seeker prime example was the defender of human advancement against the fear of the wilds, giving the character unique capacities in battling.

The mammoth ace prime example fashioned an association among progress and monsters, enabling the character to connect with creatures in certain ways including picking up a creature buddy to control. Xanathar’s Guide to Everything includes three more ranger models: the Gloom Stalker, Horizon Walker, and Monster Slayer.

Rogue

The rogue or criminal is one of the standard playable character classes in many versions of the Dungeons and Dragons dream pretending amusement.

A rogue is an adaptable character, equipped for tricky battle and deft traps. The rogue is stealthy and capable, and in early releases was the main authority base class from the Player’s Handbook fit for finding and incapacitating snares and picking locks.

The rogue additionally can “sneak assault” (“double-cross” in past releases) adversaries who are found napping or shocked, exacting additional harm.

The rogue is incorporated as one of the standard character classes in the fifth version of Player’s Handbook. Players may look over three changed Roguish Archetypes in the third dimension: Thief, Assassin, and Arcane Trickster. The Sword Coast Adventurer’s Guide supplement adds Mastermind and Swashbuckler to the rundown of Rogue prime examples, while Xanathar’s Guide to Everything includes the Inquisitive, Mastermind, Scout, and Swashbuckler.

Criminal prime example centers around rogues who take, giving rewards for skillful deception, climbing, and sneaking. Professional killer prime example manages rogues who murder professionally, giving rewards basic hits and making false characters.

Arcane Trickster model opens up restricted enchantment to rogues enabling them to cast spells. The Sword Coast Adventurer’s Guide includes Mastermind, taking into consideration a covert operative sort rogue, and Swashbuckler, a rogue who has practical experience in one-on-one swordplay.

Sorcerer

The sorcerer is a playable character class in the Dungeons and Dragons dream pretending amusement. A sorcerer is feeble in skirmish battle, yet an ace of arcane enchantment, for the most part, the most dominant type of D&D enchantment.

Sorcerers’ enchanted capacity is natural instead of contemplated. In the expressions of the 3.5 Player’s Handbook: “Sorcerers make enchantment the manner in which a writer makes sonnets, with intrinsic ability sharpened by training.”

The sorcerer has been incorporated as a character class in the fifth version of Player’s Handbook. They are given two Sorcerous Origins to browse: Draconic Bloodline and Wild Magic.

The Sword Coast Adventurer’s Guide includes a third Sorcerous Origin, that of Storm Sorcery. Xanathar’s Guide to Everything contains three Sorcerous Origins: Divine Soul, Shadow Magic, and Storm Sorcery.

Warlock

The warlock is a character class in the Dungeons and Dragons’ dream of pretending diversion. It was presented as a non-center base class in the supplemental book Complete Arcane for the 3.5 release of Dungeons and Dragons. In the fourth and fifth versions, the warlock is a center class.

The warlock was incorporated as a character class in the fifth version of Player’s Handbook. It is an enchantment utilizing class with a blend of spells and summons allowed by the warlock’s supporter.

The warlock has three alternatives for its benefactor in the Player’s Handbook: The Archfey, the Fiend, and the Great Old One. Three choices for its kind of agreement are displayed.

Settlement of the Chain enables the warlock to call a natural, Pact of the Tome gives the warlock a Book of Shadows containing extra spells, and Pact of the Blade enables the warlock to summon a supernatural weapon for battle.

The warlock utilizes charm as its spellcasting capacity. It is organized so its spell openings and spells are known are constrained, yet the spaces reestablish after each brief rest (not at all like most other enchantment utilizing classes, which require a long rest), and all spells are dependably thrown at the most astounding space level to which the warlock approaches. These spells are enhanced with a summons that gives extra capacities.

Wizard

The wizard is one of the standard character class in the Dungeons and Dragons dream pretending amusement. A wizard utilizes arcane enchantment and is viewed as less successful in scuffle battles than in different classes.

The wizard has been incorporated as a character class in the fifth version of Player’s Handbook. Players must pick an Arcane Tradition for their wizard character at second dimension, every one of which speaks to one of the eight schools of enchantment: repudiation, conjuration, divination, charm, inspiration, deception, magic, and transmutation.

The Sword Coast Adventurer’s Guide supplement includes a ninth Arcane Tradition, selective to mythical beings and half-mythical beings, called blade swinging. In Xanathar’s Guide to Everything, one extra arcane convention, War Magic, was included. This subclass centers around engaging spells and upgrading a wizard’s resistance to set them up for war.

I think is the most classic and iconic class in Dungeons & Dragons and that is the fighter now the reason why I went with the fighter is that I think it is the easiest to grasp for a new player most players diving in want to do some sort of damage dealing with monsters they want to be a that big bad hero and the fighter is the clear-cut option for that there’s a lot of versatility in the fighter class as well do you want to be a heavily armored fighter wielding a two-handed weapon or maybe a lighter an armored fighter with a bow or you could be a sword and board style fighter there’s a lot of options here and really no matter what type of damage-dealing monster you want to be you can jump in and pick that’s best for you and you can still dish out a lot of damage also if you’re brand new to tabletop games, in general, there’s an option in the fighter for you and that’s in the champion subclass which really allows you to just focus on understanding the simple mechanics of running in and attacking your enemies now if you’re a little bit more accustomed to tabletop role-playing games and can handle a few more mechanics, then you can jump into the battle master option which gives you an array of battle master maneuvers that can really diversify your fighter if you’re choosing the fighter but you want that slight bit of magic and you want to try out what spell casting is like in the world of D&D then you could go with the Eldridge Knight either way you’re gonna have a lot of fun it’s going to be a clear-cut path on what you need to learn and the mechanics you need to understand and you’re gonna be able to jump in have a lot of fun slaying monsters and being the big damn hero in your party so Kelly I agree with everything that you said but I think the Barbarian is the better choice for the player that you would recommend the fight or two times and time again I have seen a new player – Dungeons and Dragons completely fall in love with this game with only a few simple words I would like to rage the barbarian is so much more fun for a new player than a fighter is it blows the doors off of it and how entertaining and chaotic it is and for the psychopath or the damage dealer they will love just how much mayhem they can cause as a barbarian it is incredibly rewarding and extremely simple because you get to pick up a bunch of dice you get to roll all your attacks with the advantage you get to roll your own initiative checks with the advantage you get to be up front you get beat up a barbarian makes terrific mistakes and has a ton of fun doing it and part of what makes this so magical is that the barbarians role playing is so straightforward and it works for so many different player character races I have had players jump in with half work barbarians with human barbarians with dwarf barbarians with elf barbarians and just loved the archetype around it it is such an iconic one you get to go through all your Conan and red Sonya archetypes and get inspired by that you get to feel like a badass playing a barbarian and that alone for a new player I think is so important although I don’t disagree with any of your points I will say that

Frequently Asked Questions for DND Classes

Following FAQ’s will be very helpful for those who want to learn about D&D 5e Classes. If you have any doubts about any class in dungeons and dragon games. comment on the below-given. we will answer your question. We will update more FAQ Soon.

1. Q) How many 5e classes are there in Dungeons and Dragons?

A: There are 12 Classes available in D&D

2. Q) Which is the best class in D&D

A;Rogue, Sorcerer, Warlock, Bard, Barbarian, Cleric, Druid, Fighter, Paladin

3. Q) Which is the Strongest Class in D&D?

A: Strongest class is Paladin

4. Q) What classes use wisdom 5e?

A: Clerics, druids, and rangers use Wisdom as their spellcasting ability, it helps determine the saving throw DCs of spells they cast.

5. Q) What is the most popular D&D class?

A:Fighter

6. Q) What class does the most damage 5e?

A: Barbarians, Fighters, Paladins, and Rangers

7. Q) What is the most overpowered class multiclass in D&D 5e?

A: Sorcerer/Warlock

8. Q) What is the most fun DnD class?

A: Barbarian

9. Q) What DND classes can heal?

A: There are healing 7 classes in D&D. which are Bards, Paladins, Rangers, Clerics, Favored Souls, Druids, and Artificers

Draconic Bloodline Sorcerers in DnD 5e use raw, innate magic, enhanced by dragon blood and Meta Magic that offers extra benefits to the spell.

As opposed to the wizard, sorcerers use intuition and instinct to hone their magic, and those that share a draconic bloodline are granted a ferocious source of this power. The fun part about creating this character is the thematic, elemental nature of my spell selection. Depending on the color of my draconic bloodline, I’ll gain added benefits to an inherent damage source (fire, lightning, acid, cold, etc.)

If you ever wanted to play Natsu from Fairy Tale, this build is your jam.

To build a draconic bloodline sorcerer, consider the following:

  • Choose a race with high Charisma and a dragon color to match
  • Use Font of Magic and Meta Magic to enhance elemental spells
  • Lean into draconic bloodline benefits: Draconic Resilience, Elemental Affinity, Dragon Wings, Draconic Presence
  • Choose spells that thematically match your elemental dragon bloodline

D&d Best Damage Type

Choose a race with high Charisma and a dragon color to match

5e Best Damage Type

Spellcasting for sorcerers is related to Charisma. Therefore, I’ll need to choose a charismatic race. I could also utilize Dexterity for my AC, saving throws and finesse weapon damage. Let’s take a look at tiefling, half-elf and dragonborn.

A tiefling sorcerer with a red dragon bloodline is a whole lot of attitude and fire built into one character. With a +2 Charisma/+1 Intelligence bonus combination and innate fire spells like hellish rebuke, I could go radical dragon demon on my foes.

Half-elves are granted a +2 Charisma bonus as well, with two +1 bonuses of my choice. As I mentioned before, I’ll grant one to Dexterity. The other could be Constitution for HP and resistance to certain spells. Speaking of resistance, my Fey Ancestry grants me immunity to being magically put to sleep and advantage against being charmed. A half-elf with the red dragon bloodline is spot-on for creating Natsu.

Dragonborn seem to be the most thematically obvious here, though my Charisma bonus would be only +1. My larger bonus will be a +2 to Strength, which I could still utilize for increased weapon damage. Naturally, my dragon bloodline will be the same as my color—I like a blue dragon with lightning breath.

Use Font of Magic and Meta Magic to enhance elemental spells

At level 2, Font of Magic grants me “spell points”, which is a different well of magic than my normal spell slots. The basic idea is that I can spend these spell points to regain spell slots. Therefore, if I use all my spell slots for the day, I can pull from a bonus magic source and keep blasting away.

When level 3 rolls around, I’ll then be able to use these spell points for Meta Magic—meaning I can spend these points on extra effects. These are my options:

  • Careful Spell: Protect allies while damaging enemies around them with a field-effect spell.
  • Distant Spell: Double the range of spell that has a 5-foot range or more.
  • Empowered Spell: Reroll an amount of damage dice equal to your Charisma modifier (minimum 1).
  • Extended Spell: Double the duration of a spell that lasts 1 minute or longer.
  • Heightened Spell: Spend 3 points to grant disadvantage on an enemy’s saving throw to resist your spell.
  • Quickened Spell: Spend 2 spell points and change a casting time of 1 Action to 1 Bonus Action. This allows me to cast and move or attack.
  • Subtle Spell: Cast a spell without any somatic or verbal components.
  • Twinned Spell: Double a spell that target only one other person and blast another. The amount of spell points spent is equal to the spells level. To double a level 2 spell, spend 2 spell points.

Lean into draconic bloodline benefits: Draconic Resilience, Elemental Affinity, Dragon Wings, Draconic Presence.

My draconic bloodline benefits are tied to my dragon’s element. Let’s use Natsu of Fairy Tale as an example. This half-elf with an attitude shares a red dragon bloodline, giving him physical traits that resemble a red dragon and an affinity for fire magic.

Draconic Resilience taps into this visual component of the dragon sorcerer and gives it playable advantages. Firstly, I gain 1 extra hit point and 1 extra hit point each time I level. Then, I can utilize a thin sheen of dragon scales across my body as simple armor, increasing my base AC to 13 + my Dexterity modifier. This early ability allows me options for melee combat—at least much more so than a wizard.

Dnd 5e Best Damage Type

Elemental Affinity will allow me to add my Charisma modifier to spell damage associated with my dragon ancestry. In other words, I’ll add an extra +3 or +4 damage to fire spells I cast for this particular character. Also, I can spend 1 sorcery point and gain resistance to fire damage for 1 hour.

Dragon Wings can grow from my back at level 14, giving me flying speed equal to my walking speed. The casting action is 1 bonus action, and the wings last until I use another bonus action. Armor or clothing that could block these wings can’t be worn—but Natsu never needed armor.

Draconic Presence grants me the ability to channel the presence of my dragon ancestor at level 18—showing off on an epic level. When I spend 5 sorcery points, I can cause every creature within 60 feet of me to make a Wisdom saving throw or be in awe or frightened. This would be funny in a situation with a large group of combatants—making the whole field flee in terror.

DnD 5e Guide to Building a Dragonborn PaladinGuide to Building a Battlemaster Fighter: DnD 5e

Choose spells that thematically match your elemental dragon bloodline

Now that my Natsu character is fleshed out, I need to complete this magic build with a selection of spells. Obviously, fire is going to be a key element I’ll focus on. However, I’ll need other spells to complete my build. Therefore, I’ll want to make sure they fit thematically and strategically as well. Let’s take a look at the first few selections to get an idea.

Cantrips

For my initial cantrip decisions, I’ll need a varied list that includes my first fire spell. These spells are on demand, so I should remember to choose wisely and cover many aspects of adventuring and combat.

  • Fire Bolt: Deals 1d10 fire damage and ignites flammable objects—my first fire spell.
  • True Strike: Grants me advantage on my next attack roll—a basic melee attack spell.
  • Mage Hand: Creates an ethereal arm and hand I can stretch out to manipulate objects far away from me. My ethereal arm and hand could look draconic. This is good for lifting small objects, opening trapped doors or reaching high places—a utility spell for adventure.
  • Blade Ward: Grants me resistance to bludgeoning, piercing and slashing damage until the end of my turn—a defensive spell.

1st-level spells

My 1st-level spells will enhance the fire damage and further increase my defensive capabilities in a big way. Plus, I’ll start to lean into my charismatic dragon nature.

Dnd 5e best damage type
  • Burning Hands: Creates a 15-foot cone of fire that hits multiple opponents within the range for 3d6 fire damage on a failed Dexterity save—area of effect spell with fire element.
  • Charm Person: Pulls from my draconic charisma to… charm a person. On a failed Wisdom save, a humanoid is charmed by me and considers me a friend—social gameplay
  • Shield: Grants me a +5 bonus to my AC until the start of my next turn—major defensive bonus.
  • Chromatic Orb: Is a sphere of energy dealing 3d8 elemental damage of my choice (fire) against a single opponent—high powered, single-enemy spell.

2nd-level spells

Now, we’re cooking (har, har) with higher-level spells after a few levels. Now, I can utilize other aspects of a dragon—such as flight and further draconic transformation.

  • Scorching Ray: Gives me 3 scorching rays to blast at different opponents or a single opponent, dealing 2d6 fire damage per ray—fire spell that is powerful and versatile.
  • Levitate: Is on here because I don’t want to wait until level 14 to fly. Levitate allows me to fly myself or another target 20 feet into the air.
  • Gust of Wind Creates a 60-foot line of strong wind that pushes those who fail a Strength saving throw 15 feet back. This is one of those spells that plays with the idea of flight—and I can make my fires bigger.
  • Alter Self: Has several effects. I can change my appearance to something similar in size and shape. Also, I can grow natural weapons (dragon claws) and attack with 1d6 slashing damage and a +1 bonus to attack and damage rolls. Finally, I’ll be able to grow gills and breath underwater—though I’ll probably be at a slight disadvantage underwater.

So, what element would you lean into? Let me know in the comments below.