D&D: Five of the Best 3rd-Level Spells
In D&D 3rd-level spells are where Wizards and Clerics start outpacing Fighters, and with spells like these, it’s easy to see why.
When it comes to spells in D&D, the level where all the stops start coming out happens to be at 5th level, because that’s when you get 3rd-level spells. And the best 3rd-level spells really make you appreciate just how much more powerful magic is. Sure, a Fighter can hit twice at that level. But a Wizard? They can catch a dozen enemies in a fireball that deals anywhere from 8-48 points in a single go. Clerics, on the other hand, can start becoming beacons of divine power that slow their enemies even as they hurt them round to round.
The point is, 3rd-level spells are some of the best in the game. And here’s a look at the best 3rd-level spells, regardless of class list.
Fireball
Let’s start with one of the more iconic spells. Fireball has been blazing through D&D since the earliest days of 1st Edition. Before then, in fact. Fireball was a part of the earliest spellbooks. And it’s not hard to see why. It starts a little overtuned in 5th Edition, per the designers. It deals 8d6 damage, which is more than most other spells at this level. It’s a big blast, too, so you can catch a sizable number of people in its area of effect. Not bad for a single action.
Hypnotic Pattern
Hypnotic Pattern, on the other hand, is much less damaging. But it’s perhaps even more dramatic. It catches any creature in its 30-foot cube, and if they fail their initial saving throw, they are incapacitated and immobile for the entire duration of the spell (or until they take damage). This means you can neutralize whole groups of enemies, and as long as you concentrate on the spell, deal with them only one at a time. It swings the action economy heavily in your favor.
Spirit Guardians
Spirit Guardians is one of two “must-pick” Cleric spells. It’s one of the best spells in the game, let alone the best 3rd-level spells. It’s a wide area of effect that’s centered on the Cleric. And when cast, you can decide who is and isn’t affected by it. This means you can spare your allies, walk amongst them, and selectively hit any enemies you’re fighting.
And not only do you hit ’em, but you also slow their movement by half. All that without it even taking your action on your turn. It just happens for playing/
Counterspell
Counterspell shuts down enemy spellcasters like nobody’s business. Even post-Monsters of the Multiverse nerf, counterspell remains one of the best 3rd-level spells in the game, retaining its use all the way through a campaign. You can use it to instantly stop a spell before it goes off. Negating a whole turn, potentially, for just a single spell slot.
Leomund’s Tiny Hut
Finally, there’s Leomund’s Tiny Hut, a spell that is way more useful than you’d think. Intended as a way to always have shelter on hand, wherever you are, Leomund’s tiny hut does so much more. It creates a magical dome of force that creatures can’t enter without your permission. They can’t even see you inside. You can see out, they can’t see in. And what’s more, you can shoot out from within it, making it an invincible fortress from which to rain down arrows (but not spells).
What’s your pick for the best 3rd-level spell?