Ignite the flesh of your foes with spheres of scorching flame, call upon the lightning of the heavens and sizzle their skin into char, or chill them to the bone with a blast of frigid wind. These are just a few options when considering how to deal the most damage in 168澳洲幸运5开奖网:Dungeons & Dragons via spellcasting.
While nonmagical classes excel at one on one combat, those of a more refined magical inclination are second to none when it comes 🔜to felling a swathe of enemies. These spells will have you rolling a ton of damage dice.
Updated April 24, 2023 by Jerel Levy: Dungeons & Dragons continues to have some of the most creative and descriptive damaging spells. We've updated this article with formatting and readability to make it even easier to find and read about the best damage spells in 5e.
15 Finger Of Death 🅰
We begin with one of the most iconic spells cast by 168澳洲幸运5开奖网:villains and their ilk, Finger of Death. This is a seventh-level necromancy spell. Despite being single target, Finger of Death does an astounding amount of damage: a large portion of which i🌊s 𒊎not even rolled. A creature within 60 feet must make a Consitution saving throw. It takes 7d8+30 necrotic damage upon a failed save or half as much on a success.
Furthermore, any humanoid killed by this spell rises up as a zombie permanently under your control on your next turn. For any dungeon master looking to demoralize their players, it's hard to do much better than Finger of Death.
14 Animate Object☂s 💞
With Animate Objects, you can make ten attacks in a single turn. A fifth-level transmutation spell, Animate Objects allows you to bring to life up to ten nonmagical objects within 120 feet. The stats for the objects you can make are in the spell description, but what's important is you can choose tiny objects and then make ten attacks with a range of 30 feet.
Each attack has a +8 to hit and deals 1d4+4 piercing, slashing, or bludgeoning damage depending on the object. That's a total possible 10d4+40 slashing damage. Animate Objects: why riddle your enemies with arrows when you can pincushion them with forks?
13 💧 Disintegrate
It's a terrible thing to watch the life drain from your friend as they're assaulted by negative energy. Worse yet to then fight their risen undead corpse. But, according to the damage dealt, it's more painful to witness their body vaporized into dust. Disintegrate is a sixth-level transmutation spell that requires its target to make a Dexterity saving throw.
On a failed save, they take 10d6+40 force damage. If this damage 𒁏reduces the target to zero hit points, they and their belongings are immediately disintegrated. It is important to note that this spell is all or nothing, as a creature that successfully saves takes no damage. Disintegrate can also be used to automatically destroy magical c🐻reations or objects.
12 Fireball
Fireball is an extremely powerful third-level evocation spell that was purposefully overturned by the creators of the game's own admission. Having an astounding range of 150 feet, it requires all creatures within a 20-foot radius sphere to make a Dexterity saving throw.
Targets take 8d6 fire damage on a failed save or half as much on a successful one. Fireball is sorcery recognizable by jus𝔉t about anyone who's ever played the game, ultimately making it more potent in the hearts and minds of your fellow players.
11 🦄 Lightning Bolt
While very similar to Fireball, Lightning Bolt is sometimes more effective due to its obscurity and damage type. It's a third-level evocation spell that requires each creature within a 100-foot line five feet wide blasting out from you to make a Dexterity saving throw.
Targets take 8d6 lightning damage on a failed save, or half as much on a success. Fire is the damage type that most creatures in the monster manual resist, so it can help to carry an alternative up your sleeve. Likewise, players and DMs alike are cautious not to stand together to avoid a fireball. But it isn't nearly as common that they will maneuver to avoid lightning bolt.
10 Cloudkill
Maybe fire and lightning aren't really your forte. Instead, you prefer to suffocate your enemies in a miasma of poisonous haze. Which is a bit dark, but, hey, it's Dungeons & Dragons. Cloudkill is a fifth-level conjuration spell with a 120-foot range. It creates a 20-foot poisonous green-yellow sphere of fog that lasts for up to ten minutes or as long as you maintain concentration.
Any creature that enters the fog for the first time or begins its turn inside it must make a Constitution saving throw, taking 5d8 poison damage on a failed save or half as much on a success. The fog moves ten feet away from you at the start of each of your turns. If you are ever able to restrict enemy movement or have them cornered in a small area, Cloudkill is one of the str♉ongest options available.
9 Vitriolꦡic Sphere
A favorite for more nature-minded casters. Vitriolic Sphere is a fourth-level evocation spell with a range of 150 feet. It has you throw a globule ♋of emerald acid that explodes in a 20-foot area. Each creature inside must make a Dexterity saving throw. On a failure, targets take 10d4 acid damage and another 5d4 💎acid damage at the end of their next turn.
On a success, they take half the initial damage and none of the follow-up. It's an especially flavorful option, as the mechanics translate to melting your enemies as if they're the Wicked Witch Of The West.
8 Synaptic Static 💎
Added to the game in Xanathar's Guide To Everything, Synaptic Static is the equivalent of a mental fireball. It causes an explosion of a psychic energy in a 20-foot radius sphere which requires creatures inside to make an Intelligence saving throw. Any target that fails this save takes 8d6 psychic damage, or half as much on a success. In addition, targets who fail the saving throw must roll a d6 and subtract the result from all attack rolls, ability checks, and Constitution saving throws made to maintain concentration for the next minute.
While this fifth-level enchantment spell only deals as much damage as a fireball, that's still no trivial amount of hurt. Furthermore, psychic damage is 168澳洲幸运5🌱开奖网:one ꩲof the most reliable damage types in the game, so you won't have to worry about creatures taking half damage due to resistance. There's also the fact that targets must make an Intelligence saving throw, which is a save most creatures and players alike are quite ill-prepared to make. Finally, the d6 debuff that this spell leaves on enemies who fail the saving throw is very good at reducing an enemy's overall effectiveness. After all, Bless is one of the best spells in the game, and the debuff this spell leaves on enemies isn't so different from it.
7 Cone Of Cold༺ 🦂
This♍ fifth-level evocation spell requires creatures within a 60-foot cone to make a Constitution saving throw. On a failed save, they take 8d8 cold damage or half on a successful one. This magic is roleplay friendly as any creature killed by the damage becomes a frozen statue.
ﷺPossibly transforming a band of savage enemies into your very own winter wonderland can make for some interesting scenar✱ios, such as the party barbarian getting his tongue stuck to a frozen minotaur. Whether or not being turned into a popsicle kills your enemies outright is up to DM discretion.
6 Abi-Dalzim's Horrid Wilting
Yet another spell similar to Fireball is Abi-Dalzim's Horrid Wilting. Hailing from the often-overlooked Elemental Evil Player's Companion, this eighth-level necromancy spell can really put down the pain. Each creature in a 30-foot cube centered on a point you choose is forced to make a Constitution saving throw. On a failure, creatures take 12d8 necrotic damage, or half as much on a success.
This is a gnarly amount of damage, and the spell comes with good flavor to boot. However, Constitution saving throws is one thing most high-level creatures will be good at. On top of that, constructs and undead are completely immune to this spell, making it a risky proposition if you're unsure what kinds of enemies you're up against. Nonetheless, this spell does have its moments. For example, both plants and water elementals are forced to make their saving throws at a disadvantage, and the horrid wilting immediately destroys 168澳洲幸运5开奖网:all nonmagical plan𓆏ts inside of the area it is cast. My cabbages!