[Top 10] D&D Best Support Spells

D&D Best Support Spells
Updated:
10 May 2021

Part of having a fun D&D campaign is having supportive spells on hand to assist the characters. Through gameplay and research, I have discovered 10 amazing support spells that can be used in your next adventure: Bless, Enhance Ability, Foresight, Mass Healing Word, Mass Cure Wounds, Sending, Otto’s Irresistible Dance, Psychic Scream, Sending, Spare the Dying, and Synaptic Static. Read on to find out more about these spells!

10. Bless by Cleric, Paladin

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Bless is a spell that I am familiar with, as the busy cleric in our party always blesses our characters before an encounter. The extra d4 for attack or saving throws has come in handy, especially when dice rolls are not always favorable or if the monsters in the battle are particularly tough to beat. Read on to find out more about being blessed in battle!

Why it is a Great Spell

  • Bless is great because 1 st Level casters can use this spell right away.
  • At first level, casters can bless up to three people.
  • As the caster increases in levels, additional party members and/or creatures can be blessed.

Full Spell details: https://www.dndbeyond.com/spells/bless

9. Enhance Ability by Bard, Cleric, Druid, Sorcerer

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The caster chooses an ability to enhance when he or she touches a creature. For Bear’s Endurance, the creature has advantage on Constitution checks and gains 2d6 hit points. With Bull’s Strength, the creature will have an advantage on Strength checks and will be able to carry more items. If the creature needs a Dexterity boost, Cat’s Grace will give him or her an advantage on Dexterity checks, and the creature will be protected from a fall of up to 20 feet. Eagle’s Splendor will enhance a creature’s Charisma, Fox’s Cunning will give the creature an advantage on Intelligence, and Owl’s Wisdom will give a lucky creature an advantage on Wisdom checks. Read on to find out more about this 2nd level transmutation spell!

Why it is a Great Spell

  • This spell is great because of versatility; there are so many ways it can help other party members based on their abilities.
  • At 3rd level, the caster can choose an additional creature for each level gained.

Full Spell details: https://www.dndbeyond.com/spells/enhance-ability

8. Foresight by Bard, Druid, Warlock, Wizard

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Foresight is a 9th level divination spell that allows the caster to touch a willing creature and see into the future. This also helps the target, because he or she cannot be surprised, and will have advantages on ability checks, attacks, and saving throws. Read on to find out more about this
high-level spell!

Why it is a Great Spell

  • Other creatures will have a disadvantage against the affected target for the Duration of the spell.
  • The spell is quick as it only takes a minute to cast!
  • Foresight it will literally give the caster a sixth sense!

Full Spell details: https://www.dndbeyond.com/spells/foresight

7. Mass Healing Word by Cleric

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Only available to clerics, Mass Healing Word is a third level evocation spell. After the cleric utters the magic healing words, up to six lucky creatures will regain 1d4 with a spellcasting ability modifier. (I am a fan of having at least one cleric in every party.) Read on to find out more about this awesome spell!

Why it is a Great Spell

  • This is a great spell because the range of the spell is 60 feet.
  • The cleric does not have to touch anyone for the spell to work.
  • Although it requires a bonus action, Mass Healing Word is instantaneous; brevity is needed if a party is low on hit points during a rough encounter.

Full Spell details: https://www.dndbeyond.com/spells/mass-healing-word

6. Mass Cure Wounds by Bard, Cleric, Druid

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Mass Cure Wounds is basically a Cure Wounds spell on steroids! With this spell, up to six lucky creatures in a 30-foot radius will regain 3d8 in hit points plus any spellcasting ability modifier. The healing effect is instant and only requires 1 action by the caster. Read on to find out more about this restorative spell!

Why it is a Great Spell

  • Mass Cure Wounds is a higher level (5th level) spell.
  • This is a great spell because as the caster advances to 6th level and beyond, the spell increases by 1d8 with each level.
  • Healing spells are always needed and welcomed in adventures, especially when the characters are outnumbered and being clobbered by monsters.

Full Spell details: https://www.dndbeyond.com/spells/mass-cure-wounds

5. Sending by Bard, Cleric, Wizard

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Who needs Fed Ex when you can use a Sending spell! This 3rd level evocation spell allows a caster to telepathically send a message (under 25 words) to a target of his or her choosing. If the target has an Intelligence score above one, he or she can understand the message and respond. Read more to find out why this is a great support spell!

Why it is a Great Spell

  • Sending is a great spell to use if the party is in danger, and/or lost, and needs to call for assistance.
  • Unlike other spells, there is an unlimited range with this spell.
  • The caster can even send a message to another plane, but there is a small chance that the spell will not work.

Full Spell details: https://www.dndbeyond.com/spells/sending

4. Otto’s Irresistible Dance by Bard, Wizard

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Otto’s Irresistible Dance must be one of the most fun spells to use in D&D! This is a 6th level enchantment, so the player must be at a higher level to use this spell. The caster chooses a target and the target must make a saving throw or dance a crazy dance for a minute! Read on to learn more about this hilarious spell!

Why it is a Great Spell

  • This would be a fun spell for the DM to act out in a game!
  • The affected creature has a disadvantage on Dexterity saving throws and attack rolls.
  • Also, the creature must make a Wisdom saving throw in order to stop dancing.

Full Spell details: https://www.dndbeyond.com/spells/ottos-irresistible-dance

3. Psychic Scream by Bard, Sorcerer, Warlock, Wizard

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This is a 9th level spell, so the caster will be an advanced level character! Psychic Scream is an intense spell; the caster can literally blast the intelligence out of up to ten creatures within sight. If the targets miss their save against Intelligence, they will take 14d6 psychic damage and will be automatically stunned. If the target makes the saving throw, he or she will take half damage. Read on to find out more about Psychic Scream!

Why it is a Great Spell

  • If a target dies from the spell, its head will literally explode from the psychic intensity!
  • The range of this spell is wide at 90 feet.
  • Psychic Scream can do a lot of damage without the use of hand-to-hand combat.

Full Spell details: https://www.dndbeyond.com/search?q=psychic%20scream

2. Spare the Dying by Cleric

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This is a useful cantrip that was used on my rogue recently in game play. She was at -1, and our cleric (thank goodness for clerics) cast a Spare the Dying spell on my character, and she was stabilized at 0 hit points. (When characters are stable, they do not have to make death saving
throws.) Read on to find out more about why this spell is helpful! 

Why it is a Great Spell

  • Since Spare the Dying is a cantrip (Level 0), the cleric automatically has this spell on hand and does not require use of a spell slot.
  • All the clerics must do is touch the affected target, and the spell is instantaneous. It only requires one action.
  • Stabilizing characters in a game can ultimately save lives, as once a player misses three consecutive death saves, the character is dead.

Full Spell details: https://www.dndbeyond.com/spells/spare-the-dying

1.Synaptic Static by Bard, Sorcerer, Warlock, Wizard

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Last but certainly not least is the Synaptic Static spell! The spell will literally blow the minds of those affected away! With this 5th Level Enchantment spell, the caster chooses a place to unload psychic energy. The range of this spell is 120 feet; anyone in the 20-foot range must make an Intelligence saving throw (unless Intelligence is below 2) or take 8d6 psychic damage. If the target makes the saving throw, he or she will take half damage. Read on for more mind-blowing details about this spell!

Why it is a Great Spell

  • This is great to use to distract other spell casters, as their minds are fuzzy for at least a minute. It would break their concentration and deal damage!
  • Synaptic Static is an instantaneous spell, meaning it can be cast right away. In an encounter, efficiency is important.

Full Spell details: https://www.dndbeyond.com/search?q=synaptic

 

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