
Every Dungeons & Dragons game needs heroes to save the world. No matter the setting, storyline, or expectation, the game revolves around a group of individuals who pick up the hero mantle and solve the world's problems. From helping a frail grandmother to destroying a dragon that has an entire village in its clutches, you're going to need heroes for hire to save the day.
Of course, every hero should be prepared to save the day. You can't just run into a situation on aura alone; you have to live and embody the feeling of being a hero. If you're meant to be a hero, you're sure to have this arsenal of spells prepared for the upcoming situation.
Heroism
Dawnbringer Cleric by Lie SetiawanLevel
First
Class
Bard, Paladin
School
Enchantment
Of course, as the name implies, Heroism is a spell every hero should have prepared. As a hero, you'll want to help your party members out as much as you can, and that's exactly what Heroism is made for.
You imbue your friends with bravery, ensuring they can't be hit with the Frightened condition. What's a band of heroes if they're too scared to go into a situation to get things done? No one tells positive tales of the adventurers who were Frightened by the Beholder and ran away.
Heroes' Feast
Heroes' Feast by Raluca MarinescuLevel
Sixth
Class
Bard, Cleric, Druid
School
Conjuration
What's in a spell name? Exactly what the spell is in this case, and of course, it's another spell with the word hero in it, so it has to be a good one to prepare. You'll want to have Heroe's Feast always ready before fighting a big bad boss in the campaign. You create a feast for up to 12 creatures (usually big enough for everyone in the party and then some).
Not only will everyone who partakes gain Resistance to Poisoned and Frightened conditions, but they'll also gain more Hit Points. An addition of 2d10 to your Hit Point maximum is great, and the spell also heals that. It's a perfect spell if you have a sixth-level slot available. Lead your party into battle with a speech and one final hearty meal from their hero.
Crusader's Mantle
Exploration By William O'ConnorLevel
Third
Class
Paladin
School
Evocation
Helping your allies is a part of being a hero, and giving your allies a boost to help themselves with a simple spell is perfect for every hero to have prepared. Crusader's Mantle has you radiate an aura that gives you and your allies an additional 1d4 of Radiant damage when hitting an enemy.
It is a concentration spell, but it gives you and your allies within 30 feet continuous access to extra damage against other creatures. Take your heroic presence and imbue that courage and power into allies to enhance everyone around you up to your hero status.
Banishing Smite
The Lady of Pain by Martin MottetLevel
Fifth
Class
Paladin
School
Conjuration
Sometimes being a hero means finding interesting ways to eliminate a threat without dealing a killing blow. Not all heroes need to become killers of course. What if you could deal additional damage to a bad guy and just fling that villain to a harmless demiplane when you're done with them? Out of sight, out of mind, right?
When you cast this fifth-level spell, you deal an extra 5d10 Force damage to a creature you've hit, and if they're reduced to under 50 Hit Points or fewer, they make a save to determine whether they're harmlessly banished. It's the perfect end to a fight, keeping your hero's hands clean of deadly blood.
Comprehend Languages
Level
First
Class
Bard, Sorcerer, Warlock, Wizard
School
Divination
As a hero, you'll most likely have to do a lot of talking to different people all over the world. As a representation of your group and the person who will most likely be up front in the politics as much as the action, the hero needs to be able to communicate.
Comprehend Languages allows you to understand any language you see signed or hear. You can also read any language during the duration of the spell. While there are a few requirements, the overall ability to understand and read anything will definitely give you the main character energy of a hero.
Detect Evil And Good
Art by Ekaterina BurmakLevel
First
Class
Paladin, Cleric
School
Divination
What kind of hero can't tell whether something is evil or good? If you're truly going to play the part, you'll want to be able to sense what's around you so you can be prepared for anything.
While you're not literally detecting evil or good, the spell allows you to determine what type of creatures are around you. You can sense Aberrations, Celestials, Elementals, Fey, Fiends, and Undead within 30 feet of this spell. Importantly, you can also detect whether the Hallow spell has imbued the ground with holy or unholy magic.
Death Ward
Daylight by David AstrugaLevel
Fourth
Class
Paladin, Cleric
School
Divination
A hero is known for protecting the weak. Saving the party, citizens, and everyone else who could be in danger calls for a lot of pressure. Death Ward can alleviate some of that pressure. The spell protects a creature who would fall to zero Hit Points, instead dropping them to one, saving them from being knocked out when they're in imminent danger.
Death Ward also negates any instant death spells, meaning even some of the strongest and scariest options that can be flung against anyone will be stopped by the hero who casts this spell, saving a life in the process.
Holy Aura
Helmed Horror by Nikki DawesLevel
Eigth
Class
Cleric
School
Abjuration
So, Holy Aura is an expensive spell, but you're a hero, so you can afford to cast it. You emanate an aura 30 feet around you, and anyone you choose within that area has Advantage on all saving throws and Disadvantage on attack rolls done toward them. It's an eighth-level spell, so it's pretty costly but worth having prepared.
This type of support is expected from a hero, and being able to provide it to an unlimited number of allies around you is a perfect boon. You're making it harder to hit your allies, helping them save from ailments, and if an undead creature attacks, they're rendered Blinded by it. Protect from the undead and help the party all at the same time, like a hero should.
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Like Follow FollowedDungeons & Dragons
8.4/10 Original Release Date 1974 Player Count 2+ Age Recommendation 12+ (though younger can play and enjoy) Length per Game From 60 minutes to hours on end. Franchise Name Dungeons & Dragons Publishing Co Wizards of the Coast Brand Dungeons & Dragons Expand Collapse