The School of Evocation is seen as the complete opposite of the defense-orientated Abjuration School. Instead, it focuses on complete destruction and provides spells that can take the lives of hundreds.
Within this school, you’ll be able to find powerful spells that deal high single-target and AoE damage. But don’t be mistaken; there are some spells that can heal an entire party, conjure powerful magic weapons or provide useful utility.
Contents
- Best Evocation Spells 5e
- 15. Sending (3rd-level)
- 14. Healing Word (1st-level)
- 13. Magic Missile (1st-level)
- 12. Faerie Fire (1st-level)
- 11. Spiritual Weapon (2nd-level)
- 10. Eldritch Blast (Cantrip)
- 9. Crusader’s Mantle (3rd-level)
- 8. Destructive Wave (5th-level)
- 7. Sunbeam (6th-level)
- 6. Meteor Swarm (9th-level)
- 5. Contingency (6th-level)
- 4. Leomund’s Tiny Hut (3rd-level) [Ritual]
- 3. Fireball (3rd-level)
- 2. Forcecage (7th-level)
- 1. Mass Heal (9th-level)
- Final Thoughts
Best Evocation Spells 5e
15. Sending (3rd-level)
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round
If you’re members are split up, you’ll want Sending for quick and easy communication.
You can send a short message of up to 25 words to a familiar creature. The message is telepathic and can even be sent to a different plane of existence.
Just be careful, as planar messaging has a 5% chance of not arriving!
14. Healing Word (1st-level)
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Obtaining healing magic early is vital for your party to survive into mid-game.
You can choose a creature and have them regain HP equal to 1d4 + your spellcasting ability modifier. Keep in mind this healing does not affect undead or constructs.
Note: Having a high spellcasting ability modifier significantly increases your healing!
13. Magic Missile (1st-level)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Magic Missile is the ideal low-level spell to target single or multiple targets.
When cast, three glowing darts appear, dealing 1d4 + 1 Force damage each. The darts can strike simultaneously and can be directed to hit single or multiple creatures.
You can even upcast the spell to create an extra dart using a spell slot higher than the 1st-level.
12. Faerie Fire (1st-level)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Discerning invisible enemies early on can make certain enemies much easier to deal with.
When cast, a creature or object in a 20-foot cube will shed dim light in a 10-foot radius. Any attack roll against the affected creature will be taken with advantage if the target is visible.
If you worry about invisible foes, have one of your supportive party members (Artificer, Bard, Druid) look into Faerie Fire.
11. Spiritual Weapon (2nd-level)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
Swords are great, but floating swords that attack on command are even better!
When cast, you can make a melee spell attack within 5 feet of the weapon. If hit, the target will take Force damage equal to 1d8 + your spellcasting ability modifier.
A great addition is that the weapon can be made to resemble a Cleric’s deity associated with that weapon. A hammer is related to Thor and a mace to St. Cuthbert.
10. Eldritch Blast (Cantrip)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Eldritch Blast isn’t only simple but can become even more powerful as the game continues, especially if you choose the right subclass!
You can try and make a ranged spell attack against a creature; if hit, the creature takes 1d10 Force damage.
Reaching higher levels will automatically make this spell have more energy beams. That means you’ll get more damage without the cost of burning a spell slot.
9. Crusader’s Mantle (3rd-level)
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Paladins unleash Crusader’s Mantle to assist their party, imbuing their attacks with fierce divine energy.
When cast, you radiate divine aura in a 30-foot radius, empowering your party. Until the end of the spell, each non-hostile creature within the area (including yourself) will deal an extra 1d4 Radiant damage with hits from weapon attacks.
If your party has many weapon-using characters, try using Crusader’s Mantle more often, as having Radiant damage can boost damage output.
8. Destructive Wave (5th-level)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
If you’re playing a Paladin, you’ll need a few spells to help you defend yourself, and Destructive Wave is one of them.
Strike the ground, which sends a gigantic burst of divine energy. Each creature you choose within the radius must succeed in a Constitution saving throw or take 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (you choose).
Note: Succeed the saving throw will still have that creature taking half the damage, and 5d6 damage isn’t bad.
AoE damage is extremely powerful, and the efficiency skyrockets when used on groups of enemies or in melee combat.
7. Sunbeam (6th-level)
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
Much like its lower-level opposite, Moonbeam, Sunbeam provides the caster with a gigantic beam of sunlight.
Casting the spell sends a 60-foot-line, 5-foot-wide beam of sunlight, and each creature in the line must make a Constitution saving throw. If failed, the creature takes 6d8 Radiant damage and is blinded until the caster’s next turn.
Note: Oozes and undead have disadvantage on the saving throw.
Using this against groups of enemies, especially vampires (as the light is sunlight), will provide the best results.
6. Meteor Swarm (9th-level)
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
If pure uncontrollable astrological chaos were a spell, Meteor Swarm would be that spell!
When cast, four different points, each with a 40-foot radius sphere, are hit with fiery orbs. Each creature in the points (you choose) is forced to make a Dexterity saving throw.
Failing the saving throw will result in the creature taking 20d6 Fire damage and 20d6 Bludgeoning damage (half if successful).
Note: Creatures within the area of more than one fiery burst will only be affected once.
Sowing chaos on the battlefield has never been this easy.
5. Contingency (6th-level)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a small figure of yourself carved from ivory, decorated with gems worth at least 1,500 GP)
Duration: 10 days
If you’ve ever wanted to cast a spell but not have its effects set in immediately, Contingency is the spell for you.
You choose a 5th-level spell or lower you possess; both Contingency and the chosen spell expend spell slots, but the spell only comes into effect when triggered.
Note: You have no choice whether Contingency actives. It’ll happen as soon as the conditions are met.
Contingency is one of the best spells for a pre-emptive thinker, who knows they’ll need the spell at some point in their journey, and activates it just in case!
4. Leomund’s Tiny Hut (3rd-level) [Ritual]
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (small crystal bead)
Duration: 8 hours
You can think of Leomund’s Tiny Hut as the lower-level version of Mordenkainen’s Magnificent Mansion.
Upon casting, a 10-foot-radius dome fitting nine Medium creatures appears. Creatures inside the dome, when cast, can pass in and out. The inside is also dry and comfortable, despite the weather outside.
On a long journey, you’ll need a safe, comfortable camp to rest your body, recuperate spell slots and decide on your next moves.
3. Fireball (3rd-level)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (tiny ball of bat guano and sulfur)
Duration: Instantaneous
Fireball is probably one of the most iconic spells throughout the entire fantasy genre, and for a good reason!
Casting the spell on a point has each creature within a 20-foot radius make a Dexterity saving throw. If failed, a target takes 8d6 Fire damage (half if successful).
Fireball is highly regarded for its simplicity, high damage, and extensive AoE, even though it’s a 3rd-level spell.
2. Forcecage (7th-level)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500 GP)
Duration: 1 hour
Locking away powerful enemies has never been so easy!
Casting the spell creates an invisible prison cage (20 feet on a side) or box (10 feet on a side), and any creature inside the cage is trapped.
The creature cannot leave the prison by nonmagical means, only by teleportation or interplanar travel after succeeding in a Charisma saving throw.
1. Mass Heal (9th-level)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Mass Heal is probably the strongest healing spell in the game for large parties, including their minions!
You cast the spell and restore up to 700 HP, divided among any number of players or creatures within range. Being healed by this spell also cures all diseases and effects, making them blind or deaf.
Note: Unfortunately, the spell does not affect undead or constructs.
If you use this spell at the right time, you can save not only save your party but all their minions as well, so you can continue the fight.
Final Thoughts
Even though spellcasters have excellent utility, there’s no reason not to opt in for some extra damage or to go all out and build a full-damage caster.
If you’re considering a damage caster build, there’s no better school than Evocation for all your offensive needs!
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