Comparing all the subclass spell lists in D&D 5e and 5.5e

Listing out all the spells for each subclass and finding the best and worst options.

As I was working out a character recently, I wondered whether certain subclasses have the right spells I need for the build I want. As I did this, I realised that there isn’t really anywhere that this is all compiled into one place for comparison. So I’ve done exactly that below.

If all you want to know is which subclasses have which spells, then you’re in the right place. And because some people play 2014 and/or 2024 subclasses, I’ve included both.

To make it even easier to find the spells you want for your subclass, I’ve also included a focus column that tells you the kind of spellcasting the spell list primarily deals with. There’s a lot of variety so this won’t cover every spell in the list, just the majority types of spells in the list. I’ve also provided some analysis on which spell lists I think are best and worst for each class.

There are a few quirks when it comes to subclass spells.

1. Not every class gets spells with their subclass

    This is the case for bards and wizards. And obviously pure martials like barbarians and fighters.

    2. Even for classes that get subclass spells, not all of them get their own spells

    Some classes consistently get subclass spells like artificers, paladins and clerics. But there are also classes like druids, rangers and sorcerers that are more inconsistent. Some don’t get a spell list because they have other big features on their subclass, like the beast master or moon druid. Other classes seem to have had a design shift, like the sorcerer, where more recent subclasses have a spell list, but older subclasses don’t.

    3. Spell lists aren’t equally large

    For example, rangers have just 1 spell per level where most subclasses get 2 (including paladins). The same for moon druids. You’ll also find that with 5.5e bringing all subclasses to level 3, that spells gained at level 1 or 2 in 5e now get bundled into the level 3 spells. A few subclasses also get a bonus cantrip like the 5.5e land druid and the aberrant mind sorcerer.

    4. Some subclass spells lists just break all the rules

    Land druids have 4/8 (depending on your edition) changeable spell lists. Lunar sorcerers and genies warlocks also get changeable spell lists. With the genie warlock, they are the only subclass to get a level 9 spell in wish.

    There’s also the divine soul sorcerer that gets a choosable level 1 spell and then gets to pick from the cleric spell list for their spells.

    Annoyingly, all of this messes up my nice neat tables.

    Reanimator artificer: Wizards of the Coast
    Reanimator artificer: Wizards of the Coast
    SubclassFocus3rd5th9th13th17th
    Alchemist 5eHealing, damageHealing word, ray of sicknessFlaming sphere, Melf’s acid arrowGaseous form, mass healing wordBlight, death wardCloudkill, raise dead
    Alchemist 5.5eHealing, damageHealing word, ray of sicknessFlaming sphere, Melf’s acid arrowGaseous form, mass healing wordDeath ward, vitriolic sphereCloudkill, raise dead
    Armorer 5eDamage, protectionMagic missile, thunderwaveMirror image, shatterHypnotic pattern, lightning boltFire shield, greater invisibilityPasswall, wall of force
    Armorer 5.5eDamage, protectionMagic missile, thunderwaveMirror image, shatterHypnotic pattern, lightning boltFire shield, greater invisibilityPasswall, wall of force
    Artillerist 5eDamage, controlShield, thunderwaveScorching ray, shatterFireball, wind wallIce storm, wall of fireCone of cold, wall of force
    Artillerist 5.5eDamage, controlShield, thunderwaveScorching ray, shatterFireball, wind wallIce storm, wall of fireCone of cold, wall of force
    Battle smith 5eDamage, protection, healingHeroism, shieldBranding smite, warding bondAura of vitality, conjure barrageAura of purity, fire shieldBanishing smite, mass cure wounds
    Battle smith 5.5eDamage, protection, healingHeroism, shieldShining smite, warding bondAura of vitality, conjure barrageAura of purity, fire shieldBanishing smite, mass cure wounds
    Cartographer 5.5eUtilityFaerie fire, guiding bolt, healing wordLocate object, mind spikeCall lightning, clairvoyanceBanishment, locate creatureScrying, teleportation circle

    Artificers are really reliant on their subclass spell list for 2 reasons. The first is that their class spell list isn’t really built for combat. It has plenty of utility, but little in the way of damage dealers, protection or healing. The subclass spells go a long way to beefing this out.

    The other important aspect about their subclass spells is for spell storing item at level 11. This relies on a strong level 3 spell you can use over and over (preferably through a companion or a pet). The artificer class doesn’t have any really strong options for this so it needs good options in their subclass.

    For that reason, cartographers in particular, but alchemists to an extent, perform poorly in this regard. The alchemist spell list is OK for a healer build, but has no good options for spell storing item (mass healing word requires a bonus action so can’t be used with spell storing item).

    Fortunately, the artillerist and battle smith do much better in this regard.

    Grave domain cleric: Wizards of the Coast
    Grave domain cleric: Wizards of the Coast
    DomainFocus1st3rd5th7th9th
    Arcana 5eUtilityDetect magic, magic missileMagic weapon, Nystul’s magic auraDispel magic, magic circleArcane eye, Leomund’s secret chestPlanar binding, teleportation circle
    Death 5eDebuffFalse life, ray of sicknessBlindness/deafness, ray of sicknessAnimate dead, vampiric touchBlight, death wardAntilife shell, cloudkill
    Forge 5eDamage, utilityIdentify, seating smiteHeat metal, magic weaponElemental weapon, protection from energyFabricate, wall of fireAnimate objects, creation
    Grave 5eDebuff, healingBane, false lifeGentle repose, ray of enfeeblementRevivify, vampiric touchBlight, death wardAntilife shell, raise dead
    Knowledge 5eUtilityCommand, identifyAugury, suggestionNondetection, speak with deadArcane eye, confusionLegend lore, scrying
    Knowledge 5.5eUtility, debuffCommand, comprehend languages, detect magic, detect thoughts, identify, mind spikeDispel magic, nondetection, tonguesArcane eye, banishment, confusionLegend lore, scrying, synaptic static
    Life 5eHealingBless, cure woundsLesser restoration, spiritual weaponBeacon of hope, revivifyDeath ward, guardian of faithMass cure wounds, raise dead
    Life 5.5eHealingAid, bless, cure wounds, lesser restorationMass healing word, revivifyAura of life, death wardGreater restoration, mass cure wounds
    Light 5eDamageBurning hands, faerie fireFlaming sphere, scorching rayDaylight, fireballGuardian of faith, wall of fireFlame strike, scrying
    Light 5.5eDamageBurning hands, faerie fire, scorching ray, see invisibilityDaylight, fireballArcane eye, wall of fireFlame strike, scrying
    Nature 5eUtility, controlAnimal friendship, speak with animalsBarkskin, spike growthPlant growth, wind wallDominate beast, grasping vineInsect plague, tree stride
    Order 5eDebuffCommand, heroismHold person, zone of truthMass healing word, slowCompulsion, locate creatureCommune, dominate person
    Peace 5eHealing, protectionHeroism, sanctuaryAid, warding bondBeacon of hope, sendingAura of purity, Otiluke’s resilient sphereGreater restoration, Rary’s telepathic bond
    Tempest 5eControl, damageFog cloud, thunderwaveGust of wind, shatterCall lightning, sleet stormControl water, ice stormDestructive wave, insect plague
    Trickery 5eUtility, protectionCharm person, disguise selfMirror image, pass without traceBlink, dispel magicDimension door, polymorphDominate person, modify memory
    Trickery 5.5eUtility, debuffCharm person, disguise self, invisibility, pass without traceHypnotic pattern, nondetectionConfusion, dimension doorDominate person, modify memory
    Twilight 5eBuff, debuffFaerie fire, sleepMoonbeam, see invisibilityAura of vitality, Leomund’s tiny hutAura of life, greater invisibilityCircle of power, mislead
    War 5eDamage, protectionDivine faith, shield of faithMagic weapon, spiritual weaponCrusader’s mantle, spirit guardiansFreedom of movement, stoneskinFlame strike, hold monster
    War 5.5eDamage, protectionGuiding bolt, magic weapon, shield of faith, spiritual weaponCrusader’s mantle, spirit guardiansFire shield, freedom of movementHold monster, steel wind strike

    The war cleric has a really strong set of combat spells including loads of protection and damage dealing options. If you’d prefer to be the most cleric-y cleric around, the life domain will give you pretty much all the healing spells you need.

    Knowledge though, leans too heavily into niche utility spells you’ll probably rarely use. It gets a little better in 5.5e with the likes of banishment and synaptic static added in. The death domain also feels like it has some comparatively weak spells.

    Shadowmoor Elf - Wizards of the Coast
    Druid: Wizards of the Coast
    CircleFocus2nd3rd5th7th9th
    Dreams 5e
    Land 5e (Arctic)Control, debuffHold person, spike growthSleet storm, slowFreedom of movement, ice stormCommune with nature, cone of cold
    Land 5e (Coast)UtilityMirror image, misty stepWater breathing, water walkControl weather, freedom of movementConjure elemental, scrying
    Land 5e (Desert)Protection, utility, controlBlur, silenceCreate food and water, protection from energyBlight, hallucinatory terrainInsect plague, wall of stone
    Land 5e (Forest)UtilityBarkskin, spider climbCall lightning, plant growthDivination, freedom of movementCommune with nature, tree stride
    Land 5e (Grassland)UtilityInvisibility, pass without traceDaylight, hasteDivination, freedom of movementDream, insect plague
    Land 5e (Mountain)Utility, protectionSpider climb, spike growthLightning bolt, meld into stoneStone shape, stoneskinPasswall, wall of stone
    Land 5e (Swamp)Control, utilityDarkness, Melf’s acid arrowWater walk, stinking cloudFreedom of movement, locate creatureInsect plague, scrying
    Land 5e (Underdark)Utility, controlSpider climb, webGaseous form, stinking cloudGreater invisibility, stone shapeCloudkill, insect plague
    Land 5.5e (Arid)DamageBlur, burning hands, fireboltFireballBlightWall of stone
    Land 5.5e (Polar)Damage, debuffFog cloud, hold person, ray of frostSleet stormIce stormCone of cold
    Land 5.5e (Temperate)MovementMisty step, shocking grasp, sleepLightning boltFreedom of movementTree stride
    Land 5.5e (Tropical)Damage, controlAcid splash, ray of sickness, webStinking cloudPolymorphInsect plague
    Moon 5e
    Moon 5.5eHealing, damageCure wounds, moonbeam, starry wispConjure animalsFount of moonlightMass cure wounds
    Shepherd 5e
    Spores 5eDamage, debuffChill touchBlindness/deafness, gentle reposeAnimate dead, gaseous formBlight, confusionCloudkill, contagion
    Sea 5.5eControl, damageFog cloud, gust of wind, ray of frost, thunderwaveLightning bolt, water breathingControl water, ice stormConjure elemental, hold monster
    Stars 5e
    Stars 5.5e
    Wildfire 5eDamage, healingBurning hands, cure woundsFlaming sphere, scorching rayplant growth, revivifyAura of life, fire shieldFlame strike, mass cure wounds

    You’d think that with so many options, that the land druid is a shoo in for best druid spell list, and it does have a lot of options. The problem is, no particular spell list from the different biomes is really strong. Grassland at least has a clear use case for stealth and underdark has pretty good utility. For 5.5e, arid is quite good, but you’re only getting one spell per spell level now.

    Of course, this is a lot better than many druid circles who get no spells at all. Wildfire does have a strong set of spells though with a nice combination of damage and healing.

    Noble genie paladin: Wizards of the Coast
    Noble genie paladin: Wizards of the Coast
    OathFocus3rd5th9th13th17th
    Ancients 5eDamage, utility, protection, movementEnsnaring strike, speak with animalsMoonbeam, misty stepPlant growth, protection from energyIce storm, stoneskinCommune with nature, tree stride
    Ancients 5.5eDamage, utility, protection, movementEnsnaring strike, speak with animalsMoonbeam, misty stepPlant growth, protection from energyIce storm, stoneskinCommune with nature, tree stride
    Conquest 5eProtection, debuffArmor of Agathys, commandHold person, spiritual weaponBestow curse, fearDominate beast, stoneskinCloudkill, dominate person
    Crown 5eUtility, damageCommand, compelled duelWarding bond, zone of truthAura of vitality, spirit guardiansBanishment, guardian of faithCircle of power, geas
    Devotion 5eProtectionProtection from evil and good, sanctuaryLesser restoration, zone of truthBeacon of hope, dispel magicFreedom of movement, guardian of faithCommune, flame strike
    Devotion 5.5eProtectionProtection from evil and good, shield of faithAid, zone of truthBeacon of hope, dispel magicFreedom of movement, guardian of faithCommune, flame strike
    Glory 5eBuffGuiding bolt, heroismEnhance ability, magic weaponHaste, protection from energyCompulsion, freedom of movementCommune, flame strike
    Glory 5.5eBuffGuiding bolt, heroismEnhance ability, magic weaponHaste, protection from energyCompulsion, freedom of movementLegend lore, Yolande’s legal presence
    Oathbreaker 5eDamage, debuffHellish rebuke, inflict woundsCrown of madness, darknessAnimate dead, bestow curseBlight, confusionContagion, dominate person
    Noble genies 5.5eDamage, utilityChromatic orb, elementalism, thunderous smiteMirror image, phantasmal forceFly, gaseous formConjure minor elementals, summon elementalBanishing smite, contact other plane
    Redemption 5eProtection, debuffSanctuary, sleepCalm emotions, hold personcounterspell, hypnotic patternOtiluke’s resilient sphere, stoneskinHold monster, wall of force
    Vengeance 5eBuff, debuff, movementBane, hunter’s markHold person, misty stepHaste, protection from energyBanishment, dimension doorHold monster, scrying
    Vengeance 5.5eBuff, debuff, movementBane, hunter’s markHold person, misty stepHaste, protection from energyBanishment, dimension doorHold monster, scrying
    Watchers 5eUtility, debuffAlarm, detect magicMoonbeam, see invisibilityCounterspell, nondetectionAura of purity, banishmentHold monster, scrying

    The vengeance paladin has lots of good spells for getting into combat quick and hitting enemies hard or debilitating them. Especially if you want to preserve spell slots more than you might with smites. It gets better in 5.5e with some smite spells losing their concentration requirements making using hunter’s mark or bane alongside them a possibility.

    Oath of the crown is worth mentioning purely because they get spirit guardians which is deadly on a tank. They have some decent other spells too.

    I do think the oathbreaker spell list is a bit challenging. Paladins tend to use a lot of spell slots already and hellish rebuke, while great for even more damage per round, just adds to the number of spells burning your slots alongside your smites. But then you’ve also got a bunch of spells that are a bit subpar or unsuitable for a paladin like inflict wounds, bestow curse or confusion.

    Hollow warden ranger: Wizards of the Coast
    Hollow warden ranger: Wizards of the Coast
    ConclaveFocus3rd5th9th13th17th
    Beast master 5e
    Beast master 5.5e
    Drakewarden 5e
    Fey wanderer 5eMovementCharm personMisty stepDispel magicDimension doorMislead
    Fey wanderer 5.5eMovementCharm personMisty stepSummon feyDimension doorMislead
    Gloom stalker 5eUtilityDisguise selfRope trickFearGreater invisibilitySeeming
    Gloom stalker 5.5eUtilityDisguise selfRope trickFearGreater invisibilitySeeming
    Horizon walker 5eMovement, buffProtection from evil and goodMisty stepHasteBanishmentTeleportation circle
    Hunter 5e
    Hunter 5.5e
    Monster slayer 5eUtility, debuffProtection from evil and goodZone of truthMagic circleBanishmentHold monster
    Swarmkeeper 5eUtility, debuffFaerie fire, mage handWebGaseous formArcane eyeInsect plague
    Winter walker 5.5eDamage, debuffIce knifeHold personRemove curseIce stormCone of cold

    Rangers end up quite light on subclass spells with just 1 spell per spell level. Or just no spells for a few subclasses.

    I think all the spell lists that are here are a bit of a mix of great spells and less exciting options. This can feel disappointing on levels where the only spell you get isn’t great, but at least the spell lists are consistently average.

    Shadow sorcery sorcerer: Wizards of the Coast
    Shadow sorcery sorcerer: Wizards of the Coast
    Sorcerous OriginFocus1st3rd5th7th9th
    Aberrant mind 5eUtility, debuffsArms of Hadar, dissonant whispers, mind slivercalm emotions, detect thoughtsHunger of Hadar, sendingEvard’s black tentacles, summon aberrationRary’s telepathic bond, telekinesis
    Aberrant sorcery 5.5eUtility, debuffsArms of Hadar, calm emotions, detect thoughts, dissonant whispers, mind sliverHunger of Hadar, sendingEvard’s black tentacles, summon aberrationRary’s telepathic bond, telekinesis
    Clockwork soul 5eProtection, utilityAlarm, protection from evil and goodaid, lesser restorationDispel magic, protection from energyFreedom of movement, summon constructGreater restoration, wall of force
    Clockwork sorcery 5.5eProtection, utilityAid, alarm, lesser restoration, protection from evil and goodDispel magic, protection from energyFreedom of movement, summon constructGreater restoration, wall of force
    Divine soul 5eCure wounds, inflict wounds, bless, bane or protection from evil and good.
    Can choose spells from the cleric spell list
    Draconic bloodline 5e
    Draconic sorcery 5.5eUtility, damage, debuffAlter self, chromatic orb, command, dragon’s breathFear, flyArcane eye, charm monsterLegend lore, summon dragon
    Lunar sorcery 5e (full moon)ProtectionShieldLesser restorationDispel magicDeath wardRary’s telepathic bond
    Lunar sorcery 5e (new moon)DebuffRay of sicknessblindness/deafnessVampiric touchConfusionHold monster
    Lunar sorcery 5e (crescent moon)Debuff, utilityColor sprayalter selfPhantom steedHallucinatory terrainMislead
    Shadow magic 5e
    Spellfire sorcery 5.5eHealing, protection, damageCure wounds, guiding bolt, lesser restoration, scorching rayAura of vitality, dispel magicFire shield, wall of fireGreater restoration, flame strike
    Storm sorcery 5e
    Wild magic 5e
    Wild magic 5.5e

    Divine soul does really well out of their subclass spells. Your level 1 spell is a choice out of a bunch of good options, but the fact that you have the whole cleric spell list at your fingertips means you now have all the potential spellcasting of a sorcerer with healing when you need it too. The only down side is that you don’t have the extra prepared spells, just more choice.

    If you really want those prepared spells and the healing, then spellfire sorcery does this with some damage dealing in the mix too.

    While lunar sorcery does have a fair bit of choice, they have less prepared spells than others and a couple of the lists feel less strong than the full moon list.

    It’s also worth pointing out that some sorcerer subclasses fall behind by virtue of having no subclass list. This is quite noticeable for the draconic bloodline which doesn’t necessarily have better features to compensate as the 5.5e version now has its own spells.

    Undead patron warlock: Wizards of the Coast
    Undead patron warlock: Wizards of the Coast
    PatronFocus1st3rd5th7th9th17th
    Archfey 5eBuffs, debuffsFaerie fire, sleepCalm emotions, phantasmal forceBlink, plant growthDominate beast, greater invisibilityDominate person, seeming
    Archfey 5.5eBuffs, debuffsCalm, emotions, faerie fire, misty step, phantasmal force, sleepBlink, plant growthDominate beast, greater invisibilityDominate person, seeming
    Celestial 5eHealing, damageCure wounds, guiding boltFlaming sphere, lesser restorationDaylight, revivifyGuardian of faith, wall of fireFlame strike, greater restoration
    Celestial 5.5eHealing, damageAid, cure wounds, guiding bolt, lesser restoration, light, sacred flameDaylight, revivifyGuardian of faith, wall of fireGreater restoration, summon celestial
    Fathomless 5eControl, damage, utilityCreate or destroy water, thunderwaveGust of wind, silenceLightning bolt, sleet stormControl water, summon elemental (water only)Bigby’s hand, cone of cold
    Fiend 5eDamage, debuffsBurning hands, commandBlindness/deafness, scorching rayFireball, stinking cloudFire shield, wall of fireFlame strike, hallow
    Fiend 5.5eDamage, debuffsBurning hands, command, scorching ray, suggestionFireball, stinking cloudFire shield, wall of fireGeas, insect plague
    Genie 5e (all)Damage, utilityDetect evil and goodPhantasmal forceCreate food and waterPhantasmal killerCreationWish
    Genie 5e (dao)Utility, controlSanctuarySpike growthMeld into stoneStone shapeWall of stone
    Genie 5e (djinni)Utility, controlThunderwaveGust of windWind wallGreater invisibilitySeeming
    Genie 5e (efreeti)DamageBurning handsScorching rayFireballFire shieldFlame strike
    Genie 5e (marid)Utility, controlFog cloudBlurSleet stormControl waterCone of cold
    Great old one 5eUtility, debuffsDissonant whispers, Tasha’s hideous laughterDetect thoughts, phantasmal forceClairvoyance, sendingDominate beast, Evard’s black tentaclesDominate person, telekinesis
    Great old one 5.5eUtility, debuffsDetect thoughts, dissonant whispers, phantasmal force, Tasha’s hideous laughter Clairvoyance, hunger of HadarConfusion, summon aberrationModify memory, telekinesis
    Hexblade 5eProtection, damageShield, wrathful smiteBlur, branding smiteBlink, elemental weaponPhantasmal killer, staggering smiteBanishing smite, cone of cold
    Undead 5eBuffs, debuffs, utilityBane, false lifeBlindness/deafness, phantasmal forcePhantom steed, speak with deadDeath ward, greater invisibilityAntilife shell, cloudkill
    Undying 5eBuffs, debuffs, utilityFalse life, ray of sicknessBlindness/deafness, silenceFeign death, speak with deadAura of life, death wardContagion, legend lore

    If you need a warlock with a bit of healing, the celestial patron has a good spell list for this (and a few other things).

    The fiend is great for damage dealing and has some good scaling spell options. The hexblade is strong in this department too, albeit with a leaning towards spells that enhance weapon attacks.

    The genie probably has your best spells though. Efreeti in particular has strong combat spells and djinni does well here too. You also get wish which is a phenomenal option (if you can ever get to a high enough level).

    I think the undying spell list is comparatively weak though with too many situational or weak spells in the list.

    For some classes, not loads. For something like a ranger, the spells don’t necessarily transform the class in big ways. At other times, you simply get access to more prepared spells that were available on your spell list anyway. The Great old one warlock and peace domain cleric are a bit like this.

    But in other cases, it makes a huge deal. Artificers are notoriously reliant on a strong subclass spells lists for combat and spell storing item spells. In other cases, the spell list is less crucial to your power levels, but does transform the options available to you. Divine soul sorcerers and celestial warlocks get healing spells while the oath of the crown paladin can use spirit guardians which can be a game changer.

    So your subclass spell list really can matter a lot, but how much depends on your class and the spells you get. But it’s definitely not everything and there are many other features to consider when picking your subclass.

    Published by Ben Lawrance

    Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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