D&D Combat Tips for Beginning Players

I have a lot of new or inexperienced players in my home games right now, so I thought I’d post a few thoughts on strategy and tactics when it comes to combat in D&D 5th edition.

Focus fire

The biggest mistake newbies make during a fight is when everyone attacks a different enemy.  This is a learned response from first level, when one hit may be enough to kill each creature on the table.  In those cases, it doesn’t really matter who is attacking what. However, by third or fourth level, many opponents will have upward of 50 hit points.  With everyone hitting a different target, each monster may take 6 or 7 rounds to kill.

E.g: Your party is of 4 PCs is fighting 4 ogres.  Each ogre has 60 hp and averages 7 damage per round (with misses taken into account).  Each character is capable of dealing 10 damage per round on average to the low-AC, low-Saves ogres.

If each character attacked a single ogre, the damage taken vs. damage dealt would look something like this:

Free Fire Rd1 Rd2 Rd3 Rd4 Rd5 Rd6
Ogre 1 HP 50 40 30 20 10 0
Ogre 2 HP 50 40 30 20 10 0
Ogre 3 HP 50 40 30 20 10 0
Ogre 4 HP 50 40 30 20 10 0
Damage Dealt to Party 28 28 28 28 28 0 140 Total Damage Taken

All four ogres attack each turn, with all ogres dying on the 6th round.  The party takes 140 average damage over that period, enough to likely drop a few characters.

Now let’s look at what happens if all characters focused on one ogre at a time until that ogre was killed:

Focused Fire Rd1 Rd2 Rd3 Rd4 Rd5 Rd6
Ogre 1 HP 20 0 0 0 0 0
Ogre 2 HP 60 40 0 0 0 0
Ogre 3 HP 60 60 60 20 0 0
Ogre 4 HP 60 60 60 60 40 0
Damage Dealt to Party 28 21 14 14 7 0 84 Total Damage Taken

Wow, the ogres dealt just over half as much damage to the party as our previous example. The fight still lasted six rounds, but by the second round, one ogre was dead.  By the end of round 4, there was only one ogre left, hitting for 7 damage, while in the other fight, all 4 were still swinging their clubs for 28 damage that round!  Overall damage taken is 84, which, if distributed correctly should result in no one hitting 0 hp.

Kill the guy in the dress!

Now that we know that we should be focusing fire to eliminate enemies quickly, and thus reduce the damage we’re taking, let’s talk a little bit about how to choose who to kill first.  In the example above, it doesn’t matter.  Each ogre has the same stats, capable of taking and dealing the same amount of damage.  But what if we’re fighting a mixed group, say two fighters in platemail and a shield wielding longswords accompanied by two guys in robes carrying staves or daggers?

  • Knowing nothing else about our opponents other than what they’re wearing, we can surmise a few things about them:
  • The fighters are going to be harder to hit (AC 20) and will likely have more hp than the guys in robes.
  • The guys in robes are most likely spellcasters, and each of their spells is going to have a much higher potential damage than the fighters’ longsword attacks.
  • The guys in robes are going to be easier to hit, and have less hp than the fighters.

No brainer, right?  Kill the guys in dresses, then clean up the tin cans.  If the opponent has healers, or those capable of buffing the combat power of their allies, you should focus on them first as well, as they can prolong the life of their allies, or cause them to do more damage.  Usually, when these targets die, or lose concentration, their buffing effects end.

Knowing when to blow your load (going nova)

Blowing your load, or going nova, means dealing as much damage as possible as quickly as possible.  For fighters, this would include using battle master maneuvers and action surge. For berserker barbarians, it means using frenzied rage, and for all barbarians, it means attacking recklessly.  Paladins use divine smite on every attack that hits.  Casters going Nova will drop their best concentration buffs or damage-over-time spells and then their biggest slot-level AE nukes.  For moon druids, it means picking the most damaging wild shape forms.  Rogues really don’t have a nova ability other than the assassin archetype’s bonuses when surprising opponents, and combos with other classes abilities that allow them to get an attack when not their turn (and thus sneak attack more than once in a round).

If you are familiar with raiding in MMOs, going Nova in D&D equates to using trinkets and cooldowns to burn down those last few percentage points of a boss mob’s health before the enrage timer or in a damage race encounter.

So now that we know what it is, how do we know when to do it?  Sometimes it’s obvious.  We’ve come to the last room of a small, three-to-five room dungeon and inside is a dark mage carrying a staff wreathed in black energy, with his undead henchmen.  He cackles maniacally and swears you will now die for attempting to interrupt his master plan. It’s clear the DM is trying to tell you “This is a boss fight.”

Any time your party is facing a number of opponents which are tough for your level may mean that it is time to go nova.  If the party’s raging barbarian is under half health after exchanging one round of hits, it is time to go Nova.  If the opposing side has multiple spellcasters capable of big damage or powerful save-or-suck effects, it is probably a good idea to go nova until those threats are eliminated.  When you are facing a dragon whose rechargeable breath weapon can one shot one or more characters, it is most definitely time to go nova!

If your DM runs the type of game when there’s just one or two big set-piece battles a day, and you have plenty of time to rest in between, then you should always be thinking nova.

Tanking and limiting damage taken

Look at your other party members.  Compared to them, are your hit points higher? Do you have a better armor class?  If you answer no to both of these, you should try to avoid getting hit more than is absolutely necessary.  Sometimes it’s unavoidable.  An opponent with ranged attacks, or spells can freely target anyone within range.  Just like a player character, intelligent enemies will focus on soft targets when able.

But often, fights are with big dumb brutes, such as the aforementioned ogres.  These guys can hit hard, but are limited to melee attacks, or their ranged attacks are much less damaging when they have them.  In those cases, you can do yourself and your party a favor by knowing your role when it comes to taking damage.

Let the party barbarian, paladin, or fighter engage at melee range while you stand back and deal damage from range.  Or if you have to be in melee range to deal damage, make good use of escape and damage reduction powers.  For rogues, this means using cunning action to disengage back behind the tank after dealing your damage, or if you can’t, using your uncanny dodge to reduce the damage you do take.  Monks can spend chi points to take dodge as a bonus action, significantly reducing the rate at which they are hit.  In extreme circumstances, such as fighting giants that hit for huge amounts of damage, it may even be worthwhile for the tanks to use the dodge action rather than attacking.

For ranged casters and archery-types, simply keep a solid distance from your opponent. Place yourself so if they were to move to attack you, it would cost them one or more attacks of opportunity from your tanks to do so.  Take out the ranged enemies at first, if their are any (see focusing fire), while your tanks absorb the hits from the opposing heavies.

On the flip side, don’t be afraid to take a hit or two.  Having all of the enemies focused on your tanks stops being ideal when the tank gets swarmed, beaten down, and overrun.  Ideally, the hits should get spread around enough so that no one drops in a combat, with the majority going to the heavily-armored, high-hp party members.

Crowd Control

Based on the above tips, we know that winning combat means defeating your opponents while taking as little damage as possible.  We focus fire on one opponent at a time to reduce the amount of damage we take over the course of the fight by reducing the number of enemies as efficiently and fast as possible.  We nova when we need to to win a tough fight where the enemies would out damage us if we simply used basic attacks and cantrips.

There’s another way we can prevent damage to us.  That is using abilities that prevent the opponents from attacking us effectively.  Such abilities are collectively referred to as “crowd control”.  Most of these are spells, and thus, we often call spellcaster classes “controllers”.

There are two types of control: hard control and soft control.  Hard control involves preventing a creature from attacking, or forcing it to take actions, or removing it from the fight entirely.

Examples of hard control:

  • Polymorphing an enemy into a harmless frog
  • Casting hold person on an enemy to paralyze it.
  • Casting fear to cause an enemy to flee the battle.
  • Catching a horde of orcs in a hypnotic pattern to immobilize and charm them.
  • Charming one of a pair of wyverns with dominate monster, and using it to attack its mate.

Soft control is limiting your enemy to non-ideal actions or using debuffing effects to reduce their combat effectiveness, or forcing them take damage in order to attack you.

  • Casting a wall of fire between your ranged characters and the enemies to force them to approach the tank or else take damage.
  • Using a slow spell to reduce the enemies’ attacks against you.
  • Fog cloud can prevent ranged enemies from seeing you, and thus force them to attack at disadvantage.
  • A tank with the sentinel ability and a reach weapon projects soft control around him as he can use his reaction attack an enemy which attempts to move around him to engage his allies.
  • A lore bard’s cutting words ability and the vicious mockery cantrip are both debuffs which can provide soft control.

In general, hard control is better than soft control because it is unavoidable.  When combined with focused fire and going nova, crowd control can trivialize an otherwise difficult encounter by shutting down the most dangerous enemies while you concentrate on the mooks.

Maximizing Action Economy

This is a more advanced topic, but I’ll touch on it here, as understanding its importance illustrates the underlying principles of some of the above tactics.

In general, each player or enemy gets to move up to their speed, and take one action on each of their turns in combat, and each character gets one turn in a round.  They may also use a bonus action if they have an ability which grants one.  They may take a reaction any time one is allowed, but only once between each of their turns and the next.  Finally, a character can concentrate on one spell or ability which requires concentration at a time. All of these are hard limitations in what a character is capable of doing on their turn.

Knowing how to maximize the effectiveness of the above action economy is what separates a good player from the average player.  For rogues, this means using your cunning action every round where possible, either to hide after moving to a new hiding spot (and thereby gaining advantage (and sneak attack damage) on the next turn’s attack).

For clerics, this means utilizing your concentration for your most effective buff spell or damage-over-time effect.  Spiritual weapon is an excellent spell choice, as you spend one bonus action to break the action economy on future turns.  It requires no concentration, and attacks a target within range each turn.  You can reposition it with a bonus action, which, unless you’re casting healing word on someone, you usually aren’t going to be using, anyway.

Bards utilizing their action economy will make good use of their bonus actions to provide bardic inspiration to their allies, or use cutting words with their reaction to cause an opponent’s key attack rolls to miss.  Any uses of these abilities which remain when the character recharges them during a rest are wasted, and result in action inefficiency.  The same holds true for their spell slots (and those of any other caster class).




Death House spellbook replacement

The following spells are found in a leather folio full of spell scrolls which replaces the wizard spellbook found in the Death House adventure (area 34).  Spellcasters of the appropriate classes can study the spell scrolls whenever a class feature allows them to learn a new spell of the spell’s level.  When a spell is learned this way, the spell scroll is consumed.  Clerics and druids can automatically prepare spells on the cleric and druid spell lists below once they have studied one of these scrolls for one hour.  This does not consume the scroll.

New 1st-level spells
Camouflage (Bard, Druid, Ranger, Sorcerer, Wizard)
Omen of Peril (Cleric, Druid)
Vigor (Bard, Cleric, Druid, Paladin, Ranger)

New 2nd-level spells
Creeping Cold (Druid, Ranger)
Malevolent Miasma (Wizard, Warlock)
Nimbus of Light (Cleric, Paladin)
Wave of Grief (Bard, Cleric)


1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You change the coloring of your skin and clothing to match the environment around you.  Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter.  This effect grants you advantage on Dexterity(Stealth) checks made to hide and you can attempt such checks while only lightly obscured.  This effect ends immediately if you cast a spell or attack a creature or object.

Creeping Cold
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small glass or pottery vial filled with water)
Duration: Concentration, up to 1 minute

You cause the personal environment of one target within the spell’s range to grow supernaturally cold.  The creature must make a Constitution save on each of your turns for the duration of the spell.  On a failed save, the creature takes 2d6 points of cold damage.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Malevolent Miasma
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (2 small gray stones)
Duration: Instantaneous

You cause an acidic green mist to manifest in a 20 foot cube within range.  Creatures caught in the cube must make a Constitution saving throw, taking 2d6 points of acid damage on a failed save and half as much on a successful one.  Creatures which fail their saving throw gain the poisoned condition until the end of your next turn.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Nimbus of Light
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute or until discharged

A glittering corona of sunlight surrounds your body, until you release it as a focused blast of divine energy.  While covered in the nimbus, you shed bright light in a 30-foot radius, and dim light for an additional 30 feet.

As an action, you can coalesce the energy from the nimbus around your outstretched arm and make a ranged spell attack against a creature within 30 feet.  You have advantage on this attack roll against creatures with the sunlight sensitivity trait.  On a hit, the foe takes radiant damage equal to 1d6 plus your spellcasting ability modifier, and an additional 1d6 radiant damage for each full turn during which you concentrated on this spell (this does not include the turn it is cast or the turn it is discharged).   Attacking with the nimbus ends the spell, whether the attack was successful or not.

At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute for each slot level above 2nd.

Omen of Peril
1st-level divination
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous

A brief supplication gives you and only you a vision that hints at how dangerous the immediate future (the next hour of time) is likely to be, based on an assessment of the caster’s immediate surroundings and likely path of travel.  The caster receives one of three visions: safety, peril, or great danger.  The DM secretly makes a Wisdom saving throw for the caster, against a DC of 10.  On a successful save, the vision is accurate, while on a failed save, the DM chooses one of the two other results at random.

  • Safety. The caster isn’t in any immediate danger.  If he continues on his present course, he’ll face no significant monsters, traps, or other challenges.
  • Peril. The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, or other hazards.
  • Great danger. The caster’s very life is at grave risk.  He will likely face powerful NPCs or deadly traps (one or more encounters of deadly challenge for the party’s level) within the next hour.

The form of the vision is personalized to the faith or religion of the caster.  A druid might see signs related to nature, while a cleric of Lathander could see a shining sun, a cloud obscuring the sun, or a solar eclipse.  Whatever form it takes, the caster understands the meaning of the vision.

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

With a touch of your hand, you boost the subject’s life energy, granting him or her fast healing for the duration of the spell.  The subject regains 1 hit point at the start of each of its turns for the duration of the spell, and is automatically stabilized if it is dropped to 0 hit points during that time.

At Higher Levels.  When you cast this spell using a spell slot of 2nd level or higher, the spell’s duration increases by 1 minute per slot level higher than 1st.

Wave of Grief
2nd-level Enchantment
Casting Time: 1 action
Range: Self (30 foot cone)
Components: S, M (3 tears)
Duration: Concentration, up to 1 minute

When this spell is cast, you create a 30-foot cone originating from you that overcomes targets with sorrow and grief.  Each creature in the area of effect must make a Charisma saving throw, or suffer disadvantage on attack rolls, Wisdom saving throws, and Wisdom ability checks for the duration.  Affected creatures may use an action on each of their turns to make another saving throw to end the effect.

No-Spell Beastmaster Ranger

Everyone and their sister has their own version of the Beastmaster ranger archetype, as the one found in the Player’s Handbook is commonly considered one of the worst-performing 5e archetypes due to action ineconomy and the low hit points of the companion at upper tiers of play.  Fans of 3.x animal companions argue that it’s unrealistic to have to use your entire action each turn to cajole an instinctual predator and trained intelligent beast to attack someone threatening it.  

But allowing them to attack for “free” each turn is a huge power increase.  As huge as…spellcasting?  Let’s find out.  

These are the playtest rules Sarah is going to try out with her ranger, Devlin.  House rules for using trained beasts in combat are included as they tie in to how our table’s version of the Beastmaster gives commands to its companion.  The archetype should feel a lot more like a 3.5 druid or WoW hunter, with much of its offensive output coming from the companion.  As the Ranger progresses, so does the companion, and they gain synergies for working together at higher levels, promoting the theme of the archetype.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild.  United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

This archetype uses the base ranger class features from the player’s handbook, but loses all features related to Spellcasting or powered by spell slots.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you.  Choose a beast that is no larger than Medium and has a challenge rating of ¼ or lower.  Add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, as well as to any saving throws and skills in which it is proficient.  Its hit point maximum is calculated as follows:

Hit Points in creature stat block + your ranger level * (4 + creature’s Constitution bonus))

A companion with 13 Hit Points in its stat block and a Constitution bonus of 2, belonging to a 3rd level ranger, would have 13 + 3*(4+2) or 31 Hit Points.  The same companion would gain an additional 6 Hit Points whenever the ranger advanced a level.

When you gain the benefits of an Ability Score Increase class feature, you may also increase two of your companion’s abilities by 1 point each (or increase one ability by 2 points).  Alternately, with your DMs approval, you can choose it to gain the benefits of one feat for which it meets the prerequisites from the following list:

alert, durable, heavily armored, lucky, mobile, moderately armored, resilient, savage attacker, sentinel, skulker, slightly armored, tough

The companion has Hit Dice equal to the number of Hit Dice in its stat block plus your ranger level.  Like any creature, it can spend Hit Dice during a short rest to regain Hit Points.

You gain proficiency in the Wisdom (Animal Handling) skill if you don’t already have it.


Potential Ranger Companions

CR ⅛: blood hawk, flying snake, giant crab, giant rat, giant weasel, mastiff, mule, poisonous snake, pony, stirge

CR ¼: boar, giant badger, giant centipede, giant frog, giant poisonous snake, giant wolf spider, panther, pteranodon, wolf.


The beast is considered war trained and can be commanded as per the rules for commanding war trained animals.  It also knows the advanced commands: help, dodge, fetch, give, and take.  If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.  The beast never requires your command to use its reactions, such as when making an opportunity attack.

While traveling through your favored terrain with only your companion, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and meets the requirements.

Tying this “auto-advantage” power to melee range is the only way to prevent all beastmaster rangers from going ranged weapon builds.  I think this makes both tanky pet/greatsword master ranger builds and defensive specialist ranger/dps critter builds vialble.  7 levels in this class prevent this from being a “dippable” power for optimizers.

Exceptional Training

Beginning at 7th level, your link with your companion is second nature to you both.  You can issue commands to your companion without an action cost each turn.  Additionally, while both you and your companion are within 5 feet of an enemy, you have advantage on attacks targeting that enemy.

Bestial Fury

Starting at 11th level, your companion gains the multiattack action if it doesn’t already have it.  It can make two attacks with its primary weapon attack.  If the beast already has multiattack, it can make one additional attack with its most damaging weapon attack as part of that multiattack.

I think the level 15 ability is a huge capstone for the archetype, making the beast master ranger one of the most accurate combatants in the game.  Have to look at the synergies between this and the damage-adding feats, or should it just be assumed that by this level, everyone’s got some way of regularly gaining advantage on attacks?  Not as big a boost for melee rangers as they’ve been doing this with their pets since level 7, but it’s the boost the archer build has been waiting for.

Pack Tactics

Beginning at 15th level, you gain pack tactics.  Attack rolls you make against an enemy have advantage if an ally (including your animal companion) is with 5 feet of the target and not disabled.


Rules for using mounts and other domesticated beasts in combat

The key determining factor for how a domesticated beast or mount acts in combat is whether or not that creature has been war trained.  Warhorses are the only animal on the list of mounts in the PHB which are considered to be war trained when purchased. Mastiffs, and other beasts with your DMs approval, can be war trained.  DMs are encouraged to assign exponential cost-increases for war training higher CR beasts.

War training by a skilled NPC takes 90 days and costs 180 gp.  Alternately, a PC can attempt to train a creature during downtime.  This costs 1 gp per day in training materials.  After each 30 days of training, the trainer must make a successful DC 15 Wisdom (Animal Handling) check.  A failed roll indicates the training costs are lost and the animal does not learn from that training period.  After three successful checks (minimum of 90 days), the animal gains the War Trained trait.

At the DM’s discretion, some war trained creatures (mastiffs) may be available for purchase.  Such creatures will cost their listed amount plus 200 gp.


At any one time, a war trained creature can be bound to one other creature known as its handler.  For mounts, their current rider is always considered their handler.  For other beasts, such as a war mastiff, their handler is a creature which has spent 8 hours of downtime bonding with the creature through training and succeeding in a DC 10 Wisdom (Animal Handling) check.  

When not being ridden as a mount, the war trained creature acts independently from its handler in combat. It acts on its own turn immediately following its handler’s turn in the initiative order.  It defends itself if attacked using its offensive and defensive abilities appropriately, attempting to flee if injured.  It stays by its handler’s side, and acts as if commanded to guard its handler (see Guard <target> below), until issued a different command.  

If you are its handler, you may issue a command to a war trained creature as a bonus action that requires a DC 10 Wisdom (Animal Handling) check..  A successful check allows you to give the creature one command it knows.  The creature acts 

When it has fulfilled the requirements of a given command, and the creature is not threatened, it reverts to its default behavior of guarding its handler.

The commands known by all war trained creatures are listed below.

Attack <target>– the creature engages the target if it can perceive it, using its offensive abilities appropriately for a creature of its intelligence: dogs/wolves make trip attacks.  War horses attempt to overrun and trample, etc.  It ignores other enemies in favor of its target, pursuing if necessary, until the target is disabled or flees.

Heel – the creature returns to its owner’s side, using disengage actions as appropriate if currently engaged with an enemy.  It remains passive, using attack actions only to defend itself.

Follow – the creature uses its movement to maintain a pace with its owner

Guard <target> – the creature moves to the target’s side, and remains there, readying an action if possible each turn to attack the first opponent that threatens the target in melee combat.  If the target moves, it follows as if it were issued the follow command.  Once it has engaged an opponent which threatens the target, it acts as if under an Attack command until that target has been disabled or flees.  If other targets threaten the target, it then engages the next nearest opponent and repeats the process.

Additional commands can be taught to a war trained creature by spending an appropriate amount of downtime and spending 1 gp per day of training for training materials/expenses.  Each of these commands takes fourteen days of training and 30 gp by a skilled NPC, or fourteen days of training at 1 gp a day by a PC during downtime, requiring a successful DC 15 Animal Handling check at the end of that period.  Like other commands, these require a DC 10 Wisdom (Animal Handling) check made as a bonus action during combat.

Help <target> – the creature uses its turns to move an unoccupied square within 5 feet of the indicated ally and uses the help action on its next turn to aid the individual indicated by the handler the next time it is able.  It then acts as if given the Guard <target> action unless a new command is issued.

Dodge – the creature remains engaged with its opponent, but takes the dodge action on each of its turns rather than making any attack actions.

Fetch – the creature uses its turns to move to and pick up the item indicated by its handler, and then return that item to its handler.  It uses its mouth to carry the item unless it can manipulate objects with a different appendage (an ape’s hands, a monkey’s tail, etc).  Strength and encumbrance rules apply, as well as common sense (a tiny chihuahua will not be fetching a medium greatsword).

Give <target> – the creature uses its turns to move to and drop the item it is carrying to the indicated target.  The command is ignored if the creature is not carrying an item.

Take <item> – the creature uses its turns to move to its handler and take an offered item from the handler’s hand.  The handler can use their reaction to let go of the item, or let go of it during their next turn for no action cost.

War trained Creatures as mounts

When acting as a mount, a war trained creature acts in unison with its handler on its handler’s initiative, and under the control of that player.  The player uses his or her turn’s movement to move the mount (at the mount’s movement speed), and can take actions normally while mounted.  The mount is considered to have taken the same action as the player if that action is dodge, disengage, or dash.  

As a bonus action, the player can make a DC 10 Wisdom (Animal Handling) check.  If successful, the mount can immediately use one of its melee attack actions against a creature within that action’s range.

5e Spells with Costly Material Components

Credit for the original list goes to Leugren on the WOTC forums, reposted by Clockwerk66 on EN World.  I took the list of spells and added the component description and gp value.

(C) after a gp value or description denotes the component is consumed by the casting.

Level 1 Spells:
Chromatic Orb [Evocation] (V,S,M; Diamond 50gp) (Sorcerer, Wizard)
Find Familiar [Conjuration] (V,S,M; Ritual, Charcoal incense and herbs 10gp(C)) (Wizard)
Identify [Divination] (V,S,M; Ritual, Pearl 100gp) (Bard, Wizard)
Illusory Script [Illusion] (S,M; Ritual, Lead-based ink 10gp(C)) (Bard, Warlock, Wizard)

Level 2 Spells:
Arcane Lock [Abjuration] (V,S,M; Gold dust 25gp(C)) (Wizard)
Augury [Divination] (V,S,M; Ritual, Sticks, bones, or other divination tokens (25gp) (Cleric)
Continual Flame [Evocation] (V,S,M; Ruby 50gp(C)) (Cleric, Wizard)
Magic Mouth [Illusion] (V,S,M; Jade dust 10gp(C)) (Bard, Wizard)
Warding Bond [Abjuration] (V,S,M; Pair of platinum rings 50gp(must be worn for duration) (Cleric)

Level 3 Spells:
Clairvoyance [Divination] (V,S,M; Concentration, Glass eye 100gp (seeing) or jeweled horn 100gp (hearing)) (Bard, Cleric, Sorcerer, Wizard)
Glyph of Warding [Abjuration] (V,S,M; Powdered diamond 200gp(C)) (Bard, Cleric, Wizard)
Magic Circle [Abjuration] (V,S,M; Holy water 100gp(C) (equivalent to 4 flasks) or powdered silver and iron 100gp(C)) (Cleric, Paladin, Warlock, Wizard)
Nondetection [Abjuration] (V,S,M; Diamond dust 25gp(C)) (Bard, Ranger, Wizard)
Revivify [Conjuration] (V,S,M; Diamonds 300gp(C)) (Cleric, Paladin)

Level 4 Spells:
Divination [Divination] (V,S,M; Ritual, Incense and appropriate offering based on religion, totaling at least 25gp(C)) (Cleric)
Leomund’s Secret Chest [Conjuration] (V,S,M; Exquisite rare material chest 3x2x2 5000gp, tiny replica made of same material 50gp) (Wizard)
Stoneskin [Abjuration] (V,S,M; Concentration, Diamond dust 500gp(C)) (Druid, Ranger, Sorcerer, Wizard)

Level 5 Spells:
Awaken [Transmutation] (V,S,M; Agate 1000gp(C)) (Bard, Druid)
Greater Restoration [Abjuration] (V,S,M; Diamond dust 100gp(C)) (Bard, Cleric, Druid)
Hallow [Evocation] (V,S,M; Herbs, oils, incenses 1000gp(C)) (Cleric)Legend Lore [Divination] (V,S,M; Incense 250gp(C), 4 ivory strips 50gp each) (Bard, Cleric, Wizard)
Planar Binding [Abjuration] (V,S,M; Jewel 1000gp(C)) (Bard, Cleric, Druid, Wizard)
Raise Dead [Necromancy] (V,S,M; Diamond 500gp(C)) (Bard, Cleric, Paladin)
Reincarnate [Transmutation] (V,S,M; Rare oils and unguents 1000gp(C)) (Druid)
Scrying [Divination] (V,S,M; Concentration, Reflective divination focus 1000gp) (Bard, Cleric, Druid, Warlock, Wizard)
Teleportation Circle [Conjuration] (V,M; Rare chalks and inks infused with gems 50gp(C)) (Bard, Sorcerer, Wizard)

Level 6 Spells:
Circle of Death [Necromancy] (V,S,M; black pearl powder 500gp) (Sorcerer, Warlock, Wizard)
Contingency [Evocation] (V,S,M; Carved ivory and gem crusted Statuette of yourself 1500gp) (Wizard)
Create Undead [Necromancy] (V,S,M; Onyx 150gp for each corpse) (Cleric, Warlock, Wizard)
Drawmij’s Instant Summons [Conjuration] (V,S,M; Ritual, Sapphire 1000gp (different each casting) (Wizard)
Find the Path [Divination] (V,S,M; Concentration, Divinatory tools 100gp, object from location to be found) (Bard, Cleric, Druid)
Forbiddance [Abjuration] (V,S,M; Ritual, Rare incense and powdered ruby 1000gp) (Cleric)
Guards and Wards [Abjuration] (V,S,M; Silver rod 10gp, umber hulk blood) (Bard, Wizard)
Heroes’ Feast [Conjuration] (V,S,M; Gem-encrusted bowl 1000gp(C)) (Cleric, Druid)
Magic Jar [Necromancy] (V,S,M; Gem, crystal, reliquary or ornamental container 500gp) (Wizard)
Programmed Illusion [Illusion] (V,S,M; Jade dust 25gp) (Bard, Wizard)
True Seeing [Divination] (V,S,M; Ointment for the eyes 25gp(C)) (Bard, Cleric, Sorcerer, Warlock, Wizard)

Level 7 Spells:
Forcecage [Evocation] (V,S,M; Ruby dust 1500gp) (Bard, Warlock, Wizard)
Mordenkainen’s Magnificent Mansion [Conjuration] (V,S,M; Miniature ivory portal 5gp, Small piece of polished marble 5gp, tiny silver spoon 5gp) (Bard, Wizard)
Mordenkainen’s Sword [Evocation] (V,S,M; Concentration, Miniature platinum sword with grip and pommel of iron and zinc 250gp) (Wizard)
Plane Shift [Conjuration] (V,S,M; Forked rod attuned to particular plane 250gp) (Cleric, Druid, Sorcerer, Warlock, Wizard)
Project Image [Illusion] (V,S,M; Concentration, Small replica of you 5gp(C)) (Bard, Wizard)
Resurrection [Necromancy] (V,S,M; Diamond 1000gp(C)) (Bard, Cleric)
Sequester [Transmutation] (V,S,M; Diamond, ruby, emerald, and sapphire dust 5000gp(C)) (Wizard)
Simulacrum [Illusion] (V,S,M; Life-sized copy in an amount of snow and ice(C), Powdered Ruby 1500gp(C)) (Wizard)
Symbol [Abjuration] (V,S,M; Powdered diamond and opal 1000gp(C)) (Bard, Cleric, Wizard)

Level 8 Spells:
Clone [Necromancy] (V,S,M; Diamond 1000gp(C), 1 cubic inch of flesh from creature to be cloned(C), Vessel with sealable lid 2000gp) (Wizard)
Holy Aura [Abjuration] (V,S,M; Concentration, Tiny reliquary 1000gp, holy relic) (Cleric)

Level 9 Spells:
Astral Projection [Necromancy] (V,S,M; Jacinth 1000gp(C) and Ornate bar of silver 100gp(C) per creature) (Cleric, Warlock, Wizard)
Gate [Conjuration] (V,S,M; Concentration, Diamond 5000gp) (Cleric, Sorcerer, Wizard)
Imprisonment [Abjuration] (V,S,M; Special component 500gp per HD of target) (Warlock, Wizard)
Shapechange [Transmutation] (V,S,M; Concentration, Jade circlet 1500gp) (Druid, Wizard)
True Resurrection [Necromancy] (V,S,M; Diamonds 25,000gp(C)) (Cleric, Druid)