Overview and Core Purpose of Xanathar's Guide Spells
Xanathar's Guide to Everything (XGtE) is an official supplement for Dungeons & Dragons 5th Edition that expands options for characters at all levels. Its spell list introduces utility, control, and tactical tools that reward creative play. This guide explains every spell added in XGtE by class, level, and mechanics, so you can quickly learn what each spell does, how it works, and when it is most useful in lasting campaigns.
Whether you are a player looking to optimize choices or a Dungeon Master adjudicating rulings, treating this as a durable reference reduces table friction and keeps focus on fun. Because spells here do not change across editions or balance patches, the information below remains relevant for long campaign arcs and helps you plan character growth with informed, predictable choices.
How This Spell Reference Is Organized
The XGtE spell list is presented by class and then roughly by level, making it easier to find options as you build characters. Each spell entry includes school, level, casting time, range, components, duration, and a brief mechanical summary, followed by practical notes on common situations and optimal conditions to cast. This clear structure supports both quick lookup and deeper study during preparation.
- Quick lookup by name for table use during sessions
- Class-organized sections to match character progression
- Practical notes and typical tactical uses
Bard Spells in Xanathar's Guide to Everything
Level 1 Spells
Bard receives several supportive options at level 1 that scale well into higher tiers. These spells emphasize flexibility, information gathering, and minor battlefield control while staying efficient in daily resources.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Enhancing Resilience | 1 | Bard | 1 action | Touch | Concentration, up to 1 hour | Choose one ability; gain +1d4 |
| Mage Hand Legerdemain | 1 | Bard | 1 action | 120 feet | Concentration, up to 10 minutes | Invisible hand with enhanced skill use |
| Message | 1 | Bard | 1 bonus action | 120 feet | Instant | Convey a whisper up to 30 words |
| Friends | 1 | Bard | 1 action | Self | Concentration, up to 1 minute | Advantage on Charisma checks, disadvantage on attacks |
| Unseen Servant | 1 | Bard | 1 action | 60 feet | Concentration, up to 1 minute | Invisible force manipulates light objects |
| Comprehend Languages | 1 | Bard | 1 action | Self | Concentration, up to 1 hour | Understand spoken and written language |
Notable Higher-Level Options
At higher levels, Bard access to spells like Seeming and Synaptic Static provides strong control and damage while staying flexible. Many of these options reward creative problem solving, letting you interact with objects at a distance, manipulate senses, or disrupt enemy thinking without committing resources outside of concentration choices.
Cleric Spells in Xanathar's Guide to Everything
Level 1 Spells
Cleric gains utility and battlefield support spells that reinforce durability and control. Many choices scale with Wisdom and remain relevant from early tiers into epic play, giving long-term value from each spell slot.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Command | 1 | Cleric | 1 action | 60 feet | Instant | Command a creature to take the Dash, Disengage, or Dodge action |
| Cure Wounds | 1 | Cleric | 1 action | Touch | Instant | Restore hit points based on spell level |
| Detect Magic | 1 | Cleric | 1 action | Self | Concentration, up to 10 minutes | Sense magical auras within range |
| Guidance | 1 | Cleric | Bonus action | Touch | Concentration, up to 1 minute | Roll one extra d4 and add to one check |
| Produce Flame | 1 | Cleric | 1 bonus action | Touch | Concentration, up to 1 minute | Create a harmless flame with spell attack |
| Resistance | 1 | Cleric | 1 action | Touch | Concentration, up to 1 minute | Grant resistance to one damage type |
Notable Utility and Control
Higher-level choices such as Spirit Guardians and Commune show Cleric strength in area protection and limited but impactful information gathering. These tools support party durability and informed decision-making across long adventures.
Druid Spells in Xanathar's Guide to Everything
Level 1 Spells
Druid entry-level spells emphasize adaptability, healing, and subtle influence over the battlefield. Many options let you shape the environment or support allies while preserving action economy, which becomes more powerful as you gain higher-level slots.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Cure Wounds | 1 | Druid | 1 action | Touch | Concentration, up to 10 minutes | Restore hit points |
| Detect Magic | 1 | Druid | 1 action | Self | Concentration, up to 10 minutes | Sense magical auras |
| Guiding Bolt | 1 | Druid | 1 action | 120 feet | Concentration, up to 1 turn | Ranged spell attack; bright light |
| Healing Word | 1 | Druid | Bonus action | 60 feet | Instant | Restore hit points and move creature |
| Hideous Laughter | 1 | Druid | 1 action | 60 feet | Concentration, up to 1 minute | Target can only disengage or fall prone |
| Thunderwave | 1 | Druid | 1 action | Self (15 foot cube) | Instant | Force damage and push |
Higher-Level Tactical Options
Spells like Call Lightning and Conjure Animals give Druids long-term value in exploration and combat, while situational forms such as Pass without Trace support stealth objectives. These options reward planning and adaptability in varied environments.
Paladin Spells in Xanathar's Guide to Everything
Level 1 Spells
Paladin selections focus on durability, detection, and reliable damage. Many spells provide repeatable benefits across multiple encounters, which is valuable in long campaigns where resource efficiency matters.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Detect Evil and Good | 1 | Paladin | 1 action | Self | Concentration, up to 10 minutes | Sense certain creature types and magic |
| Divine Favor | 1 | Paladin | 1 bonus action | Self | Concentration, up to 1 minute | Add +1d4 radiant damage to attacks |
| Heroism | 1 | Paladin | 1 action | Touch | Concentration, up to 1 minute | Grant immunity to fear; ending frightened on save |
| Protection from Evil and Good | 1 | Paladin | 1 action | Touch | Concentration, up to 10 minutes | Bonus to AC against specific creature types |
| Sacred Flame | 1 | Paladin | 1 action | 60 feet | Instant | Ranged spell attack; automatic hit against prone |
| Shield of Faith | 1 | Paladin | 1 action | Touch | Concentration, up to 10 minutes | Grant +2 AC |
Mid-to-High Level Impact
Options such as Holy Nimbus and Commune reinforce the Paladin's role as a durable frontline presence and source of key information. These spells scale well and remain useful as the game shifts toward epic play.
Sorcerer Spells in Xanathar's Guide to Everything
Level 1 Spells
Sorcerer spells focus on flexible damage, control, and defense. Because Sorcerer uses limited spell points in some homebrew settings, choosing efficient options is important; in raw 5e rules they rely on spell slots, where these choices remain strong throughout progression.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Burning Hands | 1 | Sorcerer | 1 action | Self (15 foot line) | Instant | Dexterity saving throw for fire damage |
| Chromatic Orb | 1 | Sorcerer | 1 action | 90 feet | Instant | Ranged spell attack; choose damage type |
| Color Spray | 1 | Sorcerer | 1 action | 90 feet | Concentration, up to 1 minute | Charm and obscure vision of lower HD creatures |
| Control Flames | 1 | Sorcerer | 1 action | Self | Concentration, up to 1 minute | Manipulate nonmagical flame |
| Dancing Lights | 1 | Sorcerer | 1 action | 60 feet | Concentration, up to 1 minute | Create lights as illusion or signal |
| Mage Hand | 1 | Sorcerer | 1 action | 120 feet | Concentration, up to 10 minutes | Invisible hand for limited interaction |
Signature and Utility Options
Spells like Sorcerous Restoration and higher-level control options highlight the Sorcerer’s versatility. Subclass choices often determine which spells from XGtE best complement your playstyle, especially for metamagic-focused builds.
Wizard Spells in Xanathar's Guide to Everything
Level 1 Spells
Wizard spell selection rewards careful planning, offering strong defensive options and flexible utility. Selecting the right spells at lower levels can meaningfully impact survivability and problem solving throughout a campaign.
| Spell | Level | Class | Casting Time | Range | Duration | Key Effect |
|---|---|---|---|---|---|---|
| Acid Splash | 1 | Wizard | 1 action | Self (60 feet) | Instant | Ranged spell attack; 1d6 acid |
| Chill Touch | 1 | Wizard | 1 action | Self (120 feet) | Instant | Ranged spell attack; necrotic damage, reduce HP max |
| Detect Magic | 1 | Wizard | 1 action | Self | Sense magical auras | |
| Mage Armor | 1 | Wizard | 1 action | Touch | Concentration, up to 8 hours | Force AC 13 + DEX mod |
| Magic Missile | 1 | Wizard | 1 action | 120 feet | Instant | Ranged spell attack; 1d4+1 force |
| Shield | 1 | Wizard | Reaction | Self | Instant | +5 AC until start of next turn |
Utility and Preparation Value
Spells like Identify, Comprehend Languages, and Leomund's Tiny Hut are staples that remain relevant from low to very high levels. Their consistent usefulness rewards thoughtful spell selection and long-term planning in wizard play.
Rogue and Other Class Spells
While many core XGtE spells are class-specific, some options such as Mage Hand Legerdemain and versatile cantrips appear in multiple lists and reward creative cross-class use. Rogues and other hybrid builds can leverage these options for skill utility and minor effects without committing high-level spell slots, making every choice on the table count during long preparations.
Conclusion and Practical Takeaways
Xanathar's Guide to Everything expands the D&D 5e spell ecosystem with enduring options that reward tactical thinking, exploration, and party coordination. Because these spells are unchanged and officially supported, they form a reliable part of long-term character planning. Use this reference as a durable tool for character building, encounter design, and consistent rulings at your table.