Dungeons & Dragons

Xanathar's Guide to Everything Spells: Complete Reference and Practical Uses

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 u...

Mara Ellison
Xanathar's Guide to Everything Spells: Complete Reference and Practical Uses

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.

SpellLevelClassCasting TimeRangeDurationKey Effect
Enhancing Resilience1Bard1 actionTouchConcentration, up to 1 hourChoose one ability; gain +1d4
Mage Hand Legerdemain1Bard1 action120 feetConcentration, up to 10 minutesInvisible hand with enhanced skill use
Message1Bard1 bonus action120 feetInstantConvey a whisper up to 30 words
Friends1Bard1 actionSelfConcentration, up to 1 minuteAdvantage on Charisma checks, disadvantage on attacks
Unseen Servant1Bard1 action60 feetConcentration, up to 1 minuteInvisible force manipulates light objects
Comprehend Languages1Bard1 actionSelfConcentration, up to 1 hourUnderstand 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.

SpellLevelClassCasting TimeRangeDurationKey Effect
Command1Cleric1 action60 feetInstantCommand a creature to take the Dash, Disengage, or Dodge action
Cure Wounds1Cleric1 actionTouchInstantRestore hit points based on spell level
Detect Magic1Cleric1 actionSelfConcentration, up to 10 minutesSense magical auras within range
Guidance1ClericBonus actionTouchConcentration, up to 1 minuteRoll one extra d4 and add to one check
Produce Flame1Cleric1 bonus actionTouchConcentration, up to 1 minuteCreate a harmless flame with spell attack
Resistance1Cleric1 actionTouchConcentration, up to 1 minuteGrant 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.

SpellLevelClassCasting TimeRangeDurationKey Effect
Cure Wounds1Druid1 actionTouchConcentration, up to 10 minutesRestore hit points
Detect Magic1Druid1 actionSelfConcentration, up to 10 minutesSense magical auras
Guiding Bolt1Druid1 action120 feetConcentration, up to 1 turnRanged spell attack; bright light
Healing Word1DruidBonus action60 feetInstantRestore hit points and move creature
Hideous Laughter1Druid1 action60 feetConcentration, up to 1 minuteTarget can only disengage or fall prone
Thunderwave1Druid1 actionSelf (15 foot cube)InstantForce 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.

SpellLevelClassCasting TimeRangeDurationKey Effect
Detect Evil and Good1Paladin1 actionSelfConcentration, up to 10 minutesSense certain creature types and magic
Divine Favor1Paladin1 bonus actionSelfConcentration, up to 1 minuteAdd +1d4 radiant damage to attacks
Heroism1Paladin1 actionTouchConcentration, up to 1 minuteGrant immunity to fear; ending frightened on save
Protection from Evil and Good1Paladin1 actionTouchConcentration, up to 10 minutesBonus to AC against specific creature types
Sacred Flame1Paladin1 action60 feetInstantRanged spell attack; automatic hit against prone
Shield of Faith1Paladin1 actionTouchConcentration, up to 10 minutesGrant +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.

SpellLevelClassCasting TimeRangeDurationKey Effect
Burning Hands1Sorcerer1 actionSelf (15 foot line)InstantDexterity saving throw for fire damage
Chromatic Orb1Sorcerer1 action90 feetInstantRanged spell attack; choose damage type
Color Spray1Sorcerer1 action90 feetConcentration, up to 1 minuteCharm and obscure vision of lower HD creatures
Control Flames1Sorcerer1 actionSelfConcentration, up to 1 minuteManipulate nonmagical flame
Dancing Lights1Sorcerer1 action60 feetConcentration, up to 1 minuteCreate lights as illusion or signal
Mage Hand1Sorcerer1 action120 feetConcentration, up to 10 minutesInvisible 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.

Concentration, up to 10 minutes
SpellLevelClassCasting TimeRangeDurationKey Effect
Acid Splash1Wizard1 actionSelf (60 feet)InstantRanged spell attack; 1d6 acid
Chill Touch1Wizard1 actionSelf (120 feet)InstantRanged spell attack; necrotic damage, reduce HP max
Detect Magic1Wizard1 actionSelfSense magical auras
Mage Armor1Wizard1 actionTouchConcentration, up to 8 hoursForce AC 13 + DEX mod
Magic Missile1Wizard1 action120 feetInstantRanged spell attack; 1d4+1 force
Shield1WizardReactionSelfInstant+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.

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