Top 10 Underrated D&D 5e Spells You Should Be Using
Unlock Hidden Power: 10 Underrated D&D 5e Spells to Surprise Your DM and Dominate the Battlefield

Dungeons & Dragons 5e offers a vast array of spells, but some of the most effective ones often go unnoticed. While classics like Fireball and Cure Wounds dominate spell lists, there are many hidden gems that can add strategic depth, surprise your Dungeon Master, and turn the tide of battle.
Here’s a list of the top 10 underrated spells in D&D 5e that deserve more attention.
1. Silvery Barbs (1st Level, Enchantment)
This spell is an incredibly powerful reaction that forces a creature to reroll a successful attack, ability check, or saving throw—and then allows you or an ally to gain advantage on the next roll. Its versatility makes it an exceptional choice for any caster.
Why It's Underrated: Many players overlook it in favor of more direct defensive or offensive spells, but its ability to shape outcomes in critical moments makes it invaluable. Since it’s a reaction, it doesn’t even take up your action economy, making it an easy addition to any spellcaster’s toolkit.
Best Uses: Use Silvery Barbs when a boss lands a devastating hit, when an enemy is about to succeed on an important saving throw, or to help an ally land a crucial attack.
2. Heat Metal (2nd Level, Transmutation)
Perfect against armored foes, Heat Metal causes excruciating pain to creatures wearing or holding metal objects. If they can’t drop the object (like heavy armor), they take continuous damage and suffer disadvantage on attack rolls and ability checks.
Why It's Underrated: While most players prioritize damage-dealing spells like Scorching Ray, this one neutralizes enemies effectively, especially against weapon-wielding foes. Since it doesn’t require a saving throw, it’s practically guaranteed damage.
Best Uses: Cast Heat Metal on an enemy wearing plate armor to make them struggle in battle, or on a weapon to force an enemy to drop it. Against heavily armored enemies, this spell can be devastating.
3. Gift of Alacrity (1st Level, Divination)
A spell exclusive to the Explorer’s Guide to Wildemount, this gives a target a d8 bonus to initiative rolls for eight hours.
Why It's Underrated: Initiative control can make or break encounters, and this spell ensures your party gains an early advantage in combat. While it doesn’t have immediate flashy effects, going first can prevent enemies from dealing early damage.
Best Uses: Cast this on rogues, spellcasters, or any character that relies on getting the first strike. It also pairs excellently with Alert, ensuring that you always act before enemies.
4. Command (1st Level, Enchantment)
This simple yet effective spell allows you to issue a one-word command to a creature, forcing it to comply if it fails a Wisdom saving throw.
Why It's Underrated: Many players ignore it because of its low damage output, but its versatility in combat and social interactions makes it a game-changer. You can command enemies to "Drop" their weapons, "Flee" from battle, or "Grovel" to waste their turn.
Best Uses: Use Command creatively—force enemies to walk into hazards, give up crucial items, or prevent them from attacking altogether. It’s especially useful against low-Wisdom enemies.
5. Mold Earth (Cantrip, Transmutation)
This spell enables minor terrain manipulation, such as creating cover, digging trenches, or revealing buried objects.
Why It's Underrated: Creative players can use it for battlefield control, exploration, and even environmental storytelling. Unlike Prestidigitation, this spell has direct combat and tactical applications.
Best Uses: Create cover in open fields, dig quick trenches for allies, or alter landscapes for ambushes. Dungeon Masters often reward creative use of this spell.
6. Wall of Water (3rd Level, Evocation)
This spell creates a 30-foot-long, 10-foot-high wall of water that can extinguish flames, provide cover, and reduce ranged attack effectiveness.
Why It's Underrated: It’s a strong battlefield control tool that helps mitigate enemy ranged attacks while providing creative tactical options. Spells like Fireball are greatly weakened by water, adding a defensive element.
Best Uses: Block an archer’s line of sight, extinguish flames from traps or spells, or use it to create a defensive barrier against fire-based enemies.
7. Tasha’s Mind Whip (2nd Level, Enchantment)
A psychic attack that deals damage and limits an enemy’s actions on their next turn.
Why It's Underrated: Disrupting an enemy’s movement and action economy is incredibly powerful, and few spells at this level offer such control. Since the target can only move, take an action, or take a bonus action—not all three—it’s a great way to disable powerful foes.
Best Uses: Use Tasha’s Mind Whip against spellcasters to prevent them from casting a spell and moving away, or against melee fighters to limit their attack potential.
8. Feign Death (3rd Level, Necromancy)
This spell allows a willing creature to enter a state that makes them appear dead to most forms of detection.
Why It's Underrated: Useful for ambushes, avoiding capture, or countering poison and disease, Feign Death is an excellent utility spell that’s often overlooked. It also makes the target immune to poison and paralysis for an hour.
Best Uses: Trick enemies into thinking a character is dead to avoid further attacks, or use it to set up an ambush where an ally “comes back to life” at the right moment.
9. Create Bonfire (Cantrip, Conjuration)
A concentration-based damage cantrip that ignites a fire in a five-foot space, dealing damage to creatures that enter or start their turn there.
Why It's Underrated: Unlike Fire Bolt, this spell creates persistent area control, making it useful for funneling enemies or setting up environmental hazards. It’s especially effective in narrow hallways or choke points.
Best Uses: Block enemy paths with fire, force enemies into difficult terrain, or use it as a sustained damage source in a battle of attrition.
10. Rary’s Telepathic Bond (5th Level, Divination)
This spell links up to eight creatures telepathically, allowing them to communicate regardless of distance.
Why It's Underrated: Coordination and stealth missions become significantly easier with silent communication, making this invaluable for high-level parties. Since it lasts an hour and doesn’t require concentration, it’s a great way to ensure teamwork.
Best Uses: Use it in infiltration missions, during naval or aerial battles, or to stay connected with allies in different locations. It’s an excellent strategic spell for large-scale operations.
These underrated spells provide creative solutions and unique advantages that go beyond simple damage-dealing.
Whether you want to control the battlefield, gain utility, or manipulate enemies, these hidden gems can help redefine your D&D 5e experience. Experiment with these spells in your next campaign and surprise your DM with unexpected strategies!
About the Creator
Richard Bailey
I am currently working on expanding my writing topics and exploring different areas and topics of writing. I have a personal history with a very severe form of treatment-resistant major depressive disorder.




Comments (1)
Very interesting and informative!