As a utility caster, focusing solely on damage spells can be limited. Some spells, such as Fireball, offer better base damage than Cloud of Daggers at the same level but also provide some form of defense. Tabletop Builds has created a spreadsheet of all damaging spells from Level 1 to 5, calculating average damage and rating each spell by utility, control, and synergies.
Cantrips, such as Magic Missile and Maximilian’s Earthen Grasp, are crucial tactical options for evocation spells. They deal similar amounts of damage but with Overchannel, you can choose to deal maximum damage for any wizard spell at level 5 or below. Some popular spells include Acid Splash, Blade Ward, Finger Of Death, Animate Objects, Disintegrate, Lightning Bolt, Cloudkill, Vitriolic Sphere, Synaptic Static, and Magic Missile.
For a variety of spells, Acid Splash is low damage for a cantrip but can affect more than one target. Blade Ward is similar in function to taking a cantrip. Finger of Death, Animate Objects, Disintegrate, Lightning Bolt, Cloudkill, Vitriolic Sphere, Synaptic Static, and Magic Missile are all good choices for spells that contribute significant damage to combat.
Some spells have multiple damage types, such as Chromatic Orb, Dragon’s Breath, Prismatic Spray, and Wall. These spells help players contribute significant damage to their opponents and provide a range of abilities to choose from.
📹 Top 10 Spells Every Wizard Must Know
There are over 500 spells you can use in Dungeons and Dragons 5e which all belong to different spell lists exclusive to one or …
Does Expelliarmus do damage?
Expelliarmus is a Damage spell in Hogwarts Legacy, learned from Professor Hecat during Assignment 2. It deals damage to enemies, knocks wands or weapons from their hands, and breaks red Shield Charms. If the Ancient Magic Throw Expertise is unlocked, a disarmed enemy’s weapon can be caught and thrown at them. It also disarms wands and weapons from most enemies, causing damage to all enemies.
What is the best level 1 Wizard damage spell?
Witch Bolt, a spell in Dungeons and Dragons, has been revised from 1d12 to 2d12 in the 2024 version and has a range of 30 feet to 60 feet. It allows D and D players to deal damage with a bonus action even if the initial attack misses the target, freeing up a spellcaster’s action for combat. Upcasting Witch Bolt at higher-level spell slots increases initial damage by 1d12 for each level above 1, but this is not as good as the base first-level spell. Witch Bolt’s stronger damage output and continuous bonus action damage potential make it a recommended first-level spell for D and D 5e players.
What are considered damage spells Hogwarts?
Hogwarts Legacy features a variety of spells from the Harry Potter universe, including iconic spells like Expelliarmus and unforgivable curses. Each spell falls under a specific category, such as Damage or Control spells, which offer unique advantages in combat situations. Damage spells are essential for attacking and are the primary source for taking down enemies. Some spells are easier to use, while others like Incendio require strategy. Crucio, Bombarda, Incendio, Expelliarmus, and Avada Kedavra are some of the most powerful spells in the game.
Diffindo is a highly damaging spell that sends a slash through the air, while Confringo is a cinematic fireball that can be upgraded to be even more effective in eliminating enemies. Expelliarmus is a non-lethal spell that disarms enemies, allowing players to attack freely. Avada Kedavra is a powerful killing curse with a longer cooldown and situational use. Each spell category is useful in its own way depending on the situation.
Which spells deal the most damage in Hogwarts Legacy?
Hogwarts Legacy offers players a wide variety of powerful spells and curses, many of which they may have encountered through the Harry Potter books and films. These powerful magic can be used to defeat the most dangerous wizards and beasts in the game. Players can easily become one of the most talented wizards in Hogwarts, even starting as a Fifth Year. Some spells are more powerful than others and can be more useful in combat.
When upgraded and combined with other spells to create combos, some spells can even become overpowered, allowing players to rush through combat without breaking a sweat. Players looking to use the best spells in Hogwarts Legacy should read on to find out what each one can do and how to use them.
What is the strongest D&D spell?
The best spells in Dungeons and Dragons 5th Edition include True Polymorph, Meteor Swarm, Inflict Wounds, Abi-Dalzim’s Horrid Wilting, Healing Word, Shield, Time Ravage, Detect Magic, Wish, and Silvery Barbs. These spells come in various forms and grant the power to exist in many forms. They are also useful in any campaign, providing utility, buff, warding, and healing spells.
The type of caster you choose will determine how you pick your spells. Some spells, even entire magic schools, may be out of bounds to your caster, while others will be their bread and butter. For example, the warlock class has access to more conjuration spells than a cleric, and the arcane-affiliated Wizard has more spells than they know how to use.
Some of the best spells in D and D 5E include True Polymorph, Meteor Swarm, Inflict Wounds, Abi-Dalzim’s Horrid Wilting, Healing Word, Shield, Time Ravage, Detect Magic, Wish, and Silvery Barbs. These spells are essential for any party in any campaign and can be used to deal damage, buff, ward, and heal.
What is the most forbidden spell?
The Unforgivable Curses, also known as Avada Kedavra, Cruciatus, and Imperius, are powerful and sinister spells in the wizarding world. First classified as “Unforgivable” in 1717, they were tools of the Dark Arts and were subject to strict penalties. By the 1990s, using any of these curses on a fellow human being would result in a life sentence in Azkaban without parole, unless there was sufficient evidence that the caster did so under the influence of the Imperius Curse.
Many Dark wizards attempted to use this excuse to prevent incarceration, particularly after the First Wizarding War. Exceptions exist, such as Solomon Sallow, who used one on a Dark wizard without legal repercussions, and Aurors were permitted to use them during the First Wizarding War and during the height of the Second Wizarding War under Lord Voldemort’s regime. However, this would have been repealed following Voldemort’s demise.
What is the deadliest spell in Harry Potter?
Avada Kedavra, the Killing Curse, is considered the worst spell in the wizarding world. However, there are other types of magic that can cause more harm than Avada Kedavra. Legilimency, or the ability to access another person’s thoughts and memories, is another unwelcome spell. Skilled Legilimens can read minds like books, while those with sinister motives can manipulate them. Voldemort’s use of Harry’s dream of Sirius led to his death, highlighting the importance of practicing Occlumency, or repelling Legilimens attacks using one’s mind. This practice is particularly useful for those who value privacy and safety.
How much damage does a level 11 wizard do?
The duration of the Wizard training program has been modified from 10 to 8 minutes. The enhanced Wizard now displays pink asterisks to indicate its level, and the Wizard at levels 3-4 and 5 now exhibits distinctive upgrade characteristics. The auditory cue associated with the demise of the Wizard has been modified, and a new level, level 6, has been introduced.
What is the most damaging Wizard spell?
The Metamorph Swarm is a formidable ninth-level evocation spell with a range of one mile. Each creature within a 40-foot radius is compelled to make a Dexterity saving throw. In the event of an unsuccessful attempt, the subject will suffer 20d6 points of fire damage and 20d6 points of bludgeoning damage, or half that amount if the attempt is successful. The potential destructive capacity of this spell is such that it could level an entire town. In the aftermath, the surviving citizens may be compelled to worship the deity responsible for the devastation.
What is the most damaging level 2 spell?
Dungeons and Dragons (D&D) has been gaining popularity recently due to the increasing demand for tabletop games, new modules, reference books, and video games by Wizards of the Sword Coast, and various pop culture crossovers. One of the most useful 2nd level spells in D&D is Aganazzar’s Scorcher, a flamethrower that extends 30 feet from the caster for one turn. This spell is particularly effective in confined areas like hallways, as it can turn the tide during tough encounters.
Many 2nd level spells in D&D would seem better placed in higher spell levels due to their power and usefulness. The franchise has also seen pop culture crossovers from fans and media companies, making there even more level 2nd level spells available for beginners to learn and enjoy. The list of the most useful 2nd level spells in D&D is provided for both tabletop and video role-playing game enthusiasts.
What is Ginny’s best spell?
Ginny Weasley, the youngest Weasley, was famous for her ability to perform the Bat Bogey Hex, which overpowered Draco Malfoy and the Inquisitorial Squad and secured her an invitation to the Slug Club. Her nerve was evident in her ability to execute a Bat Bogey attack, which Slughorn agreed with.
Professor Gilderoy Lockhart, known for his vanity and self-centered nature, had a talent for making others forget their achievements so he could take credit for them without fear of repercussion. He loved a Memory Charm because he was a big liar, and his arrogance was evident in his backfiring Memory Charm, Obliviate.
Ginny’s impressive abilities and the incantation for a Memory Charm were both impressive and admirable. Professor Lockhart’s arrogance and self-centered nature led to his own backfiring Memory Charm, highlighting his arrogance and self-centered nature.
📹 The Five Best Damage Dealing Spells in Dungeons and Dragons 5e
… for the best damage dealing spells in Dungeons and Dragons 5e. 3:35 Eldritch Blast 6:28 Spiritual Weapon 8:52 Fireball 11:50 …
I play a half elf glamour bard/life cleric/wizard multiclass in a HEAVILY homebrew campaign where traditional multiclass rules were thrown out the window. as a full caster I have DOUBLE spell slots for a 15 level caster, plus all spells known for each of my classes as if I were level 15 in each class. It’s absurd. The campaign is based on all 5 PCs being a Bard multiclass (read boy band) that is about 70% role-play 30% combat. I’ve just been introduced to your articles and I’m literally taking notes. Thanks for your website. It’s helping me strategize better. my DM won’t know what hit him.
I thought I should mention the armor of agathys spell. Its a non concentration 1st level spell that gives you temporary hitpoints based on the level you cast it at – plus it deals cold damage to a melee attacker that hits you equal to the temporary hitpoints you got when you cast it, as long as some of the temporary hitpoints remain. For example, a Sorceror who takes just one level of warlock to get the spell, and casts it at 9th level will deal 45 damage to every enemy that hits it.
I’m playing a gunslinger bard character for whom I’ll play clips of Country music for. I’d imagine him taking a fistfull of bullets and tossing them into the air as part of casting Animate Objects on them. Or he flourishes a cloak/cape/poncho thing to show his ammo belt, and they all streak out of their slots.
Action: any instant, fireball-like-spell, blight (5th lvl), Disintegration (6th lvl) Bonus action: Spiritual Weapon, Melf’s Minute Meteors (3rd, AoE, concentration), Crown of Stars (7th, non-con) Reaction: Hellish Rebuke Concentration: Wall of fire, spirit guardians, moonbeam, etc. Making use of all available action types is a secret to do alot of damage. But you’ll burn your spell slots fast 🙂 and its good basicly for a longer fights 🙂
So glad to see Dissonant Whispers get an honorable mention. Literally my first time playing 5e, I found myself in a situation with all four of my allies up in melee with a big ogre and my bard a little bit behind, so I dropped Dissonant Whispers and the ogre took four opportunity attacks as it ran away. When its turn came up it just kept on running.
I think it’s worth mentioning Magic Missile. It’s damage is low but it always hits unless the enemy casts Shield which is only available to Sorcerers, Wizards, Eldritch Knights and Arcane Tricksters. It also does force damage so not many enemies resist. Another great use of this spell is disrupting other casters concentration as they will have to make a a concentration save per missile hit, while the DC will only be 10 your looking at somewhere between 3 to 11 rolls (depending on up cast) there’s a decent chance that 1 of those will fail or even get a 1. It’s a great spell when the enemies have high saves or AC. Or when you see that fleeing goblin who you just want to die but don’t wanna expend a high level spell slot to do so.
Level 10 build Race: Kobold (for pack tactics) Levels: 6 in sorcerer, 2 in warlock, 2 in fighter Additional help: Wizard with haste (Simulacrum at later levels as well) Game plan: Before your turn, have the wizard cast haste on you. On your turn, use quickened spell to cast Eldritch blast twice, then use your extra turn from haste to cast it 2 more times, then use your action surge for 2 more times after. You’ll have enough sorcery points to do this at 6th level. With agonizing blast and a charisma of 18, you’ll get 12d10+48 force damage. Once you climb to higher levels, you’ll get more EBs per casting, and eventually it will become 24d10+96. Throw on simulacrum and one turn order and 2 characters can get 48d10+192. If you only leveled sorcerer after you hit level 10, you have enough sorcery points to do this twice, and still have some points left over. And as long as you can get an ally to stay in 5 ft of whoever is getting hit, every single eldritch blast gets advantage. Congratulations, you have made a machine gun in dungeons and dragons.
Currently playing a fetchling gestalt/multi-class (only two players in the game) Shadow Sorcerer/Grave Cleric/Hex Blade Warlock. She’s not actually trying to be all powerful but has a sincere insatiable thirst for knowledge and types of magic out of deep seeded interest. I wrote her backstory and then picked classes to fit it, so I accidentally stumbled upon a powerhouse (though she’s still not insane given spell slot limits and rules for multi-classing on top of her low strength and only fairly decent constitution, so really I wrote a unique glass canon without meaning to do so). She’s my third player character (as I DM a long-running campaign for 5-8 players depending on the year) and by far my favorite as the story that drives her continually explains her abilities (though its exceedingly long as I knew my friend’s homebrew world well).
Wow I think I overlooked Animate Object WAY too often. That’s one of those spells I just don’t think about until you guys laid out the math on it. Just…wow. Its strange for me to have the old stand-by Magic Missile not even get an honorable mention. Its been such a work horse for me over the years, but I guess times have changed!
On spiritual weapon. One thing I love about this spell is that if your deity is known for a ranged weapon you might get to watch a cultists confusion as a spectral silver bow appears in the air, floats over to the cultist leader, and goes thwack over the cultists leaders head. Since spiritual weapon makes melee attacks.
I actually am currently running an aasimar who is a cleric which I chose spirit weapon for one of my spells. However I elected to aquire the Eldritch blast spell via the spell sniper feat which not only have me a solid range for spell but also doubled the range on all of my ranged spells including the Eldritch blast.
A spell that I’ve liked to use at lower levels for damage has been catapult. The target makes a dex save, and on a fail, they take 3d8 bludgeoning damage. Pair that with fire damage from say, a torch, and casting this at first level within the first few levels of the game can do some pretty good damage, and can also change the battlefield in different ways. For example, you could cast this on a bag of ball bearings, doing the damage, and then causing the enemy to immediately be in difficult terrain. Lots of creative uses of this one!
I love my 5e cleric! I am a tempest domain, so I really enjoy using my thunder and lightning spells, but I get giddy when mobs of enemies are closing in. First round it’s spiritual weapon and then a toll the dead on either the target I damaged with spiritual weapon, or another enemy that one of my allies as damaged, being that I generally get to act lower in the order with a +1 to initiative. Second round I bring up spirit guardians as my action and then use my bonus action for some more force damage with my spiritual weapon. The next rounds are just carnage with damage from aoe spirit guardians, my lone spiritual weapon, and toll the dead picking off anything that has been touched. Now, if anything happens to get to me, (we are 6th level) well I use my reaction and blast them with 2d8 lightning damage and then then throw them 10 feet back in to my spirit guardians. It’s very satisfying!
Booming Blade is a great spell for damage if you’re going the spellsword route. Scales with your level, deals extra damage when they are moved, and it applies all your normal weapon attack stats.. Like sneak attack. Playing a swashbuckler and I’ve begun multiclassing into Warlock for Hexblade. I’m so excited
I’m currently playing a wild magic sorcerer turned into a divine soul sorcerer (there was a storyline on the transformation because my team desperately needed a healer) who is basically a flamboyant scoundrel. I have had a lot of fun using all the trickery and chaotic spells from the Wild Magic part of my playthrough, but now I’m a divine Soul sorcerer I have used up a lot of my spells on healing and doing flamboyant godly shit leaving little space for actual damaging spells. I really needed a article like this to tell me what the good spells are because my character now desperately needs it.
One if my favorites with my cleric paladin multiclass character was to upcast holy weapon which lasts a long time if you maintain concentration and then upcast holy smite creatures with the attack. It chews through spell slots but adding 8-10d8 extra damage on a hit was brutal. Also adding spiritual weapon to the mix was just the cherry on top many times. I also more than once cast the holy weapon on the ranged fighters bow and they just machine gunned holy fire down on our enemies.
we were fighting a beholder who was hovering over a seemingly endless pit. i was a melee-specific fighter who couldn’t do anything during the scenario. my warlock casted hunger of hadar, and one of my plans started forming. “DM, hunger of hadar says in the text that you take damage as ‘tentacles rub against you’ which implies that they’re solid, right?” DM is terrified but agreed that yes, the HoH tentacles are a solid object. that one ruling led to my derro fighter surfing across a hunger of hadar spell (24 to acrobatics check) and landing smack dab on the monster. one of my favorite memories with that character, only topped by the time i threw a drow priestess off of a bridge into a ravine at lvl1.
One spell that should be mentioned: Shadow Blade It is a concentration spell that gives you a weapon with insane damage values. Furthermore, as it counts as a normal weapon, you can use all other features that add damage to that melee attack too. For example: Battle maneuvers from Fighter/Martial Adept, Cantrips like Booming Blade or Green Flame Blade, All the smites, Sneak attack (yes, it is a finesse weapon), the Extra Attack feature etc. This spell is one of the best damage dealing spells for a gish. It keeps you in melee (one of the biggest problems of a gish is that casting from a distance becomes more interesting over time and they may not be in melee anymore) and allows you to do all the fancy stuff you usually do, at the same time it raises your base damage significantly. This is the bread-and-butter spell for a gish in my opinion.
My bard just got his magical secrets and I decided to take Dragon’s Breath and Vitriolic Sphere. I prefer Vitriolic Sphere over Fireball mostly because it’s less mainstream, has a slightly higher damage potential at 4th level, and does acid instead of fire. Since our wizard isn’t going to stop using fireball anytime soon, it has good balance. And with Dragon’s Breath… it requires concentration, but if you have a familiar, like I got from Magic Initiate, your little friend can do good damage on their turn and be useful in combat for something besides giving a single attack advantage. I really like that combination because it’s your familiar doing damage on their turn, letting you use your action and bonus action to do other stuff
This article is old, but just a couple weeks ago I managed to use Gust of Wind as a damage-dealing spell. We were in a long hallway in a fortress, with several adjoining rooms all leading to this hall, and we failed to stop one guard from sounding the alarm. So more guards started to run out of the rooms into the hallway. I cast gust of wind down the hall, which guaranteed that the guards would have a nearly impossible time getting to us head-on. But it was in the next turn that I surprised everyone. I pulled out a bag of darts that I had bought much earlier, with all the feathers on backwards (so if you throw it at someone the wrong end hits first). I used my bonus action to make sure the wind was lined up where I wanted it, then dumped out the bag of darts into the wind zone. My DM decided it would do 3d6 damage to everyone in the gust of wind, and now I have an area damage spell that uses ammunition. On the bright side, every party member can dump a bag of ammo into the wind on their turn and the majority of the ammo can be reclaimed after a fight. I’m waiting till we have a reason to visit the desert, or a beach. I can’t wait to sandblast my enemies.
IMO, Lvl 1 Paladin Lvl 2, warlock hexblade Lvl 3, sorcerer (divine soul is my preference) This gives you the hexblade’s curse + magic Missile BULLSHIT combo, with heavy armor. Lvl 4, Paladin2 (for smite+spell access) Lvl 5, sorcerer2, gaining sourcepoints, letting you grind that regen warlock slot into points if you finish a rest w/o combat. Lvl 6, is sorcerer3- picking up mega magic and 2nd level spell options. Two cast hold person is always fun! But there are plenty of options for quicken cast aswell. Shield, magic Missile, Misty step, bless, and plenty of other personal favorites are now online. At lvl6, you’ll have low HP due to 3 sorcerer levels- but you’ll have 16-20 ac, depending on armor type and if you wanna carry a shield or not. By lvl 7, I recommend war caster to ensure spellcasting with a shield and 1HW. This should give you access to all the spells that deal chunks of damage that you would like (save destructive wave) aswell as access to 9th level spells, and the ability to wear some beefy armor. I’ve always found this to be a very roleplay heavy character who needs 15 strength, a HIGH charisma and normally a chunk for con. I like to play them as slow. But unstoppable? Like the tide. Or a thanos quote. Note: please okay this kinda stuff with DM’s, as I’ve tried playing them before with DM’s who were okay with minmaxing and the dm felt very overwhelmed. It’s very strong but blows its load v quick.
Paladins have the option to take a spell from the 1st level spell list, Wrathful Smite; that adds an additional 2d6 Thunder damage to a weapon attack, and prompts the target to make a strength check or be knocked prone, plus the Thunder can be heard for a great distance. For a first level option as added dice, I like this!
I’m a huge transmutation fan, and animate objects is a must. I also really like the tiny servant from Xanathars. But I like to stay to clean concept and some fun, not aiming for maximum dmg. My last animated object cleaned the ship we were traveling with to get some discount on the cost. sadly a minute is pretty fast done using this spell outside of combat. But tiny servant makes some nice addition to this and is with 3rd level much easier to cast. The tip with the coins is awesome, I’ll try that the next time. For support it might be helpful to mention the Darkness spell and the eldritch invocation devils sight. Darkness centered on yourself makes all attack against you have disadvantage and all attack of you have advantage. Making the succes of attack rolls of spells much bigger.
Last session, my Cleric cast Spirit Guardians vs 2 Gricks. They were small ones, but his gut instinct was that those weren’t the only ones around. And indeed, there was an Alpha right nearby. He wound up tanking the Alpha while the rest of the party was able to stay out of reach and burn it down. And he still got the killing blow, with the most perfectly timed nat 20 I’ve ever rolled. It was a cool fight, where pretty much everybody got to shine with their innate power. Cleric was tanking, Warlock was blasting, Ranger was sniping, and the Monk was.. Being all over the place, really. I love the spell, and can hardly wait for the next level, where I get my third level 3 spell slot, so I can be less stingy with when I want to cast it. Not by too much, but enough to give me some peace of mind.
Fireball is also available to Artillerists. Also, incidentally, I have found it useful that Fog Cloud and Fireball have the same radius… As for Scorching Ray, it’s probably better for spell storing object than as something to expend spell slots on, especially if you have scrolls of Tiny Servant handy. Anyways, one of the combinations I’m planning to use with my Artillerist is to use smith’s tools to make 1 lb barbed iron spikes from the 1/2 lb ones that you can buy, stick them into enemies with Catapult, then hit the spike with Heat Metal.
Two sessions ago our sorceress blasted a pub full of werewolves with two fireballs, one as a surprise round and another after she came top of initiative. It killed three outright, four more died before they could escape the burning pub and the other eight we picked off with a couple of hits as they fled. One member of our party got hit for 8 damage, the rest of us were unscathed. Best use of fireball I’ve ever seen!
I’m playing a Forge Cleric. It is so fun to run up to the monsters and dodge while they melt in Spirit Gaurdians and Spiritual Weapon. I get to use my reaction for Shield or Booming Blade opportunity attacks(We got those spells in the setting specific Dragonlance and damn do we need them). I can’t wait to get to level 9 and play with Animate Objects!
I love the 3d10 fire hellish rebuke. It’s 1st level so it’s online from the start of the game and on top of that since it’s a reaction spell the party’s spell economy is in tact since it’s mostly used by those whom don’t likely need it for anything else. If that wasn’t enough since its a saving throw spell no worries of missing it.
Animate objects on those caltrops. AFTER the enemies have stepped onto them. Also, animate the drawbridge, the portcullis or even the door, either to get into a place you weren’t supposed to, or to slam into those who would stop you to get into said place. Animate rugs under people, animate dolls to be extra creepy… It’s a marvelous spell.
For non-warlocks I like shocking grasp as a cantrip. Sure it’s not the best for damage but it’s good to have in your arsenal to mess up those heavily armored enemies. A melee sorcerer with booming blade and shocking grasp seems interesting. Honestly multiclass with warlock for hexblade and EB for range
Thanks to Spiritual Weapon, a Level 4 Half-Orc Tempest Cleric (of Thor) with plate mail, a shield, and an undrawn warhammer can use Shield of Faith to give themself an AC of 22, then cast Spiritual Weapon to create a warhammer and draw their physical warhammer on their next turn. For the next minute, you have two opportunities each turn to deal 1d8+3 damage (with bonus damage on critical hits from the physical warhammer due to Savage Attacks). Plus, anyone who manages to hit you has to deal with up to 2d8 thunder/lightning damage from your Wrath of the Storm ability, and you have 14 Constitution to help you succeed on the concentration checks. If by some miracle you get knocked unconscious, your half-orc endurance allows you to remain at 1 hit point, so on your turn, you can cast Cure Wounds at 2nd Level and regain 2d8+3 hit points, while continuing to attack with your Spiritual Weapon. Meanwhile the Fighter’s making 1 attack per round (1d8+6 damage if they’re a Duelist), has an AC of 20, can only heal themself once for 1d10+Con, and can’t switch to attacking with spells if the enemy is resistant to weapon damage.
Warforged, Divine Soul Sorcerer 1/Hexblade Warlock 3, I have only just taken Eldritch Blast, as part of the Spell Sniper Feat at 4th level, as I don’t intend to take loads of different types of attack spells. I just don’t see the point, since EB does it so well. I do like the idea of Spiritual Guardian, and it gels with my Haunted One background. Animate Objects will probably make the cut too. I’m getting a lot out of Cantrips atm, especially Minor Illusion and Shape Water. Also carrying a whip, for those incidental AoO attacks as foes move in to attack, or pass.
Our party’s Druid has used conjure animals almost every encounter. That in addition to his polymorph spell and his ability to become an animal can give us 1 bear, 1 sabertooth tiger, and 1 T-Rex all from him and any weak person we bring with us. There are other options but we seem to like this one a lot. Also you could do three bears.