The Best Magical Secrets Spells 5e

Published on December 5, 2024

Discover the spells Bards can pick up with their Magical Secrets feature, including tips on how to use them effectively and which spells work for which playstyle.

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What is this guide?

This guide is meant as a deep dive into the Bard's Magical Secrets feature. For the full overview of the bard class, check out our bard class guide.

To allow you to scan through the options quickly, we use the following color rating scheme:

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

Magical Secrets Spells

You can choose any spell available on any spell list with this feature so we will be listing your top picks.

6th Level (Lore Bard Only)

  • Counterspell: Counterspell is one of the best spells in the game. This is a #1 take.
  • Revivify: Every party needs a party member with revivify. The nature of D&D is such that PC deaths happen fairly easily, so your friends will be looking to you to save them from that fate.
  • Spirit Guardians: Super good damage spell. Less effective at range and Lore Bards aren’t particularly melee prone.
  • Fireball: This one spell will fill your damage needs for the rest of the campaign.
  • Haste: Great buff at 3rd level. Keep an eye on the concentration because dropping this spell early has ramifications.

10th Level

  • Banishment: Get rid of creatures from another plane, or take out a big threat for most of combat. They have to perform a saving throw, but CHA is often not a high stat for those enemies.
  • Bigby’s Hand: Bigby’s hand truly does it all. It can do repeat damage, help you escape, and hold down a baddy, all while increasing your action economy because it only uses a bonus action to command. Bard’s usually want to keep their bonus action open for Bardic Inspiration, but the utility that Bigby’s hand provides is well worth it.
  • Find Greater Steed: Who doesn’t want to be flying around on a pegasus? Flight speed, solid INT, and decent damage.
  • Wall of Force: You’re just making a wall. So what? You can split up opposing forces, hide behind an impenetrable wall, or make a dome over your party. It is immune to dispel magic but can be disintegrated.
  • Cone of Cold: Great range and damage. If you missed out on fireball this is an awesome pick.
  • Destructive Wave: Another great damage option and can lead to awesome attacks with advantage opportunities.

14th Level

  • Plane Shift: A versatile spell that can get you to places you need to go or take creatures out of the fight permanently.
  • Simulacrum: This is THE shenanigan spell. If your DM allows these kind of things, this is a power pick for sure.
  • Chain Lightning: Excellent damage spell that’s a bit more precise than fireball or other AoE damage spells.
  • Reverse Gravity: Good combination of crowd control and direct damage in a single spell.
  • Disintegrate: Live out your power fantasy as Thanos. The damage can be great, but a successful save negates ALL damage. Still, people love this spell so it needed to be addressed.

18th Level

  • Wish: It’s the most powerful spell in the game.
  • Mass Heal: More versatile than power word heal. Can really bring your party back in the fight in those high-level battles.
  • Meteor Swarm: Biggest damage spell in the game.
  • True Polymorph: Take a BBEG out of the fight permanently or transform yourself into a badass scary creature.

Sources Used in This Guide

  • : 2014 Player's Handbook
  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • : Unearthed Arcana
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Other Bard Guides

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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