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D&D: Five of the Best Spells for Crowd Control

4 Minute Read
Oct 4 2023
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It might feel good to throw fireballs, but crowd control spells are how you win fights in 5th Edition, and these are some of the best!

Some of the best spellcasters in D&D will rarely deal a drop of damage. Which almost sounds blasphemous, sure, because we all know that it’s fun to roll dice and add them up and say a big number to the DM. But, spellcasters really start to shine when they use their spells as problem solvers.

It’s just that the problem they’re solving is “that band of angry goblins.” Which is why, in 5E D&D, crowd control spells reign supreme. They’ve actually almost always reigned supreme. Since day one, these spells have been in the game.

In fact, spells like Hold Person, which have been around since day one, presumably helped inspire the term “crowd control spell” which comes from MMOs, originally. As the name suggests, crowd control spells, in D&D or elsewhere, help you control a crowd. Usually of enemies.

What this translates to in mechanical terms is a spell that takes an enemy out of the fight (at least temporarily). A crowd control spell might stun a creature, immobilize them in place, or distract them with colored lights and swirling patterns.

Whatever the method, the end result is the same, your party ends up fighting fewer active enemies at once and is capable of dictating the flow of battle. Because, you know, you’ve slain your enemies in 5v1 combat. But what spells let you do this? We’re taking a look at some of the best crowd-control spells in 5E D&D.

Entangle

This is one of the best 1st level spells. And it’s a gift that keeps on staying relevant and vital throughout your adventuring career. Entangle creates a 20-foot square which immediately becomes difficult terrain. Which is already pretty good.

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But it also restrains anyone caught in the initial eruption of vines and other plants if they fail a save. And once a creature is restrained, it takes its whole action to try and wriggle out of the zone. Which is a great way of dividing and conquering your enemies.

Fear

Fear (not to be confused with Cause Fear) is a 3rd level spell that takes foes out of the fight, potentially for quite a while. This spell hits a huge cone, and everyone inside it (except undead and constructs) has to save or become Frightened of you, per the condition.

Additionally, while afflicted, a creature can only attempt to save to escape from the fear’s effect if they can’t be seen by the caster of the spell. So as long as you can keep your enemies in sight, they’ll have to spend their turn taking the Dash action while you and your friends take them out.

Web

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Of course, Web was gonna be on this list. It’s like Entangle but more vertical, since it creates a 20-foot cube of sticky spider webs that restrain any who are caught in the spell when it’s cast, or who rush into the webs, heedless of the signs and danger. And it takes a whole action to break free, which is already basically guaranteeing you effectively two or more turns, depending on how many of the initial enemies you catch in and restrain.

Wall of Force

Of course, Wall of Force is on here. It summons an invisible but impenetrable wall of force, appearing where and how you choose. This spell is one of the best at divvying up enemies since you can literally wall off some of your foes.

Forcecage

Of course, when you absolutely, positively have to shut down that one enemy, Forcecage is the way to do it. No save is required or even allowed at all. Sure, it’s a 7th-level spell, but the ability to point at someone and take them completely out of the fight for the next little while (or if you go for the combo, trapping them in one place while you Moonbeam your problems away.

What are your favorite crowd-control spells in D&D?

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Author: J.R. Zambrano
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