Summary

The Humblewood campaign setting for fifth-editionDungeons & Dragonsis a charming adventure module in which players take on the roles of cuddly and adorable woodland creatures that resemble real-world animals. In addition to new magic items, species, subclasses, and more, you can also gain access to a handful of new powerful spells in this campaign setting, which you can even port over to regular campaigns.

So, which spells from the Humblewood setting are the best? If you’re not sure where to start or which ones work better, look no further than this list. Here’s a ranking of every new spell in Humblewood.

The feathered reach spell being cast in the Humblewood campaign setting in DND.

Spell Level

3rd-Level

This spell allows you to transform your arms into wings,allowing you to fly, increase your movement speed, avoid fall damage, and gain advantage on Athletics checks. This is, of course, helpful for non-birdfolk creatures, and even has benefits if you are a birdfolk.

A floating Arcane Eye in the Humblewood DND setting.

However, the reason this spell ranks dead last on our list is for one very important reason. To gain the benefits from this spell, you cannot be carrying shields or heavy weapons, and you cannot be encumbered. This makes the spell highly limiting, and precludes usage for a lot of martial classes that could stand to benefit from it the most.

1st-Level

A large tree being transformed in shape and size magically in DND.

By using your action and concentrating, you can create an arcane eye that floats up into the sky about 120 feet above you. You can see through this eye with a 360-degree view. The eye also moves with you, and you can adjust the height of the eye by using a bonus action.

However, you are blind on the ground when looking through this sensor, leaving you potentially vulnerable. Additoinally, it only lasts for a minute, which means it’s not going to prove useful for long-term stealth encounters or recon missions.

A swirl of feathers circle a Humblewood creature in DND.

4th-Level

This spell is highly inventive and feels very Humblewood-specific. When you cast this spell on a plant you can touch, you can alter the shape of the plant within a five-foot cube. You can also transform the area you touch into difficult terrain, inflicting 2d4 points of piercing damage when enemies move through it. You can also use Speak with Plants to try to convince the plant to retain its new shape.

A swirl of magic wind in the Humblewood campaign setting in DND.

While this is a fun and creative spell, outside of the 2d4 piercing damage, there isn’t all that much concrete utility to this spell. Plus, it’s extremely high-level given the effects of the spell, which makes it feel a bit unbalanced.

As a bonus action, you can cloak a creature within 60 feet of you with a shadowy veil. This grants them a +1 bonus to their armor class and grants them an advantage on Stealth checks for the duration of the spell, which lasts about ten minutes.

The raptor species in the Humblewood campaign setting in DND.

This spell can prove extremely handy,especially in combat. However, it’s worth noting that it does require concentration, meaning that even if you’re trying to buff your party’s rogue, you may end up dropping concentration relatively quickly if you’re injured in battle.

Cantrip

This is the only cantrip available in the Humblewood campaign setting, but it’s extremely useful. When you cast this spell, for one round, you gain a protective wind around your person. Any ranged attack made against you is subsequently made at disadvantage.

Melee attacks don’t have disadvantage, but, your attacker must make a Constitution saving throw against your spell save. When they fail, the attacker is pushed ten feet back and is knocked prone. The effects of this spell are great, and because it’s a cantrip, you can cast it as many times as you want. It does consume your action, though, meaning you won’t get to attack on the same turn.

The spiny shield spell in the Humblewood campaign setting in DND.

2nd-Level

When you cast this spell (you may only target yourself), you become invisible for one hour and gain advantage on all Stealth checks. However, there is a caveat. If you move more than five feet from your position when you first cast the spell, the illusion ends.

A mysterious globe of stars and constellations in the Humblewood setting in DND.

However, while you do remain invisible, you can make one attack against a target unaware of your presence and deal an additional 1d6 points of damage. Then, the invisibility drops. This spell is, in essence, similar to the Invisibility spell in regular DND, but with some added constraints and perks. However, if you are a stealthy character who can attack at range, it can be extremely helpful.

When you spend your reaction to cast this spell, you can create a barrier of spikes that places itself between yourself and a melee attacker. Whenever a melee attack hits you, the shield reduces the incoming damage by 2d4 and then subsequently deals the same damage back at the attacker.

A group of magical stars in the Humblewood campaign setting in DND.

While this effect does not occur for ranged attacks, you still gain a +2 bonus to your AC, or effectively, half-cover, against ranged attackers. The damage reduction also increases when you cast this spellat higher levels, which can turn this low-level spell into a force to be reckoned with. Plus, it only costs your reaction, which is extremely helpful. But it only lasts for one round.

When you cast this spell using your action, for ten minutes, you create a globe of constellations and magical darkness that obsucres the area around you. The globe is 15-feet high with a 15-foot radius, and can only be illuminated via magical light.

Two glowing feathers, one light and one dark, in the Humblewood campaign setting in DND.

you may also designate creatures inside the globe to benefit from an advantage on Stealth checks. Additionally, non-designated creatures have disadvantage on Perception checks. Lastly, any creature that enters the area of the spell, and is not designated by you, must make a Wisdom saving throw or be blinded until the end of its next turn. This spell is highly versatile for Stealth encounters, and imposing the blinded condition can be a real tide-turner in combat.

When you cast this spell, you conjure two small stars that encircle you, shedding dim light. Whenever a creature in melee range attacks you with a melee attack, it must make a Wisdom saving throw or take 1d8 radiant damage for each of the stars orbiting you. Additionally, once per round, you may use your action to shoot one of the stars at an enemy, dealing 4d8 radiant damage and potentially inflicting blindness on them.

This spell has so much great utility, great damage, and great defense that it feels almost broken in some ways. It’s also available to a lot of different classes. It’s particularly good for squishy sorcerers and wizards.

This spell is far and away the best in the Humblewood campaign setting. When you cast this spell, which takes ten minutes, you roll two d20s and write down what you rolled. Then, for each die, ascribe either an attack roll, skill check, or saving throw to tit Then, for the next 24 hours, you may substitute any roll of an ally or enemy within 60 feet of you that matches the type you’ve selected.

You must use your reaction to trigger this effect. However, players whom you use this effect on can still use any modifiers they might get for the roll, making this extremely powerful, and can get you out of trouble in a pinch.