Burning Hands, Charm Person, Comprehend Languages.
Burning Hands: Though the range is ludicrously poor, 3d6 (average 10.5) fire damage to everyone approaching you is a great deterrent in realistic situations. Since it's fire and specifically ignites flammable objects, you can use it for utility. Since this is the only attack spell mentioned, I'm betting you're relying on cantrips (i.e., infinite use spells) as your primary weapons.
Charm Person: This is another spell which, if applied correctly, can solve encounters (in this case, both combat and social ones). I picked it as my only spell in a Basic D&D game that's currently on pause (I'm a first-level elf; I have one spell per day) for exactly that reason -- and it worked. The duration isn't nearly as long in 5e (because BD&D's is broken; the ogre I charmed is my long-term mind slave now), but it's long enough. Best used against stupid things, which abound.
Comprehend Languages: A former friend of mine (now my loathéd evil former roommate, treacherous scum that he is) always complained about this spell because it's not tongues, which I think is missing the point. It bypasses the need to learn a lot of languages or invest in a Linguistics skill (if your edition/game has one), but only for comprehension. In many games, that's enough: you can read scrolls you find (major advantage) and inscriptions/graffiti that by all rights should abound in dungeons. Since it's a ritual, you can cast it without using up a spell slot, which is handy for the sort of use you'll get out of this spell. (Edit: That might require the feat, which begs the question about whether or not you can cast ritual spells from your class's spell list as rituals if you specify a different class's ritual list to use when learning rituals for your grimoire.)