Best Druid Spells in 5E Ranked | Druid Spells 5E Guide

druid spells 5e


Welcome to our top ten Druid spell list! We combed through the options that Nature grants them and decided on a list of 10 spells you should look at. Druid spells, much like wizard spells, are some of the most interesting in the game. We wanted to make sure to solidify the Druid’s list’s role as supplementing your allies (while keeping the damage to Wild Shape!), and that shifted our list a bit. So without further ado, here is our Druid Spells 5E List.

10. Druidcraft

  • School: Transmutation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: 30 Feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

The second entry on our druid spells 5e List is Druidcract. By casting Druidcraft, you create one of the following effects:

  • Create a tiny orb that predicts the weather, which is determined by the orb’s color.
  • Instantly make a flower bloom.
  • Create a harmless sensory effect that matches your surroundings.
  • Instantly light or snuff out a candle, torch, or a small campfire.

Small, handy effects. Good for solving problems if you have a creative mind! Otherwise, its just some time-saving.

9. Guidance

  • School: Divination
  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 Minute

The first entry on our Druid Spells 5e List is Guidance. A willing target of your choice gets to roll an additional 1d4 while resolving an ability check, and add the result to their primary roll. The target can choose to roll the 1d4 before or after they make their primary roll.

This small buff is actually a 10% (on average) better chance of completing a task. Giving this to someone before an important skill check should be your go-to move!

8. Heat Metal

  • School: Transmutation
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Somatic, Material (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute

You target something metal and it starts radiating heat, dealing 2d8 damage to whoever touches it. As long as they’re taking that damage, they have disadvantage on attacks and ability checks. And you can deal the damage again… and again… as a bonus action… for a minute. This insane spell can deal 20d8 damage to someone wearing heavy armor with almost no chance of escape. A creature can drop an affected item with a Constitution save. It’s just raw damage, though, and takes up your Concentration. There are other options.

7. Produce Flame

  • School: Conjuration
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Self
  • Components: Verbal, Somatic
  • Duration: 10 Minutes

You produce a small flame in your hand that can be used to illuminate your surroundings or attack an enemy. While the flame is in your hand, it is harmless. When it is flung at a target within 30 feet, it deals 1d8 of fire damage. That damage increases to 2d8 at level five, 3d8 at level eleven, and 4d8 at level seventeen. Good damaging cantrip, and one of the few options that Druid has to deal damage outside of spell slots.

6. Conjure Animals

  • School: Conjuration
  • Level: 3rd
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 Hour

Coming in at #6 on our Druid Spells 5E List is Conjure Animals. You summon one of the following options:

  • One beast with a challenge rating of 2 or lower
  • Two beast with a challenge rating of 1 or lower
  • Four beast with a challenge rating of 1/2 or lower
  • Eight beast with a challenge rating of 1/4 or lower

All beast summoned with this spell are spirits appearing as a beast. These beasts will disappear if their hit points reach zero. After summoning, you need to roll initiative for the beasts. You will need to give the animals a command, or else they will simply defend themselves from the enemies. The number of beasts you summon will double at level five, triple at level seven, and quadruple at level nine.

Super annoying magic that can swarm an enemy in animals. This can restrict options of enemies that can’t fly, and deal massive damage to enemies with low AC.

See Also: Coup de Grace 5e Guide

5. Hold Person

  • School: Enchantment
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small, straight Piece of Iron)
  • Duration: Concentration, up to 1 minute

One humanoid within 60 feet of you must make a Wisdom save or become completely paralyzed. That’s right; paralyzed. Can’t do anything, and they take critical damage whenever they’re attacked. They get a Wisdom save every round, but by then, they’ll be mulch. At higher spell levels, you get even to make even more humanoids into worthless punching bags. A fantastic spell if you even think humanoids will be threats to you.

4. Cure Wounds

  • School: Evocation
  • Level: 1st
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

With a touch, you heal someone for 1d8 + Wisdom (for Druids!). You can heal for another 1d8 at every level above 1st. Druids aren’t quite as good at healing as Clerics, but you can at least help top your party off and save your Cleric a spell slot or two.

3. Healing Word

  • School: Evocation
  • Level: 1st
  • Casting Time: One Bonus Action
  • Range: 60 feet
  • Components: Verbal
  • Duration: Instantaneous

Someone within 60 feet heals for 1d4 + Wisdom (for Druids!). Every spell slot above 1st heals another 1d4… but that doesn’t matter. What matters is that you’ve just stabilized someone and picked them off the ground if they were unconscious. That’s gigantic! Another body in combat is more actions and more damage against your enemies. And you didn’t even spend your turn; just a Bonus Action.

2. Protection from Energy

  • School: Abjuration
  • Level: 3rd
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You give someone resistance against either acid, cold, fire, lightning, or thunder. Super good if you plan on engaging elementals, dragons, or casters alike. Figure out what enemy you’re most likely to encounter and watch as your Concentration spell halves the damage of the most pertinent threat.

1. Absorb Elements

  • School: Abjuration
  • Level: 1
  • Casting Time: 1 Reaction
  • Range: Self
  • Components: Somatic
  • Duration: 1 Round

And lastly, number one on our Druid spells 5E List is Absorb Elements. You instantly gain resistance to the damage of an acid, cold, fire, lightning, or thunder effect. Your next attack within 1 round will deal 1d8 bonus damage of that type. This is a great emergency spell that will keep you alive through effects like a Fireball or a Dragon’s fire breath. It is slightly limited in that you cannot halve poison damage, but… c’mon. This is really efficient.

 

2 Comments

  1. And here I was thinking I was the only one who used Lego for minifigures in D&D! Way better in my opinion — if he drops his shield to pick up a torch or something, you change what the minifigure is holding accordingly.

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