Best Druid Spells 5E List [2023]

What Are The Best Druid Spells In DND 5e?

Magic in Dungeons and Dragons is an integral part of the game. It permeates the very world of DnD and is expressed in many ways, from powerful beings with latent supernatural abilities to crafted items and artifacts of power.

If you are seasoned in DnD 5e, you already know that sorcerers ( Shadow, Aasimar, Divine) and wizards control the majority of the game. However, another creature that can change the course of the game is a druid.

Spells in DnD 5e create many desired results, such as creating water, releasing a fireball, creating shields, and many more. There are hundreds of spells one can use in DND 5e. But apart from sorcerers and wizards, druids also have some of the most unique yet powerful spells in the game.

What makes a Druid spell unique from wizard spell is its ability to control and shape the battlefield. If you want to start your campaign as a druid, you can check this article on how to create a DND character.

If you are looking to enhance your character beyond healing and support, then it is time you had a look at our Best Druid Spells in D&D 5e.

D&D 5E Druid Spell List

Druid Spell List 5e

Here is the D&D Druid Spells list:

Note: Next to the name of each spell in the table listed below, you will find a code in brackets. The code represents the casting time of the spell. The Codes can be understood as: A=Action, BA=Bonus Action, R=Reaction, M=minutes & H=Hours.

NameDurationRangeDamageDescription
Druidcraft (1A)Instant30 ftControlCreates a harmless sensory effect or extinguishes candles and camp fires.
Guidance (1A)1 MinuteTouchBuffTouching a willing creature enables it to roll a D4 which is added to the ability check.
Mending (1M)Instant TouchUtilityRepairs a single break or tear in an object as long as it is smaller than 1 foot.
Poison Spray (1A)Instant10 ftPoisonProject a puff of noxious gas. Creature must succeed on Con Save or take 1d12 poison damage.
Resistance (1A)1 MinuteTouchBuff Touching a willing creature enables it to roll a D4 which is added to the one saving throw.
Shillelagh (1BA)1 MinuteTouchBludgeoningWeapon becomes imbued nature’s power. Weapon’s damage becomes a D8
Control Flames (1A)Instant 60 ftControlInstantaneously expand the flame 5 ft or extinguish the flame in a cube.
Create Bonfire (1A)1 Minute60 ftFireCreates a bonfire within a range. Creatures caught up in the bonfire must make a DEX Save.
Frostbite (1A)Instant30 ftColdCause a numbing frost making forcing the target to make a CON Save. Failed save causes 1D6 damage.
Gust (1A)Instant 30 ftControlTargets must make an STR Save or get pushed 5 feet away from you. Move objects less than 5 pounds.
Magic Stone (1BA)1 MinuteTouchBludgeoningImbue upto 3 pebbles with magic and sling them towards the target. A hit causes 1d6 + your spellcasting ability modifier.
Mold Earth (1A)Instant 30 ftControlChoose a portion of dirt and stone that fits in a 5 foot cube and move it around.
Produce Flame (1A)10 MinutesSelfFireUse a flickering flame as light or attack creatures with it causing 1d8 fire damage.
Resistance (1A)1 MinuteTouchBuffTouching a willing creature enables it to roll a d4 and add it to one saving throw of its choice.
Shape Water (1A)Instant30 ftControlChoose a portion of water that fits in a 5 foot cube and move it around. You can even freeze it.
Thunderclap (1A)Instant5 ftThunderCreate thunderous sound 100 ft away. Every creature within range needs a CON Save or take 1d6 damage.

NameDurationRangeDamageDescription
Absorb Elements (1R)1 RoundSelfAcidSpell Captures incoming energy and releases it in the next melee attack. Causes an extra 1d6 Damage.
Animal Friendship (1A)24 Hours30 ftCharmedBecome friends with a beasts. If the beasts intelligence is higher than 3, the spell fails.
Beast Bond (1A)10 MinutesTouchBuffEstablish a telepathic link with a beasts. If the beasts intelligence is higher than 3, the spell fails.
Charm Person (1A)1 Hour30 ftCharmedCharm a humanoid within range. Target needs a WIS Save or get charmed.
Create or Destroy Water (1A)Instant30 ftCreationCreate or destroy 10 gallons of water.
Cure Wounds (1A)InstantTouchHealingTouching a creature regains its hit points by 1d8 + your spellcasting ability modifier
Detect Magic (1A)10 MinutesSelfDetectionSense magic within 30 ft of you. See a faint aura around any visible creature that bears magic, and you learn its school of magic.
Detect Poison and Disease (1A) 10 MinutesSelfDetectionSense the presence and location of poisons, and diseases within 30 feet of you.
Earth Tremor (1A) Instant10 ftBludgeoningCauses a tremor in range. Creatures in the range must make a DEX Save or take 1d6 bludgeoning damage and knocked prone.
Entangle (1A) 1 Minute90 ftRestrainedGrasp weeds and vines from the ground and entangle target that can’t make a STR Save.
Faerie Fire (1A) 1 Minute60 ftDebuffCreatures within a 20 feet cube are outlined in colors if they fail to make a DEX Save.
Fog Cloud (1A) 1 Hour120 ftControlCreate a 20-foot-radius sphere of fog centered on a point within range.
GoodberryInstantTouchHealingReceive 10 berries infused with magic. Each berry restores 1 hit point and nourishes a creature for a day.
Healing Word (1RA) Instant60 ftHealingA creature of your choosing within range regain hit point equal to 1d4 + your spellcasting ability modifier. 
Ice Knife (1A)Instant60 ftPiercingCreate a shard of ice to hit a creature. On success, a creature receives 1d10 piercing damage.
Jump (1A)1 MinuteTouchMovementTarget Creatures jump is triples when you touch it.
Longstrider (1A)1 HourTouchBuffTarget Creatures speed increases by 10 feet when you touch it.
Purify Food and Drink (1A)Instant10 ftUtilityReceive food and water within a 5 foot radius.
Speak with Animals (1A)10 MinutesSelfCommunicationTalk to beasts and ask for directions. You can even persuade the beasts to do a favor.
Thunderwave (1A)InstantSelfThunderEach creature in a 15 foot radius is hit and needs to make a CON Save or receive a 2d8 thunder damage and pushed 10 feet away.

NameDurationRangeDamageDescription
Animal Messenger (1A)24 Hours30 ftCommunicationUse an animal to send a message to a specific location you should have visited before. Also include the person’s description.
Barkskin (1A)1 HourTouchBuffTouching a willing creature gives it a rough, bark like appearance. Target AC can’t be less than 16.
Darkvision (1A)8 HoursTouchBuffTouching a willing creature gives it nightvision. Creature can see up to 60 feet ahead.
Dust Devil (1A)1 Minute60 ftBludgeoningDust devil appear in 5 foot cube of air. Target must make a STR Save or receive 1d8 bludgeoning damage while being pushed back 10 feet.
Earthbind (1A)1 Minute300 ftControlYellow strips of magical energy loops around a creature within range. Creature must make STR Save or have its flying speed reduced to 0 feet.
Enhance Ability Control (1A)1 HourTouchBuffTeach a creature magic and use it for specific commands. Refer to manual for commands.
Find Traps (1A)Instant120 ftDetectionSpell shows traps present nearby. You don’t get specific locations, but you learn general nature of the damage.
Flame Blade (1BA)10 MinutesSelfFireEvoke a fiery blade in your hand. You can use the blade to cause 3d6 fire damage.
Flaming Sphere (1A)1 Minute60 ftFireA sphere of fire appears in an unoccupied space. Creatures caught in the sphere must make DEX Save or receive 2d6 fire damage.
Gust of Wind (1A)1 MinuteSelfControl Targets must make an STR Save or get pushed 15 feet away from you.
Heat Metal (1A)1 Minute60 ftFireHeat metal weapons or armor. Creatures in contact with metal must take 2d8 fire damage.
Hold Person (1A)1 Minute60 ftParalyzedTarget must make WIS Save or be paralyzed for the duration of the spell.
Lesser Restoration (1A)InstantTouchHealingTouching a creature ends its disease or conditioning affecting the disease.
Locate Animals or Plants (1A)InstantSelfDetectionConcentrate on a voice and learn the direction and distance of the closest creature/plant.
Locate Object (1A)10 MinutesSelfDetectionSense the direction and distance of the closest object within 1000 feet of you.
Moonbeam (1A)1 Minute120 ftRadiantA silvery beam of light shines down a cylinder. Creatures entering spell area must make CON Save or take 2d10 radiant damage.
Pass without Trace (1A)1 HourSelfBuffA veil of silence & shadows radiates from you, masking you from detection
Protection from Poison (1A)1 HourTouchBuffNeutralize poison when you touch it. If you touch more than one creature with poison, choose one poison to neutralize.
Skywrite (1A)1 HourSightCommunicationCause 10 words in the form of a cloud to be a part of the sky. Words disappear when spell ends.
Spike Growth (1A)10 Minutes150 ftControlGround in a 20 foot radius get thorn or spike. Creatures walking thorugh the area receive 2d4 piercing damage for every 5 feet it travels.
Warding Wind (1A)10 MinutesSelfDeafenedA deafening video is created in the area. Wind extinguishes flames and gas and the makes the terrain difficult to pass through.

NameDurationRangeDamageDescription
Call Lightning (1A)10 Minutes120 ftLightningA storm cloud appears and causes a lightning at a point you can see. Target must make DEX Save or take 3d10 lightning damage.
Conjure Animals (1A)1 Hour60 ftSummoningSummon Fey spirits in the form of a beast. Using this spell, you can summon 1/2/4/8 beasts with a total challenge rating of 2.
Daylight (1A)1 Hour60 ftControlThe spell creates a 60 foot radius of light that can be applied to any point or an object. Darkness spells lower than level 3 are dispelled.
Dispel Magic (1A)Instant120 ftControlChoose any creature or magical effect and remove the spell if it is level 3 or lower. Spells higher than level 3 need an ability check.
Erupting Earth (1A)Instant120 ftBludgeoningA fountain of churned earth erupts on a ground you can see. Targets must make a DEX Save or receive a 3d12 bludgeoning damage.
Flame Arrows (1A)1 HourTouchFireUse arrows from a quiver to hit a target. If you hit the target, it receives an extra extra 1d6 fire damage.
Meld into Stone (1A)8 HoursTouchMovementYou step into a stone object that can contain your body. Inside the stone, you can cast spells on yourself without seeing events happening outside.
Plant Growth (S)Instant150 ftControlUse this spell to overgrown plants and make movement for creatures difficult or use the spell get a better harvest.
Protection from Energy (1A)1 HourTouchBuffTouching a willing creatures gives it resistance to a damage type of your choice.
Sleet Storm (1A)1 Minute150 ftProneFreezing rain and sleet fall in a range. Targets entering the spell must make a DEX Save or fall prone. Targets casting a spell inside the spell range must make a CON Save.
Speak with Plants (1A)10 MinutesSelfCommunicationImbue plants and communicate with them about events that happened in the past 24 hours. You can also give them simple commands.
Tidal Wave (1A)Instant120 ftBludgeoningCreate a wave of water and target creatures in a range. Targetted creatures must make a DEX Save or receive  4d8 bludgeoning damage and get knocked prone.
Wall of Water (1A)10 Minutes60 ftControlCreate a wall of water either in a line or in a circle. Ranged weapons are at disadvantage when going through the wall.
Water Breathing (1A)24 Hours30 ftBuffGives up to 10 willing creatures the ability to breathe under water.
Water Walk (1A)1 Hour30 ftMovementGives up to 10 willing creatures the ability to walk on liquid surfaces.
Wind Wall (1A)1 Minute120 ftBludgeoningCreate a wall of strong wind within range. Creatures in the range must make a STR save or receive 3d8 bludgeoning damage. Ranged attacks miss automatically.

NameDurationRangeDamageDescription
Blight (1A)Instant30 ftNecroticThe spell drains moisture and vitality from creatures. Creatures must make CON Save or receive s 8d8 necrotic damage.
Confusion (1A)1 Minute90 ftControlTarget must make a WIS Save or lose control over their minds.
Conjure Minor Elementals (1M)1 Hour90 ftSummoningSummon elements within range. Using this spell, you can summon 1/2/4/8 elements with a total challenge rating of 2.
Conjure Woodland Beings (1A)1 Hour60 ftSummoningSummon Fey Creatures in unoccupied spaces. Using this spell, you can summon 1/2/4/8 beasts with a total challenge rating of 2.
Control Water (1A)10 Minutes300 ftBludgeoningUse the spell to control freestanding water. Creatures entering the Vortex must make a STR Save or receive 2d8 bludgeoning damage.
Dominate Beast (1A)1 Minute60 ftCharmedUsing this spell, you attempt to charm a beast. Target creature must make a WIS Save or be charmed.
Elemental Bane (1A)1 Minute90 ftAcidChoose a creature withing range and select a damage type it can’t resist. Target must make CON Save or receive extra 2d6 damage every time the selected damage type hits the target.
Freedom of Movement (1A)1 HourTouchBuffTouching a willing creature enables it to walk through rough terrains or spells as if they weren’t there.
Giant Insect (1A)10 Minutes30 ftSummoningUsing this spell, you transform up to 10 centipedes, 5 wasps, 3 spiders or 1 scorpion in to their giant version.
Hallucinatory Terrain (10M)24 Hours300 ftControlMake a natural terrain look, sound and smell like some other natural terrain.
Ice Storm (1A)Instant300 ftBludgeoningCause hailstone to fall in a range. Creatures must make a DEX Save or receive  2d8 bludgeoning damage and 4d6 cold damage.
Locate Creature (1A)1 HourSelfDetectionSense the direction of a creature if it is 1000 ft or lower away from you.
Polymorph (1A)1 Hour60 ftControlTransform a creature into a new form as long as the challenge rating is the same or lower than target creature. Unwilling creature must make a WIS Save.
Stone Shape (1A)InstantTouchControlTouch a medium sized or smaller stone and change its dimensions.
Stoneskin (1A)1 HourTouchBuffTarget creature gets skin as hard as stone and is resistant to nonmagical bludgeoning, piercing, and slashing damage
Wall of Fire (1A)1 Minute120 ftFireCreates a fire wall, creatures in the wall must make DEX Save or receive 5d8 fire damage.
Watery Sphere (1A)1 Minute90 ftRestrainedCreates a sphere of water. Creatures trapped in sphere must make STR Save or be restrained in the sphere.

NameDurationRangeDamageDescription
Antilife Shell (1A)1 HourSelfControlThe spell creates a barrier around you. Undead and construct creatures can still enter the barrier.
Awaken (8H)InstantTouchCharmedUse the spell on a creature with intelligence lower than 3 and and give it an intelligence of 10. The creature then gets awakened stats.
Commune with Nature (1M)InstantSelfEnvironmentThe spell enables you to become one with nature and gives you knowledge about the surrounding territory.
Conjure Elemental (1M)1 Hour90 ftSummoningThe spell call forth an elemental servant with a challenge rating of 5 or lower.
Contagion (1A)7 DaysTouchBlindedTouching or using melee on a target gets it poisoned. Target must make a CON Save in 3 attempts or get a disease.
Control Winds (1A)1 Hour300 ftProneControl 100 feet cube of air to create a gust, updraft or downdraft.
Geas (1M)30 Days60 ftCharmedPlace a magical command on a creature that can understand you. The creature must make a WIS save or be charmed. The creature receives a 5d10 psychic damage every time it disobeys you.
Greater Restoration (1A)InstantTouchHealingTouching a creature gives it positive energy and removes charmed, curse and exhaustion from the target.
Insect Plague (1A)10 Minutes300 ftPiercingSphere of biting locust appear that make the area a difficult terrain. Creatures must make a CON Save or receive a 4d10 piercing damage.
Maelstrom (1A)1 Minute120 ftBludgeoningCreates a swirling mass of water on ground or in a water body. Creatures starting in the spell range must make an STR Save or receive 6d6 bludgeoning damage.
Mass Cure Wounds (1A)Instant60 ftHealingCreates a wave of healing energy. Creature in the spell range recover hit points equal to  3d8 + your spellcasting ability modifier.
Planar Binding (1H)24 Hours60 ftControlThe spell is used to bind fey, celestial or fiend to your services.
Reincarnate (1H)InstantTouchHealingTouching a dead humanoid gives a willing soul a new body. The type of body depends on the GM’s role.
Scrying (10M)10 MinutesSelfDetectionThe spell enables you to see and hear about creatures in the same plane as you. Creature must make WIS save to avoid detection.
Transmute Rock (1A)Until Dispelled120 ftBludgeoningChoose an area of rock or mud and convert it from one form to the other.
Tree Stride (1A)1 MinuteSelfMovementYou gain the ability to enter a tree and move from one tree to the other as long as they are as big as you and within 500 feet.
Wall of Stone (1A)10 Minutes120 ftControlThis spell creates a wall of non magical stone that is 6 inches thick. The wall can be created in any form and does not need to be vertical.

NameDurationRangeDamageDescription
Bones of the Earth (1A)Instant120 ftBludgeoningCauses up to 6 pillars of stone to burst from the ground. A creature over a pillar must make a DEX Save or be lifted by the pillar.
Conjure Fey (1M)1 Hour90 ftSummoningSummons a Fey creature with a challenge rating of 6 or lower.
Find the Path (1M)1 DaySelfDetectionThe spell provides you with the shortest route to a specific location.
Heal (1A)Instant60 ftBlindedA creature within range and of your choosing regains 70 hit points and ends diseases, blindness and deafness.
Heroes’ Feast (10M)Instant30 ftBuffBrings forth a feasts that cures diseases, poison and increases maximum hit points by 2d10.
Investiture of Flame (1A)10 MinutesSelfFireFlames surround your body and make you immune to fire damage. You can use the flames to create a line of fire. Creatures must take a 4d8 fire damage on a failed DEX save.
Investiture of Ice (1A)10 MinutesSelfColdIce surround your body and make you immune to cold damage. You can use the ice to create a cone. Creatures must take a 4d6 cold damage on a failed CON save.
Investiture of Stone (1A)10 MinutesSelfProneRocks surround your body and make you immune to bludgeoning damage. You can use the stone to create a difficult terrain and get creatures stunned.
Investiture of Wind (1A)10 MinutesSelfBludgeoningWind whirl around your body. You get a flying speed of 60 feet and You can use the swirling wind to attack creatures. Creatures must take a 2d10 bludgeoning damage on a failed CON save.
Move Earth (1A)2 Hours120 ftControlThe spell enable you to reshape dirt, clay and sand in any manner of your choosing.
Primordial Ward (1A)1 MinuteSelfWardingUse this spell to gain a resistant towards acid, cold, fire, lightning, and thunder damage 
Sunbeam (1A)1 MinuteSelfRadiantA beam of light flashes out, forcing creatures to make a CON save or receive a 6d8 radiant damage and be blinded.
Transport via Plants (1A)1 Round10 ftTeleportationThe spell creates a magical link between inanimate plant and allows you to move from one plant to the other as long as you have touched the plant before.
Wall of Thorns (1A)10 Minutes120 ftPiercingA wall of thorns appear forcing each creature in its area to make a DEX save or receive a 7d8 slashing damage.
Wind Walk (1M)8 Hours30 ftBuffYou transform into a gaseous state and receive a flying speed of 300 feet. Non magical weapons do not affect you and you can’t use any other action while in this form.

NameDurationRangeDamageDescription
Fire Storm (1A)Instant150 ftFireA Fire storm appear within range. Creature must make a DEX Save or receive 7d10 fire damage
Mirage Arcane (10M)10 DaysSightControlMake a 1 mile square terrain look like some other terrain.
Plane Shift (1A)InstantTouchBanishmentYou and 8 willing creatures are transported into another plane.
Regenerate (1M)1 HourTouchHealingTouching a creature stimulates its healing abilities and regains  4d8 + 15 hit points.
Reverse Gravity (1A)1 Minute100 ftControlThis spell reverses the gravity in a 50 foot radius. Creatures must make a DEX save to stay on the ground.
Whirlwind (1A)1 Minute300 ftBludgeoningCreatures entering the area must make a DEX Save or receive a 10d6 bludgeoning damage. They must also make a STR save to remain restrained.

NameDurationRangeDamageDescription
Animal Shapes (1A)24 Hours30 ftShapechangingYour magic turns other willing beasts with challenge ratings of 4 or lower.
Antipathy/Sympathy (1H)10 Days60 ftFrightenedThe spell attracts or repels creatures of your choice within a specified range.
Control Weather (10M)8 HoursSelfControlTake control of the weather using this spell. You must be outdoors to cast this spell.
Earthquake (1A)1 Minute500 ftBludgeoningSpell makes a seismic disturbance in the ground. Creatures within range must make a DEX save or get knocked prone.
Feeblemind (1A) Instant 150 ftPsychicYou blast the mind of the creature. Creature must make INT Save or receive 4d6 psychic damage.
Sunburst (1A) Instant 150 ftRadiantSunlight flashes in a 60 foot radius. Creatures in the light must make CON Save or receive 12d6 radiant damage and is blinded for 1 minute

NameDurationRangeDamageDescription
Foresight (1M)8 HoursTouchBuffTouching a willing creature gives it foresight.
Shapechange (1A)1 HourSelfShapechangingYou transform into a different creature for the duration of the spell. The new form can be of any creature with a challenge rating equal to your level or lower.
Storm of Vengeance (1A)1 MinuteSightThunderA storm cloud forms and spread to a 360 feet radius. Creature under the cloud us make CON Save or receive 2d6 thunder damage and becomes deafened for 5 minutes.
True Resurrection (1H)InstantTouchHealingTouching a creature that has been dead for no longer than 200 years gets revived if it did not die of old age. The soul of the creature must be free and willing.

DnD 5e Best Druid Spells By Levels ( 1st to 9th Level )

The Best DnD 5e Druid Spells

DnD Druid 5e spells are divided categorically into a total of 9 levels. Each level contains a certain number of spells that come in handy during specific situations in the game. However, choosing the best spells amongst nine levels is tough. After discussing with my fellow adventurers, I’ve prepared 15 druid spells chosen from 1st level to 9th level that will make your druid character competent, powerful, and reliable in various adventures.

Therefore, here are the DnD 5e Best Druid Spells :

1. Shillelagh (Cantrips)

Casting this level 0 spell causes the wood of a club or a quarterstaff you are holding to be imbued with nature’s power. Also, the weapon damage becomes a d8, and the weapon becomes magical if it isn’t already. The spell ends if you cast it again or drop the weapon.

2. Entangle (1st Level)

This level 1 spell lets you create an area of denial for effective enemy crowd control. Casting the Entangle creates 20 foot square of weeds and vines.

For a certain duration, this creates a problematic terrain for enemy combatants to enter or fight upon. Also, this 20 square foot area tends to restrain animals that fail their strength saving throws as they move through this challenging terrain. When the spell ends, the weeds and vines will wither away.

3. Faerie Fire (1st Level)

This concentration-based spell automatically outlines all objects within a 20-foot cube radius in blue, green, or violet color. Similarly, it also outlines every creature in the area if it fails the dexterity saving throw.

For a specific duration, objects and affected creatures shed dim light in a 10-foot radius. This is an excellent spell that lets you see invisible creatures or the ones in the dark and impart damage. 

4. Goodberry (1st Level)

Often dismissed, the Goodberry is one of the most unique yet underrated spells in DnD 5e. Casting this level 1 spell lets you create ten magical berries. Each magical berry restores one hit point and provides a day’s worth of nourishment. 

Any creature can consume a magical berry to get one hit point and sustain for a day. However, these berries lose their potency if they aren’t used within 24 hours. 

5. Heat Metal (2nd Level)

The Heat Metal is a powerful spell that lets you cause an object to glow red hot. Using this spell, you choose any metal object (weapons/armor) visible within range to shine red hot. Any creature that comes in contact with this flaming object takes a 2d8 fire damage as long as the spell lasts. Casting this spell using a level 3 slot of higher increases the damage by 1d8 for each slot above level 2.

6. Moonbeam (2nd Level)

With this level 2 spell, druids get access to many spells that deal damage over time. Casting this spell causes a silver beam of light to come down and spread across a five and form a 40 feet cylinder on the ground.

The cylinder tends to fiup with lighting as long as the spell lasts. Any creature that enters the area is engulfed in ghostly flames that cause immense pain and needs a Constitution save to get out of. This spell deals a 2d10 on failed Constitution save and half the damage on a successful one.

7. Spike Growth (2nd Level)

This spell is somewhat similar to the Plant Growth spell. However, casting the Spike Growth will cause a 20-foot radius to be covered with hard spikes and thorns, making the area an impossible terrain during the spell’s duration.

Also, the transformed land looks completely camouflaged, meaning any creature traveling through the area cannot see the thorns and spikes and must make a Perception check against your spell to see the Spike Growth on the land. 

8. Pass Without A Trace (2nd Level)

As the name suggests, this level 2 spell is aimed explicitly at stealth. When you cast this spell, you are covered by a veil of shadows, and your foot movement is completely silenced, thus keeping your enemies from detecting you and your companions. In addition, if your creature stays within 30 feet during the spell, you get a +10 dexterity check and cannot be traced by anyone except magical beings.

9. Conjure Animals (3rd Level)

As the name suggests, this 3rd level spell allows you to conjure spirits that have an animal’s form and overall stats. You can summon a spirit that can take up the form of an animal and also has its stats.

The summoned spirit generally occurs in unoccupied places that are within the visible range. When you cast this spell using a higher-level slot, you can make more creatures appear, twice the number if used using a 5th level slot, thrice the number if used using a level 7 slot, and four times the number if used using a 9th level slot. 

10. Call Lighting (3rd Level)

The Call Of Lighting spells lets you form a storm cloud cylinder that sends lightning bolts on your enemies. Exclusive only to Druids and Temple Druid Clerics, this level 3 spell deals a 3d10 damage to anyone who fails a dexterity saving throw and deals half that amount to those who succeed in a dexterity saving throw.

With a range of 120 ft, this 3rd level spell is perfect for open combat. Casting this spell with a level 4 slot or above increases the dealt damage by 1d10 for each slot above level 3. 

11. Plant Growth (3rd Level)

This spell is somewhat similar to the Entangle. Casting this level 3 spell causes vitality into plants over a specific area. You can either cast this spell to garner immediate benefits or reap the long-term benefits.

When you can cast this spell, all the plants within a 100-foot radius turn thick and overgrown, and any creature passing through that area must use 4 feet of movement for every 1 movement it covers.

12. Polymorph (4th Level)

You can transform a creature within range into a completely new form when you can cast the Polymorph. Every unwilling creature must make a successful Wisdom throw to avoid the Polymorph. However, this level 4 spell does not affect a shapeshifter or a creature with 0 hit points. When the spell ends, the transformed creature returns to its original form along with its statistics.

13. Reincarnate (5th Level)

As the name suggests, casting the Reincarnate spell lets your form a new adult body that will contain the soul of a dead humanoid you have touched.

Note that the creature has to be dead for no longer than ten days for this spell to work. Also, the target’s soul should be free for this spell; otherwise, the spell crashes. The reincarnated creature recalls its former life and experiences.

14. Heroes Feast (6th Level)

As the name suggests, casting this spell brings a great feast of magnificent food and drinks. This feast is available for 1 hour and disappears after that. However, the feast takes effect after the hour is up.

Any creature that consumes the Hero’s feast receives several benefits. It is cured of poison, disease and gets full immunity against poison and fear. In addition, the creature can make all Wisdom saving throws with advantage. 

15. Plane Shift (7th Level )

The Plane shift is a powerful level 7 shift that lets your Druid transport itself to a completely different plane of existence. You can transport your druid over eight willing creatures to your specified destination such as the City Of Brass, Palace of Dispater, Street of Steel, Gate Of Ashes, or the Sea Of Fire. 

Also, the plane shift can be used to banish an unwilling creature to another plane. If an animal fails to save, then it is transported to another plane of your choosing.

16. Earthquake ( 8th Level )

The Earthquake causes the ground to shake violently, creating a massive earthquake in the surrounding area. The spell deals damage to creatures and structures in the area and has the potential to knock creatures prone. This spell can be useful in combat situations or to cause widespread destruction to an enemy’s fortress or stronghold. It has a casting time of 1 action and a range of 500 feet.

17. Control Weather ( 8th Level )

The Control Weather grants the caster the ability to control the weather in a large area, up to a radius of 5 miles. The caster can change the current weather conditions, such as causing rain or wind, or create more extreme conditions, such as a tornado or hurricane.

The Weather Control spell has a casting time of 10 minutes and a duration of up to 8 hours. This spell can be useful for creating advantageous weather conditions for travel or agriculture, or for hindering enemies with dangerous weather conditions.

18. Sunburst ( 8th Level )

The Sunburst creates a burst of sunlight that explodes from a point the caster chooses within a range of 150 feet. The burst of sunlight deals 12d6 radiant damage to all creatures within a 60-foot radius sphere centered on the chosen point. Additionally, any creature that is vulnerable to sunlight takes double damage from this spell.

Sunburst can be particularly effective against undead creatures, as they are often vulnerable to radiant damage. It can also be useful in areas with low visibility, such as during a storm or in a dark dungeon, as the burst of sunlight can illuminate the area. The spell has a casting time of 1 action and requires verbal and somatic components to cast.

19. Storm Of Vengeance ( 9th Level )

The Storm of Vengeance creates a massive storm that inflicts damage and debilitating conditions on enemies in the area. Storm of Vengeance can last up to 1 hour and includes a variety of weather effects, such as lightning strikes, hail, and high winds. Creatures in the area take damage and may also suffer from blindness, deafness, or difficult terrain.

Storm of vengeance spell has a casting time of 1 action and a range of 360 feet. This spell can be a powerful tool for punishing enemies and disrupting their plans, but it can also cause collateral damage to allies or innocent bystanders in the area.

20. Mass Heal ( 9th Level )

The Mass Heal allows the caster to heal a massive amount of damage to up to six creatures within a range of 60 feet. Each creature healed by mass heal regains 700 hit points, divided as the caster chooses among the targets. Also, mass heal can cure blindness, deafness, and any diseases affecting the targets.

This spell can be an incredibly powerful tool for healing a large group of allies or restoring a significant amount of hit points to a single wounded ally. Mass heal has a casting time of 1 action and requires verbal and somatic components to cast.

Bottom Line

We hope our article was able to successfully able to walk you through some of the best Druid DnD 5e spells. These spells are arranged categorically into levels 0-9, and each level has some exciting spells on display.

Mentioned above are some of the best Druid spells in Dnd 5e off the top of our head. If you think we might have missed a particular spell(s), feel free to drop your suggestion in the comment section below. 

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