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