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

druid spells 5e

     Welcome to our top ten Druid spell list! We went through every available spell in the Druid’s arsenal and came out with a list that we believe to have the most reliable and efficient spells a Druid can wield. Druid spells, much like wizard spells, are some of the most interesting in the game. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, here is our Druid Spells 5E List.

10. 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.

9. 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.

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

One targeted piece of metal turns bright red from the amount of heat radiating off of it from the resolution of this spell. Anything that touches or is touching the item takes 2d8 fire damage. The damage increases by 1d8 per level higher you set Heat Metal at. If someone is holding or wearing the item after Heat Metal has resolved, the character now has a disadvantage on all of their roles. As a free action, you can have the item flare up so it can deal damage again.

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, it deals 1d8 of fire damage. That damage increases to 2d8 at level five, 3d8 at level eleven, and 4d8 at level seventeen.

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.

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

A humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.

4. Healing Word

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

A character within sixty feet heals 1d4 plus your spellcasting modifier which is the Charisma modifier for a Bard. If you set Healing Word in a spell slot above the first level, you will get to roll an additional 1d4 per level. In the heat of combat, it is easier to cast Healing Word as opposed to getting close enough to touch an ally for Cure Wounds.

3. Cure Wounds

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

A character within touching distance heals 1d8 plus your spellcasting modifier, which is the Charisma modifier for a Bard. If you set Cure Wounds in a spell slot above the first level, you will get to roll an additional 1d8 per level. It is extremely important to have a healer in the party, and playing as one part-time with a Bard is better than having no healers in the party.

2. Animal Messenger

  • School: Enchantment
  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a morsel of food)
  • Duration: Instantaneous

You assign a small animal within range to deliver a message to a person and location in a 24-hour time frame. In order for the animal to deliver the message, you had to of been to the location previously. Flying animals can travel 50 miles in a 24 hour period, and non-flying animals can travel 25 miles in the same time frame. Each level above the second level will give the animal an additional 48 hours to deliver the message.

1. Shillelagh

  • School: Transmutation
  • Level: Cantrip
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 Minute

And lastly, number one on our Druid spells 5E List is Shillelagh. A wooden weapon of your choice is imbued with nature’s power; allowing you to use your spellcasting modifier instead of your Strength modifier when making an attack with this weapon. This is one of the most important spells a Druid can learn because you can purposely ignore the Strength and focus on your spellcasting stat, which is Wisdom for a Druid.

 

 

Walter Wertz
About Walter Wertz 29 Articles
Walter Wertz is a freelance writer that works on entry level DND campaigns, game reviews, and social media. He has previously written articles on the Pokemon TCG and Magic the Gatherimg for POJO.

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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