Druid Spells 5e (5th Edition) for D&D Spells

Druid Spells: A spell slot is D&D 5e’s mechanism through which a spell is cast. consider a given spell slot as being sort of a barrel of a revolver — whenever you cast a spell, you “use up” a spell slot, and you get all of them back whenever you’re taking an extended rest. Each class gets a variety of 5e spells slots to use per day.

You’re absolutely right! However, there are a few reasons you would possibly wanna use a spell slot of a better level than the spell itself. Maybe you’ve spent all of your spell slots of an equivalent level for the day, but you continue to really wanna cast that spell. Some spells become more powerful when utilized in a spell slot above their own level. consider it as “charging up” a spell by “firing it through” a higher-level slot.

Contents

Druid Spells 5e

Druid Spells 5E

Cantrips (Level – 0)

Spell NameSchoolCasting TimeRangeDurationComponents
Control FlamesTransmutation1 Action60 FeetInstantaneous or 1 hourS
Create BonfireConjuration1 Action60 FeetConcentration, up to 1 minuteV, S
DruidcraftTransmutation1 Action30 FeetInstantaneousV, S
FrostbiteEvocation1 Action60 FeetInstantaneousV, S
GuidanceDivination1 ActionTouchConcentration up to 1 minuteV, S
GustTransmutation1 Action30 FeetInstantaneousV, S
InfestationConjuration1 Action30 FeetInstantaneousV, S, M
Magic StoneTransmutation1 Bonus ActionTouch1 minuteV, S
MendingTransmutation1 MinuteTouchInstantaneousV, S, M
Mold EarthTransmutation1 Action30 feetInstantaneous or 1 hourS
Poison SprayConjuration1 Action10 feetInstantaneousV, S
Primal SavageryTransmutation1 ActionSelfSelfS
Produce FlameConjuration1 ActionSelf10 minutesV, S
ResistanceAbjuration1 ActionTouchConcentration up to 1 minuteV, S, M
Shape WaterTransmutation1 Action30 feetInstantaneous or 1 hourS
ShillelaghTransmutation1 Bonus ActionTouch1 minuteV, S, M
Thorn WhipTransmutation1 Action30 feetInstantaneousV, S, M
ThunderclapEvocation1 ActionSelf (5-foot radius)InstantaneousS

Level 1

Spell NameSchoolCasting TimeRangeDurationComponents
Absorb ElementsAbjuration1 ReactionSelf1 roundS
Animal FriendshipEnchantment1 Action30 feet24 hoursV, S, M
Beast BondDivination1 ActionTouchConcentration, up to 1 minuteV, S, M
Charm PersonEnchantment1 Action30 feet1 hourV, S
Create or Destroy WaterTransmutation1 Action30 feetInstantaneousV, S, M
Cure WoundsEvocation1 ActionTouchInstantaneousV, S
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, S
Detect Poison and DiseaseDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Earth TremorEvocation1 ActionSelf (10-foot radius)InstantaneousV, S
EntangleConjuration1 Action90 feetConcentration, up to 1 minuteV, S
Faerie FireEvocation1 Action60 feetConcentration, up to 1 minuteV
Fog CloudConjuration1 Action120 feetConcentration, up to 1 hourV, S
GoodberryTransmutation1 ActionTouchInstantaneousV, S, M
Guiding Hand (UA)Divination1 Minute R5 feetConcentration, up to 8 hoursV, S
Healing WordEvocation1 Bonus Action60 feetInstantaneousV
Ice KnifeConjuration1 Action60 feetInstantaneousS, M
JumpTransmutation1 ActionTouch1 minuteV, S, M
LongstriderTransmutation1 ActionTouch1 hourV, S, M
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, M
Purify Food and DrinkTransmutation1 Action R10 feetInstantaneousV, S
SnareAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M
Speak with AnimalsDivination1 Action RSelf10 minutesV, S
ThunderwaveEvocation1 ActionSelf (15-foot cube)InstantaneousV, S
Wild Cunning (UA)Transmutation1 Action R120 feetInstantaneousV, S

Level – 2

Spell NameSchoolCasting TimeRangeDurationComponents
Animal MessengerEnchantment1 Action R30 Feet24 hoursV, S, M
AuguryDivination1 Minute RSelfInstantaneousV, S, M
BarkskinTransmutation1 ActionTouchConcentration, up to 1 hourV, S, M
Beast SenseDivination1 Action RTouchConcentration, up to 1 hourS
Continual FlameEvocation1 ActionTouchUntil dispelledV, S, M
DarkvisionTransmutation1 ActionTouch8 hoursV, S, M
Dust DevilConjuration1 Action60 feetConcentration, up to 1 minuteV, S, M
EarthbindTransmutation1 Action300 feetConcentration, up to 1 minuteV
Enhance AbilityTransmutation1 ActionTouchConcentration, up to 1 hourV, S, M
Enlarge/ReduceTransmutation1 Action30 feetConcentration, up to 1 minuteV, S, M
Find TrapsDivination1 Action120 feetInstantaneousV, S
Flame BladeEvocation1 Bonus ActionSelfConcentration, up to 10 minutesV, S, M
Flaming SphereConjuration1 Action60 feetConcentration, up to 1 minuteV, S, M
Gust of WindEvocation1 ActionSelf (60-foot line)Concentration, up to 1 minuteV, S, M
Healing SpiritConjuration1 Bonus Action60 feetConcentration, up to 1 minuteV, S
Heat MetalTransmutation1 Action60 feetConcentration, up to 1 minuteV, S, M
Hold PersonEnchantment1 Action60 feetConcentration, up to 1 minuteV, S, M
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, S
Locate Animals or PlantsDivination1 Action RSelfInstantaneousV, S, M
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
MoonbeamEvocation1 Action120 feetConcentration, up to 1 minuteV, S, M
Pass Without TraceAbjuration1 ActionSelfConcentration, up to 1 hourV, S, M
Protection from PoisonAbjuration1 ActionTouch1 hourV, S
SkywriteTransmutation1 Action RSightConcentration, up to 1 dayV, S
Spike GrowthTransmutation1 Action150 feetConcentration, up to 10 minutesV, S, M
Summon BeastConjuration1 Action90 feetConcentration, up to 1 hourV, S, M
Warding WindEvocation1 ActionSelfConcentration, up to 10 minutesV
Wither and BloomNecromancy1 Action60 feetInstantaneousV, S, M

Level – 3

Spell NameSchoolCasting TimeRangeDurationComponents
Aura of VitalityEvocation1 ActionSelf (30-foot radius)Concentration, up to 1 minuteV
Call LightningConjuration1 Action120 feetConcentration, up to 10 minutesV, S
Conjure AnimalsConjuration1 Action60 feetConcentration, up to 1 hourV, S
DaylightEvocation1 Action60 feet1 hourV, S
Dispel MagicAbjuration1 Action120 feetInstantaneousV, S
Elemental WeaponTransmutation1 ActionTouchConcentration, up to 1 hourV, S
Erupting EarthTransmutation1 Action120 feetInstantaneousV, S, M
Feign DeathNecromancy1 Action RTouch1 hourV, S, M
Flame ArrowsTransmutation1 ActionTouchConcentration, up to 1 hourV, S
Meld into StoneTransmutation1 Action RTouch8 hoursV, S
Plant GrowthTransmutation1 Action or 8 Hours150 feetInstantaneousV, S
Protection from EnergyAbjuration1 ActionTouchConcentration, up to 1 hourV, S
RevivifyNecromancy1 ActionTouchInstantaneousV, S, M
Sleet StormConjuration1 Action120 feetConcentration, up to 1 minuteV, S, M
Speak with PlantsTransmutation1 ActionSelf (30-foot radius)10 minutesV, S
Summon FeyConjuration1 Action90 feetConcentration, up to 1 hourV, S, M
Tidal WaveConjuration1 Action120 feetInstantaneousV, S, M
Wall of WaterEvocation1 Action60 feetConcentration, up to 10 minutesV, S, M
Water BreathingTransmutation1 Action R30 feet24 hoursV, S, M
Water WalkTransmutation1 Action R30 feet1 hourV, S, M
Wind WallEvocation1 Action120 feetConcentration, up to 1 minuteV, S, M

Level – 4

Spell NameSchoolCasting TimeRangeDurationComponents
BlightNecromancy1 Action30 feetInstantaneousV, S
Charm MonsterEnchantment1 Action30 feet1 hourV, S
ConfusionEnchantment1 Action90 feetConcentration, up to 1 minuteV, S, M
Conjure Minor ElementalsConjuration1 Minute90 feetConcentration, up to 1 hourV, S
Conjure Woodland BeingsConjuration1 Action60 feetConcentration, up to 1 hourV, S, M
Control WaterTransmutation1 Action300 feetConcentration, up to 10 minutesV, S, M
DivinationDivination1 Action RSelfInstantaneousV, S, M
Dominate BeastEnchantment1 Action60 feetConcentration, up to 1 minuteV, S
Elemental BaneTransmutation1 Action90 feetConcentration, up to 1 minuteV, S
Fire ShieldEvocation1 ActionSelf10 minutesV, S, M
Freedom of MovementAbjuration1 ActionTouch1 hourV, S, M
Giant InsectTransmutation1 Action30 feetConcentration, up to 10 minutesV, S
Grasping VineConjuration1 Bonus Action30 feetConcentration, up to 1 minuteV, S
Guardian of NatureTransmutation1 Bonus ActionSelfConcentration, up to 1 minuteV
Hallucinatory TerrainIllusion10 Minutes300 feet24 hoursV, S, M
Ice StormEvocation1 Action300 feetInstantaneousV, S, M
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, M
PolymorphTransmutation1 Action60 feetConcentration, up to 1 hourV, S, M
Stone ShapeTransmutation1 ActionTouchInstantaneousV, S, M
StoneskinAbjuration1 ActionTouchConcentration, up to 1 hourV, S, M
Summon ElementalConjuration1 Action90 feetConcentration, up to 1 hourV, S, M
Wall of FireEvocation1 Action120 feetConcentration, up to 1 minuteV, S, M
Watery SphereConjuration1 Action90 feetConcentration, up to 1 minuteV, S, M

Level – 5

Spell NameSchoolCasting TimeRangeDurationComponents
Antilife ShellAbjuration1 ActionSelf (10-foot radius)Concentration, up to 1 hourV, S
AwakenTransmutation8 HoursTouchInstantaneousV, S, M
Commune with NatureDivination1 Minute RSelfInstantaneousV, S
Cone of ColdEvocation1 ActionSelf (60-foot cone)InstantaneousV, S, M
Conjure ElementalConjuration1 Action90 feetConcentration, up to 1 hourV, S, M
ContagionNecromancy1 ActionTouch7 daysV, S
Control WindsTransmutation1 Action300 feetConcentration, up to 1 hourV, S
GeasEnchantment1 Minute60 feet30 daysV
Greater RestorationAbjuration1 ActionTouchInstantaneousV, S, M
Insect PlagueConjuration1 Action300 feetConcentration, up to 10 minutesV, S, M
MaelstromEvocation1 Action120 feetConcentration, up to 1 minuteV, S, M
Mass Cure WoundsEvocation1 Action60 feetInstantaneousV, S
Planar BindingAbjuration1 Hour60 feet24 hoursV, S, M
ReincarnateTransmutation1 ActionTouchInstantaneousV, S, M
ScryingDivination10 MinutesSelfConcentration, up to 10 minutesV, S, M
Summon Draconic SpiritConjuration1 Action60 FeetConcentration, up to 1 HourV,S, M
Summon Draconic Spirit (UA)Conjuration1 Action60 feetConcentration, up to 1 hourV, S, M
Transmute RockTransmutation1 Action120 feetInstantaneousV, S, M
Tree StrideConjuration1 ActionSelfConcentration, up to 1 minuteV, S
Wall of StoneEvocation1 Action120 feetConcentration, up to 10 minutesV, S, M
Wrath Of NatureEvocation1 Action120 feetConcentration, up to 1 minuteV, S

Level 6

Spell NameSchoolCasting TimeRangeDurationComponents
Bones of the EarthTransmutation1 Action120 feetInstantaneousV, S
Conjure FeyConjuration1 Action90 feetConcentration, up to 1 hourV, S
Druid GroveAbjuration10 MinutesTouch24 hoursV, S, M
Find the PathDivination1 MinuteSelfConcentration, up to 1 dayV, S, M
Flesh to StoneTransmutation1 Action60 feetConcentration, up to 1 minuteV, S, M
HealEvocation1 Action60 feetInstantaneousV, S
Heroes' FeastConjuration10 Minutes30 feetInstantaneousV, S, M
Investiture of FlameTransmutation1 ActionSelfConcentration, up to 10 minutesV, S
Investiture of IceTransmutation1 ActionSelfConcentration, up to 10 minutesV, S
Investiture of StoneTransmutation1 ActionSelfConcentration, up to 10 minutesV, S
Investiture of WindTransmutation1 ActionSelfConcentration, up to 10 minutesV, S
Move EarthTransmutation1 Action120 feetConcentration, up to 2 hoursV, S, M
Primordial WardAbjuration1 ActionSelfConcentration, up to 1 minuteV, S
SunbeamEvocation1 ActionSelf (60-foot line)Concentration, up to 1 minuteV, S, M
Transport via PlantsConjuration1 Action10 feet1 roundV, S
Wall of ThornsConjuration1 Action120 feetConcentration, up to 10 minutesV, S, M
Wind WalkTransmutation1 Minute30 feet8 hoursV, S, M

Level 7

Spell NameSchoolCasting TimeRangeDurationComponents
Draconic TransformationTransmutation1 Bonus ActionSelfConcentration, up to 1 minuteV, S, M
Draconic Transformation (UA)Transmutation1 Bonus ActionSelfConcentration, up to 1 minuteV, S, M
Fire StormEvocation1 Action150 feetInstantaneousV, S
Mirage ArcaneIllusion10 MinutesSight10 daysV, S
Plane ShiftConjuration1 ActionTouchInstantaneousV, S, M
RegenerateTransmutation1 MinuteTouch1 hourV, S, M
Reverse GravityTransmutation1 Action100 feetConcentration, up to 1 minuteV, S, M
SymbolAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M
WhirlwindEvocation1 Action300 feetConcentration, up to 1 minuteV, M

Level 8

Spell NameSchoolCasting TimeRangeDurationComponents
Animal ShapesTransmutation1 Action30 feetConcentration, up to 24 hoursV, S
Antipathy/SympathyEnchantment1 Hour60 feet10 DaysV, S, M
Control WeatherTransmutation10 MinutesSelf (5 mile radius)Concentration, Up to 8 hoursV, S, M
EarthquakeEvocation1 Action500 feetConcentration, up to 1 minuteV, S, M
FeeblemindEnchantment1 Action150 feetInstantaneousV, S, M
Incendiary CloudConjuration1 Action150 feetConcentration, up to 1 minuteV, S
SunburstEvocation1 Action150 feetInstantaneousV, S, M
TsunamiConjuration1 ActionSightConcentration, up to 6 roundsV, S

 Level 9

Spell NameSchoolCasting TimeRangeDurationComponents
ForesightDivination1 MinuteTouch8 hoursV, S, M
ShapechangeTransmutation1 ActionSelfConcentration up to 1 hourV, S, M
Storm of VengeanceConjuration1 ActionSightConcentration up to 1 minuteV, S
True ResurrectionNecromancy1 HourTouchInstantaneousV, S, M

Hit Points

  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

  • Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism Kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Every class features a number of spell slots per day that supported their level. for instance, a 4th level Druid has four 1st level spell slots and two 2nd level spell slots. The more spell slots, the more spells you’ll cast before wanting to rest and recover your expended spell slots.

Every class features a number of spell slots per day that supported their level. for instance, a 4th level Druid has four 1st level spell slots and two 2nd level spell slots. The more spell slots, the more spells you’ll cast before wanting to rest and recover your expended spell slots.

Druids can often double because of the “healer” of the party, but some maladies are magically induced and may only be counteracted by dispelling them. Dispel Magic is often used on a target OR a non-instantaneous magical effect, which exposes its utility to removing buffs from the large bad boss, dispelling charms, unsummoning monsters, and much, much more. Plus, with a variety of 120 feet, you’re useful from afar.

Regenerate is one of the foremost powerful healing spells a Druid can get. Not only does it not require concentration, but your target gets 4d8+15 hit points immediately, and severed limbs reattach after two minutes if you’ve got them. But here’s the good part: each round for an hour, your target regains 1 hit point at the beginning of its turn. this suggests that if the character gets knocked out before its turn, she regains one hit point and thus consciousness for a whole HOUR. Unless she somehow gets killed during that point, she basically can’t die.

As gratifying because it is to deal immeasurable damage, it is often even more heroic to act quickly to save lots of the party from effects that fighters, barbarians, and rogues are useless against. To be the sole one who can help the party find the monster, or to be the one who protects the party from an unseen force, is rewarding in itself. Plus, you get to carry that over your party’s head whenever they’re useless! Be the fruitful Druid who steps in heroically when things are dire, and you’ll reap the rewards of a satisfying campaign.

Thematically, maybe it is sensible to be the strangely powerful Druid who overcomes his underdog archetype and rises up to defeat the monster that nearly caused a TPK. But I even have found that my Druid characters shine brightest as supports. Don’t get me wrong, I also crave being that powerful hero, but focusing less on Damage per Round and more on kick-butt utility spells is so rewarding.

FAQ’s

Q1.Can we use druid spells in DND 5E?

Ans: Druids are one of the most complex classes of DND gaming. These are the option that can be easily adjusted in different segments of 5E gaming without any issues. The druid spells include archetypes commonly known as circles that affect druid gaming to a greater extent.

Q2.How does the druid spell work in DND 5E?

Ans: The druid spells can be effortlessly in DND 5E. Before leading further, just keep in mind that the druid class casts spells using the wisdom modifier. In other words, we can also say that the spellcasting ability of the druid is often determined by their wisdom stat. Better will be the wisdom stat of the druid better will be their spellcasting ability and vice versa. 

Q3.How is the spell casting DC of druid spells calculated?

Ans: The spellcasting DC of the druid is often being calculated by adding the number 8 to their overall proficiency bonus and wisdom modifier. 

Q4.Which is the most preferable druid circle option?

Ans: Circle of the Moon is one of the most preferable and easiest druid circle options one could make in. This druid circle option works for making the druid more powerful in different low-level combats. However, if you are looking forward to gaining more spellcasting abilities, Circle of the Land is a greater option to choose. As this circle is slower burn and its higher level often outshine Moon Druids. 

Q5.What are the best cantrips for Druids in 5E?

Ans: The majority of the cantrips for druids 5E come up as a handy option. While making the final selection of the best cantrips, just take a while and think about the role of your druid in the party so that you could enjoy the best of it. If you are willing to be a part of the combat and are looking forward to leading the party, shillelagh and producing flame are the greater cantrip options that will give you the best results. However, you want to support a character in combat, guidance and druidcraft are the best options that will provide you reliable results.

Q6.What are the best races of druids?

Ans: The selection of the races for druids needs to be done very carefully. The majority of the gamers prefer going with the Wisdom option among all of the others. Moreover, other options also provide reliable results. The Wood Elves are supposed to be best due to the Wisdom bonus option. The only drawback of the same is that they lack proficiency in bows and swords. Firbolg druid race that usually appears in Volo’s Guide to Monster is a great idea to win and increases your Wisdom by 2 points.

Q7.What should be a perfect background I would choose for Druid 5E?

Ans: One can easily choose different sorts of backgrounds for their Druid 5E gaming. However, if you are finding yourself a bit confused among such a huge range of options, The Folk Hero, The Outlander, The Hermit, and The Sage are great options to make it. 

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