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
Cantrips (Level – 0)
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Control Flames | Transmutation | 1 Action | 60 Feet | Instantaneous or 1 hour | S |
Create Bonfire | Conjuration | 1 Action | 60 Feet | Concentration, up to 1 minute | V, S |
Druidcraft | Transmutation | 1 Action | 30 Feet | Instantaneous | V, S |
Frostbite | Evocation | 1 Action | 60 Feet | Instantaneous | V, S |
Guidance | Divination | 1 Action | Touch | Concentration up to 1 minute | V, S |
Gust | Transmutation | 1 Action | 30 Feet | Instantaneous | V, S |
Infestation | Conjuration | 1 Action | 30 Feet | Instantaneous | V, S, M |
Magic Stone | Transmutation | 1 Bonus Action | Touch | 1 minute | V, S |
Mending | Transmutation | 1 Minute | Touch | Instantaneous | V, S, M |
Mold Earth | Transmutation | 1 Action | 30 feet | Instantaneous or 1 hour | S |
Poison Spray | Conjuration | 1 Action | 10 feet | Instantaneous | V, S |
Primal Savagery | Transmutation | 1 Action | Self | Self | S |
Produce Flame | Conjuration | 1 Action | Self | 10 minutes | V, S |
Resistance | Abjuration | 1 Action | Touch | Concentration up to 1 minute | V, S, M |
Shape Water | Transmutation | 1 Action | 30 feet | Instantaneous or 1 hour | S |
Shillelagh | Transmutation | 1 Bonus Action | Touch | 1 minute | V, S, M |
Thorn Whip | Transmutation | 1 Action | 30 feet | Instantaneous | V, S, M |
Thunderclap | Evocation | 1 Action | Self (5-foot radius) | Instantaneous | S |
Level 1
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Absorb Elements | Abjuration | 1 Reaction | Self | 1 round | S |
Animal Friendship | Enchantment | 1 Action | 30 feet | 24 hours | V, S, M |
Beast Bond | Divination | 1 Action | Touch | Concentration, up to 1 minute | V, S, M |
Charm Person | Enchantment | 1 Action | 30 feet | 1 hour | V, S |
Create or Destroy Water | Transmutation | 1 Action | 30 feet | Instantaneous | V, S, M |
Cure Wounds | Evocation | 1 Action | Touch | Instantaneous | V, S |
Detect Magic | Divination | 1 Action R | Self | Concentration, up to 10 minutes | V, S |
Detect Poison and Disease | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Earth Tremor | Evocation | 1 Action | Self (10-foot radius) | Instantaneous | V, S |
Entangle | Conjuration | 1 Action | 90 feet | Concentration, up to 1 minute | V, S |
Faerie Fire | Evocation | 1 Action | 60 feet | Concentration, up to 1 minute | V |
Fog Cloud | Conjuration | 1 Action | 120 feet | Concentration, up to 1 hour | V, S |
Goodberry | Transmutation | 1 Action | Touch | Instantaneous | V, S, M |
Guiding Hand (UA) | Divination | 1 Minute R | 5 feet | Concentration, up to 8 hours | V, S |
Healing Word | Evocation | 1 Bonus Action | 60 feet | Instantaneous | V |
Ice Knife | Conjuration | 1 Action | 60 feet | Instantaneous | S, M |
Jump | Transmutation | 1 Action | Touch | 1 minute | V, S, M |
Longstrider | Transmutation | 1 Action | Touch | 1 hour | V, S, M |
Protection from Evil and Good | Abjuration | 1 Action | Touch | Concentration, up to 10 minutes | V, S, M |
Purify Food and Drink | Transmutation | 1 Action R | 10 feet | Instantaneous | V, S |
Snare | Abjuration | 1 Minute | Touch | Until dispelled or triggered | V, S, M |
Speak with Animals | Divination | 1 Action R | Self | 10 minutes | V, S |
Thunderwave | Evocation | 1 Action | Self (15-foot cube) | Instantaneous | V, S |
Wild Cunning (UA) | Transmutation | 1 Action R | 120 feet | Instantaneous | V, S |
Level – 2
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Animal Messenger | Enchantment | 1 Action R | 30 Feet | 24 hours | V, S, M |
Augury | Divination | 1 Minute R | Self | Instantaneous | V, S, M |
Barkskin | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Beast Sense | Divination | 1 Action R | Touch | Concentration, up to 1 hour | S |
Continual Flame | Evocation | 1 Action | Touch | Until dispelled | V, S, M |
Darkvision | Transmutation | 1 Action | Touch | 8 hours | V, S, M |
Dust Devil | Conjuration | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Earthbind | Transmutation | 1 Action | 300 feet | Concentration, up to 1 minute | V |
Enhance Ability | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Enlarge/Reduce | Transmutation | 1 Action | 30 feet | Concentration, up to 1 minute | V, S, M |
Find Traps | Divination | 1 Action | 120 feet | Instantaneous | V, S |
Flame Blade | Evocation | 1 Bonus Action | Self | Concentration, up to 10 minutes | V, S, M |
Flaming Sphere | Conjuration | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Gust of Wind | Evocation | 1 Action | Self (60-foot line) | Concentration, up to 1 minute | V, S, M |
Healing Spirit | Conjuration | 1 Bonus Action | 60 feet | Concentration, up to 1 minute | V, S |
Heat Metal | Transmutation | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Hold Person | Enchantment | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Lesser Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S |
Locate Animals or Plants | Divination | 1 Action R | Self | Instantaneous | V, S, M |
Locate Object | Divination | 1 Action | Self | Concentration, up to 10 minutes | V, S, M |
Moonbeam | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Pass Without Trace | Abjuration | 1 Action | Self | Concentration, up to 1 hour | V, S, M |
Protection from Poison | Abjuration | 1 Action | Touch | 1 hour | V, S |
Skywrite | Transmutation | 1 Action R | Sight | Concentration, up to 1 day | V, S |
Spike Growth | Transmutation | 1 Action | 150 feet | Concentration, up to 10 minutes | V, S, M |
Summon Beast | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Warding Wind | Evocation | 1 Action | Self | Concentration, up to 10 minutes | V |
Wither and Bloom | Necromancy | 1 Action | 60 feet | Instantaneous | V, S, M |
Level – 3
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Aura of Vitality | Evocation | 1 Action | Self (30-foot radius) | Concentration, up to 1 minute | V |
Call Lightning | Conjuration | 1 Action | 120 feet | Concentration, up to 10 minutes | V, S |
Conjure Animals | Conjuration | 1 Action | 60 feet | Concentration, up to 1 hour | V, S |
Daylight | Evocation | 1 Action | 60 feet | 1 hour | V, S |
Dispel Magic | Abjuration | 1 Action | 120 feet | Instantaneous | V, S |
Elemental Weapon | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Erupting Earth | Transmutation | 1 Action | 120 feet | Instantaneous | V, S, M |
Feign Death | Necromancy | 1 Action R | Touch | 1 hour | V, S, M |
Flame Arrows | Transmutation | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Meld into Stone | Transmutation | 1 Action R | Touch | 8 hours | V, S |
Plant Growth | Transmutation | 1 Action or 8 Hours | 150 feet | Instantaneous | V, S |
Protection from Energy | Abjuration | 1 Action | Touch | Concentration, up to 1 hour | V, S |
Revivify | Necromancy | 1 Action | Touch | Instantaneous | V, S, M |
Sleet Storm | Conjuration | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Speak with Plants | Transmutation | 1 Action | Self (30-foot radius) | 10 minutes | V, S |
Summon Fey | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Tidal Wave | Conjuration | 1 Action | 120 feet | Instantaneous | V, S, M |
Wall of Water | Evocation | 1 Action | 60 feet | Concentration, up to 10 minutes | V, S, M |
Water Breathing | Transmutation | 1 Action R | 30 feet | 24 hours | V, S, M |
Water Walk | Transmutation | 1 Action R | 30 feet | 1 hour | V, S, M |
Wind Wall | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Level – 4
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Blight | Necromancy | 1 Action | 30 feet | Instantaneous | V, S |
Charm Monster | Enchantment | 1 Action | 30 feet | 1 hour | V, S |
Confusion | Enchantment | 1 Action | 90 feet | Concentration, up to 1 minute | V, S, M |
Conjure Minor Elementals | Conjuration | 1 Minute | 90 feet | Concentration, up to 1 hour | V, S |
Conjure Woodland Beings | Conjuration | 1 Action | 60 feet | Concentration, up to 1 hour | V, S, M |
Control Water | Transmutation | 1 Action | 300 feet | Concentration, up to 10 minutes | V, S, M |
Divination | Divination | 1 Action R | Self | Instantaneous | V, S, M |
Dominate Beast | Enchantment | 1 Action | 60 feet | Concentration, up to 1 minute | V, S |
Elemental Bane | Transmutation | 1 Action | 90 feet | Concentration, up to 1 minute | V, S |
Fire Shield | Evocation | 1 Action | Self | 10 minutes | V, S, M |
Freedom of Movement | Abjuration | 1 Action | Touch | 1 hour | V, S, M |
Giant Insect | Transmutation | 1 Action | 30 feet | Concentration, up to 10 minutes | V, S |
Grasping Vine | Conjuration | 1 Bonus Action | 30 feet | Concentration, up to 1 minute | V, S |
Guardian of Nature | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V |
Hallucinatory Terrain | Illusion | 10 Minutes | 300 feet | 24 hours | V, S, M |
Ice Storm | Evocation | 1 Action | 300 feet | Instantaneous | V, S, M |
Locate Creature | Divination | 1 Action | Self | Concentration, up to 1 hour | V, S, M |
Polymorph | Transmutation | 1 Action | 60 feet | Concentration, up to 1 hour | V, S, M |
Stone Shape | Transmutation | 1 Action | Touch | Instantaneous | V, S, M |
Stoneskin | Abjuration | 1 Action | Touch | Concentration, up to 1 hour | V, S, M |
Summon Elemental | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Wall of Fire | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Watery Sphere | Conjuration | 1 Action | 90 feet | Concentration, up to 1 minute | V, S, M |
Level – 5
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Antilife Shell | Abjuration | 1 Action | Self (10-foot radius) | Concentration, up to 1 hour | V, S |
Awaken | Transmutation | 8 Hours | Touch | Instantaneous | V, S, M |
Commune with Nature | Divination | 1 Minute R | Self | Instantaneous | V, S |
Cone of Cold | Evocation | 1 Action | Self (60-foot cone) | Instantaneous | V, S, M |
Conjure Elemental | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S, M |
Contagion | Necromancy | 1 Action | Touch | 7 days | V, S |
Control Winds | Transmutation | 1 Action | 300 feet | Concentration, up to 1 hour | V, S |
Geas | Enchantment | 1 Minute | 60 feet | 30 days | V |
Greater Restoration | Abjuration | 1 Action | Touch | Instantaneous | V, S, M |
Insect Plague | Conjuration | 1 Action | 300 feet | Concentration, up to 10 minutes | V, S, M |
Maelstrom | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S, M |
Mass Cure Wounds | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Planar Binding | Abjuration | 1 Hour | 60 feet | 24 hours | V, S, M |
Reincarnate | Transmutation | 1 Action | Touch | Instantaneous | V, S, M |
Scrying | Divination | 10 Minutes | Self | Concentration, up to 10 minutes | V, S, M |
Summon Draconic Spirit | Conjuration | 1 Action | 60 Feet | Concentration, up to 1 Hour | V,S, M |
Summon Draconic Spirit (UA) | Conjuration | 1 Action | 60 feet | Concentration, up to 1 hour | V, S, M |
Transmute Rock | Transmutation | 1 Action | 120 feet | Instantaneous | V, S, M |
Tree Stride | Conjuration | 1 Action | Self | Concentration, up to 1 minute | V, S |
Wall of Stone | Evocation | 1 Action | 120 feet | Concentration, up to 10 minutes | V, S, M |
Wrath Of Nature | Evocation | 1 Action | 120 feet | Concentration, up to 1 minute | V, S |
Level 6
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Bones of the Earth | Transmutation | 1 Action | 120 feet | Instantaneous | V, S |
Conjure Fey | Conjuration | 1 Action | 90 feet | Concentration, up to 1 hour | V, S |
Druid Grove | Abjuration | 10 Minutes | Touch | 24 hours | V, S, M |
Find the Path | Divination | 1 Minute | Self | Concentration, up to 1 day | V, S, M |
Flesh to Stone | Transmutation | 1 Action | 60 feet | Concentration, up to 1 minute | V, S, M |
Heal | Evocation | 1 Action | 60 feet | Instantaneous | V, S |
Heroes' Feast | Conjuration | 10 Minutes | 30 feet | Instantaneous | V, S, M |
Investiture of Flame | Transmutation | 1 Action | Self | Concentration, up to 10 minutes | V, S |
Investiture of Ice | Transmutation | 1 Action | Self | Concentration, up to 10 minutes | V, S |
Investiture of Stone | Transmutation | 1 Action | Self | Concentration, up to 10 minutes | V, S |
Investiture of Wind | Transmutation | 1 Action | Self | Concentration, up to 10 minutes | V, S |
Move Earth | Transmutation | 1 Action | 120 feet | Concentration, up to 2 hours | V, S, M |
Primordial Ward | Abjuration | 1 Action | Self | Concentration, up to 1 minute | V, S |
Sunbeam | Evocation | 1 Action | Self (60-foot line) | Concentration, up to 1 minute | V, S, M |
Transport via Plants | Conjuration | 1 Action | 10 feet | 1 round | V, S |
Wall of Thorns | Conjuration | 1 Action | 120 feet | Concentration, up to 10 minutes | V, S, M |
Wind Walk | Transmutation | 1 Minute | 30 feet | 8 hours | V, S, M |
Level 7
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Draconic Transformation | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S, M |
Draconic Transformation (UA) | Transmutation | 1 Bonus Action | Self | Concentration, up to 1 minute | V, S, M |
Fire Storm | Evocation | 1 Action | 150 feet | Instantaneous | V, S |
Mirage Arcane | Illusion | 10 Minutes | Sight | 10 days | V, S |
Plane Shift | Conjuration | 1 Action | Touch | Instantaneous | V, S, M |
Regenerate | Transmutation | 1 Minute | Touch | 1 hour | V, S, M |
Reverse Gravity | Transmutation | 1 Action | 100 feet | Concentration, up to 1 minute | V, S, M |
Symbol | Abjuration | 1 Minute | Touch | Until dispelled or triggered | V, S, M |
Whirlwind | Evocation | 1 Action | 300 feet | Concentration, up to 1 minute | V, M |
Level 8
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Animal Shapes | Transmutation | 1 Action | 30 feet | Concentration, up to 24 hours | V, S |
Antipathy/Sympathy | Enchantment | 1 Hour | 60 feet | 10 Days | V, S, M |
Control Weather | Transmutation | 10 Minutes | Self (5 mile radius) | Concentration, Up to 8 hours | V, S, M |
Earthquake | Evocation | 1 Action | 500 feet | Concentration, up to 1 minute | V, S, M |
Feeblemind | Enchantment | 1 Action | 150 feet | Instantaneous | V, S, M |
Incendiary Cloud | Conjuration | 1 Action | 150 feet | Concentration, up to 1 minute | V, S |
Sunburst | Evocation | 1 Action | 150 feet | Instantaneous | V, S, M |
Tsunami | Conjuration | 1 Action | Sight | Concentration, up to 6 rounds | V, S |
Level 9
Spell Name | School | Casting Time | Range | Duration | Components |
---|---|---|---|---|---|
Foresight | Divination | 1 Minute | Touch | 8 hours | V, S, M |
Shapechange | Transmutation | 1 Action | Self | Concentration up to 1 hour | V, S, M |
Storm of Vengeance | Conjuration | 1 Action | Sight | Concentration up to 1 minute | V, S |
True Resurrection | Necromancy | 1 Hour | Touch | Instantaneous | V, 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.