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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 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.

Druid Spells 5E

Contents

Druid Spells 5E

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 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 fighter, 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.