Best Druid Spells by Level in 5e D&D
Druids are incredible – it’s a fact that you can’t argue. They are completely in tune with nature and their surroundings, wielding it in a way that no one else can. Their spells are powerful and versatile and lead to exceptional support and combat builds.
One of the great things about the Druid is that many of their spells are exclusive, making them an invaluable class to have on an adventure. If you’re ready to take the world by surprise and leave your enemies an entangled mess, you’re going to need your druid focus. Here, catch!
How to Use This Guide
While you are checking out the best spells Druids have to offer, you’ll come across some emojis. We use these to rank how useful spells are. Sure, we’re only including the best spells here, but some are still better than others.
✅ — A critical spell that you absolutely need in order to play your Druid class to the best of its ability. It may also provide exclusive bonuses.
🆗 — A good spell that should definitely be considered.
⚠️ — A weaker spell that might only work with specific builds. Largely circumstantial.
How Druid Spellcasting Works
A Druid’s ability to cast spells is reliant on their Wisdom modifier. This means the better your Wisdom stat, the better you’re going to be at casting. But how does it work?
Certain spells require you to roll against an armor class (AC) to see if you hit or whether or not the enemy needs to make a saving throw. Just like when you’re attacking with weapons, your roll needs to be higher than the target’s AC for your spell to hit.
Your spellcasting ability will also provide a modifier for your roll, which is calculated by adding your Proficiency bonus to your Wisdom modifier. The spellcasting save for the enemy is calculated by adding eight (8) to their Proficiency bonus and Wisdom modifier.
Some spells don’t require you to roll and can be cast instantly. It is important that you read the description of spells carefully before you prepare them each day so you have a varied selection suitable for a range of situations.
🌿 Looking for a cool name for your Druid? Check out our name suggestions
Do Druids Need to Prepare Spells?
Definitely. Druids need to prepare spells before they head out after a long rest. This means you have access to any spell in the Druid spell list suitable for your level and number of slots. You just need to take time to prepare them before they can be used.
Once prepared, your spells are locked in and cannot be changed until another long rest. So make sure you choose wisely.
How many spells can you prepare? The number is equal to your Wisdom modifier plus your level.
If you run out of spell slots, you can Ritual Cast. It must be a spell that is prepared and must have a ritual tag (found in the description in the Player’s Handbook). It takes around ten minutes to complete the ritual, but it’s handy when you’re stuck.
Cantrips
🆗Create Bonfire
This spell is awesome, and it matches the damage of Produce Flame while causing ongoing damage if enemies stay in the same place or move into the spell’s radius. The Concentration requirement is also very low – a great intro to area control spells.
What makes this spell only ok? Well, the Concentration requirements increase alongside your level. Since it’s such an integral part of Druid casting, you don’t want to use too much of it. If you’re going to use this cantrip, make sure your game allows cantrip retraining.
🆗Frostbite
The damage for this cantrip is d6-based, which makes it pretty low. However, it does grant a nice Disadvantage on your target’s next weapon attack. Downside? It works on Constitution saving throws, which tend to be pretty high. Treat your dice right…
✅Guidance
This is something you should be constantly casting on your allies unless you are concentrating on something with a long duration between fights. It boosts the skill checks for your allies, helping the whole party to be at their best.
⚠️Infestation
The biggest issue with this spell is that it uses Constitution saving throws, which tend to be a lot higher than the others. The damage is decent but not the best. It’s the forced movement that makes this spell really fun. Enemies over the cliff, anyone?
🆗Primal Savagery
This cantrip is all damage and makes for a fantastic melee Druid option – especially as you level up. A Circle of Spores Druid will likely find Shillelagh more effective, but only until the 17th level and while using Symbiotic Entity.
🆗Produce Flame
This is the go-to damage cantrip for Druids, and you can carry the flame around as a light source if needed. If your DM allows it, you can use it to light campfires as well. There’s nothing in the Player’s Handbook that says you can’t.
✅Shape Water
This cantrip is versatile and powerful. Build bridges from ice, drop a frozen block on an enemy, or break a lock using the expansion of ice. It gives you a solution to so many problems, which is why this cantrip is an absolute MUST for any Druid.
⚠️Shillelagh
This is only a good option for Circle of Spores Druids because it is a melee-focused cantrip – one that is actually very popular among Clerics. Using Symbiotic Entity, you get a massive boost to weapon damage that remains effective until the 11th level.
🆗Thornwhip
The damage here is acceptable, but what really makes this cantrip special is the pull effect. It gives you a nice ten feet of space, which is more than enough to throw enemies off walls, grapple, or pull allies to safety.
🆗Thunderclap
If you’re in melee range and need a quick fix, this cantrip damages all enemies within five feet of you – perfect. It does a load of damage against three or more enemies, keeping you safe during close combat.
1st Level Spells
✅Absorb Elements
This defensive option can save your life at absolutely any level and is worth having around if you encounter unpredictable elemental damage. Plus, the bonus damage on your next attack is a nice little perk.
⚠️Animal Friendship
While this is easier than a proficiency in Animal Handling, it becomes obsolete around CR 10 when beasts start to disappear.
🆗Charm Person
Casting this on a hostile target without them knowing is a great way to diffuse the situation. However, there is no visual indication that the spell succeeded or failed. Your DM has to tell you if it worked, so you may need to cast it a couple of times.
🆗Create or Destroy Water
Being able to create water is ideal for adventurers who need to survive in harsh conditions. Combine this with Goodberry, and you’re an unstoppable beast.
🆗Cure Wounds
It offers more healing than Healing Word, but it also takes up an action, so you should only use it in emergency situations.
✅Detect Magic
A simple ‘does what it says on the tin’ spell detects magic in the area. Every party needs one person who has it.
⚠️Earth Tremor
It doesn’t do enough damage to make it worth keeping on your spell list permanently. It only works on loose stone and earth, and while it will do a good job of knocking your enemies down, you have to make sure you don’t get caught up as well.
✅Entangle
An area control spell that works beautifully at every level. The fact that it’s strength-based means that even high-level enemies don’t stand a chance against being restrained. However, it does require Concentration to maintain.
✅Faerie Fire
This is the lowest-level option you will find for dealing with invisible creatures. Since the Advantage on a failed save means better attacks for you, this remains a valid option as you continue to level up—definitely a good spell to have at any level.
⚠️Fog Cloud
While this is a good way to mask your escape, your vision is just as obscured as anyone else’s, which means you’re going to struggle through it as well. Fog Cloud also removes effects such as Invisibility from enemies, so that’s pretty handy knowledge.
✅Goodberry
It offers more healing per spell slot than Cure Wounds, and there is no set limit on the berries, so you can just conjure a giant bag of healing berries to munch on in combat. I don’t know if your DM should know this information or not…
✅Healing Word
This spell is more important than Cure Wounds, especially at low levels. It’s a bonus action, which means you can heal an unconscious ally and then still use a cantrip after.
⚠️Longstrider
For characters that are incredibly mobile, this is a great buff to have. The duration is an hour, and it keeps your movement going strong. Once you start levelling up, it becomes a lot less relevant, however.
🆗Protection from Evil and Good
It’s a situational spell, but a brilliant defensive option and so worth having on hand.
⚠️Snare
It’s great for setting a trap, making it situational because it depends on the kind of battle you’re going in for. When you do use it, targets are restrained for one round.
⚠️Speak with Animals
Just such a classic Druid spell. What is more Druid than this? While a fun spell, it’s not the most useful because D&D animals aren’t particularly smart. So, even when you remove the language barrier, you might be fighting an uphill battle.
🆗Thunderwave
One of the few options you have for pushing your enemies away. It offers some good damage output while you’re in combat, and you can always push them into an area of control effect.
2nd Level Spells
⚠️Animal Messenger
It’s a ritual, which is a plus side, and while it is less reliable than Sending, it’s also available one level lower. So, while this spell might not always be the most useful, it is situational, and animal messengers are pretty cute. The recipient cannot respond.
✅Augury
What makes this divination spell great is that you can whisper to the DM and ask for hints. Since it’s castable as a ritual with reusable components, you can do it constantly if you have the time to question a whole host of decisions.
⚠️Barkskin
It’s a fantastic boost to your Armor Class if you’re able to maintain Concentration. Since your concentration is bound to be broken when something hits you, it’s worth skipping if you’re not fighting while in Wild Shape.
⚠️Beast Sense
By casting Speak with Animals, you can clearly communicate with the beast you have chosen to send forth as your scout. They use their Beast Sense to give you a first-hand account. It can be useful, but only in situations where you have no other choice.
✅Continual Flame
It offers a source of constant and reliable light, and you can cast it on anything – a shield, a piece of jewelry – and it will keep those dark spaces illuminated.
✅Darkvision
This is a huge tactical advantage. It lasts for eight hours and allows you to see in the darkness
🆗Dust Devil
It lasts for a whole minute, which means you get to push enemies around and keep your allies out of harm’s way. The damage is pretty low though, so it’s not the top choice.
🆗Earth Bind
While a situational spell, it becomes very useful at higher levels as a tactical move. If you can fly and your enemy can’t, you’ll win every time.
✅Enhance Ability
This is such a versatile spell, boosting abilities for a nice bonus in a range of situations. Enhance Eagle’s Splendor for improved social interactions or Bull’s Strength to improve grappling – the possibilities are endless.
🆗Enlarge/Reduce
It can be a buff or a utility option – the choice is yours. Make enemies and allies big or small. It’s a self-explanatory spell. It also works in Wild Shape, which can be handy. And if you enlarge a fighter, you get some nice weapon attack bonuses.
🆗Flaming Sphere
While a fun spell to use, it is not without its difficulties. You get a combination of area of control and standard damage output, but it requires your bonus action and Concentration for the entire one-minute duration. Great in small areas, though, worth it.
⚠️Gust of Wind
It’s pretty fun to throw enemies around using this spell, but they will be able to make it back to the spot they were thrown from pretty quickly since it only offers 15 feet of power. Since it requires Concentration, it can be hard to push them into area of control effects.
🆗Healing Spirit
This spell is better than Cure Wounds, but it was massively nerfed. You get a maximum of six uses of the spell, which means 6d6 of healing when cast at 2nd level, but the way this spell works means that you’ll be doubling the amount at 3rd level.
🆗Heat Metal
It might be a situational spell, but if you come across a humanoid wearing metal armor, it’s a slow death sentence. The slow damage is made up for by the huge disadvantages to enemy attacks and ability checks.
⚠️Hold Person
Situational by design, it paralyzes humanoids and grants you Advantage – allowing for Critical Hits. It works on multiple targets, but they get a save at the end of every turn, so watch how much Concentration you are using.
✅Lesser Restoration
An excellent healing spell. One that won’t be needed all the time but that you’ll be thankful for once it’s there.
🆗Moonbeam
An ongoing spell, it will deal damage to one creature once per turn, and they will have the opportunity to roll a Constitution save in order to reduce the damage. Moonbeam also deals radiant damage, which is a rare treat for Druids.
✅Pass Without Trace
This spell gives you a +10 stealth bonus, which is incredible. It’s not going to give you invisibility, and you’re still going to need to find cover, but it’s enough for you to take down a plated fighter. So, it’s going to give you great results.
🆗Protection from Poison
While this is quite a situational spell, poison is common across all CR ranges. Since it lasts for an hour, you can get quite a lot out of it as well.
✅Spike Growth
You get 2d4 damage done to your enemies for every five feet they travel. This means it’s not just them moving normally that causes it; any push or pull techniques you use on them are going to trigger this fantastic spell.
✅Summon Beast
This spell lasts for an hour and is definitely one of the best on the list. It provides highly effective beasts that give you plenty of mileage. Run Pack Tactics alongside them, and you have damage that is consistent and highly reliable.
🆗Warding Wind
Circle of the Moon and Circle of Spores will benefit from this melee buff. It creates difficult terrain that makes it hard for your enemies to move and gives ranged attacks a disadvantage.
3rd Level Spells
🆗Aura of Vitality
It is not a spell for use in combat, but it is certainly a good and efficient spell to have. It offers 2d6 of healing, and not even Healing Spirit can match it at this level.
⚠️Call Lightning
This is a great spell, and while it is immobile, it covers a 60-foot radius. However, the damage doesn’t scale, and there are more effective spells out there. What you do get is up to 100 bolts of lighting within ten minutes, dealing 3d10+ damage.
✅Conjure Animals
A powerful tool that can help your party get the upper hand. It’s not one to be underestimated, and a CR 2 creature can do a lot of damage. However, you do need to remember that it is the DM who decides what appears.
⚠️Daylight
A situational spell, but one that can be useful for lighting up large dark spaces such as caverns. As an added bonus, it dispels Magical Darkness that’s 3rd level or lower.
✅Dispel Magic
Simple as removing magical effects. An absolutely crucial spell that every party needs.
✅Elemental Weapon
Since Druids can’t cast Magic Weapon, think of this as the alternative. This is really useful for Circle of Spores Druids since it combines nicely with Polearm Master and improves melee capabilities.
🆗Erupting Earth
Think the Druid version of Fireball, only it does two-thirds of the damage and has a quarter of the surface area. What you want this spell for is the difficult terrain. Since this effect is nearly permanent, it gives you the opportunity to set up traps and ambushes.
🆗Plant Growth
So, this is a complex and situational spell. Outside of the adventurer lifestyle, being able to enrich the land and double the crop yields is really useful. However, for a D&D campaign, it is less useful – especially as the plants remain after the spell is cast.
So, Entangle might be a better option for restraining enemies and doesn’t require hours of chopping or burning afterward. However, Plant Growth is incredibly versatile as there are no written limits on how tall the plants can grow or how wide they spread.
Plant Growth also massively reduces the speed of those caught inside the spell – reducing a creature with 30 movement speed down to 10, to give an example. The one big limitation? It requires plants to be in the area. A lot of pros and cons with this spell.
🆗Protection from Energy
This is a great defensive spell, but you might find that Absorb Elements is all you need.
✅Revivify
Anyone who can have this spell needs it. You touch someone who has died at the last minute (party member or creature), and they are returned to life. Perfect.
⚠️Sleet Storm
This can be a pretty challenging spell, but it isn’t without its benefits. It offers an excellent area of effect coverage while also combining it with difficult terrain. Since it needs repeated checks every turn, spellcasters will have trouble maintaining Concentration as well.
However, the downside is that it doesn’t do much past this. It’s not going to obliterate all of your enemies, and your vision is obscured, so you have no line of sight for your spells. At this point, you might as well use Fog Cloud for a similar effect.
⚠️Speak with Plants
It can be useful but is also very situational.
⚠️Summon Fey
While a nice choice, Summon Beast is the better option.
⚠️Tidal Wave
While you can cast it in mid-air or underwater, the likelihood of hitting more than two enemies is pretty low. There are better multi-target spells out there.
⚠️Water Breathing
While completely situational, it’s crucial when you need it.
4th Level Spells
🆗Charm Monster
A non-lethal way to deal with enemies, which makes it a great Druid spell. The target doesn’t need to be able to understand you, but they are only friendly to you and they know they were charmed once the spell ends.
⚠️Conjure Minor Elementals
This uses the same CR range as Conjure Animals, but it is also reliant on the DM. Therefore, you better hope you have a good one and not one that likes to mess with the party. Otherwise, you’re going to end up with things you don’t want.
⚠️Conjure Woodland Beings
While it uses the same CR range as Conjure Animals, it is also completely dependent on the DM. This means you could end up with some pretty useless options.
⚠️Control Water
While a cool spell, all of the effects are entirely situational.
🆗Divination
This spell offers more precision than Augury and sees further into the future. It does cost 25 gold pieces for the components, so it’s expensive enough not to use regularly.
✅Dominate Beast
Since beasts usually have poor Wisdom saves, this is one of the best ways to win the battle. It scales nicely and is powerful for its level. Even once the effects have worn off, they are likely to flee or continue doing as they’re told for a while after.
🆗Elemental Bane
The damage types covered by this spell are ones that Druids rely on heavily, especially fire damage. You can pile up a lot of damage quickly, but it uses a Constitution save (the highest of them all), and it needs a lot of Concentration.
✅Fire Shield
This defensive option is best for Circle of Spores and Circle of the Moon Druids. It doesn’t require concentration and lasts for ten minutes, which means your low Armor Class doesn’t matter as much anymore.
✅Giant Insect
All you need to do for this spell is keep a jar of bugs on your person (seriously) so that you aren’t reliant on whatever might be around you at the time. Let those bugs grow and wreak havoc on your enemies. Wasps and centipedes are two of the best to go with.
⚠️Guardian of Nature
It’s quite a difficult spell because while the benefits are great, it doesn’t last a great deal of time, and the effectiveness is dependent on your build. Primal Beast is the main form, but as it’s melee, you’re either in Wild Shape, a Spore Druid or have a poor build.
Great Tree has more to offer. You get an advantage on Dexterity and Wisdom-based attacks, and there are temporary hit points to help compensate for your low Armor Class. If you do use Primal Beast, it is best to be a Circle of the Moon Druid for the best results.
⚠️Hallucinatory Terrain
This spell is very situational, and while it can create an excellent illusion underfoot, it’s not the most useful out there.
⚠️Locate Creature
It’s more effective than Tracking, but there is a 1,000-foot range, which means you need to ensure you are moving faster than your target.
✅Polymorph
This is one of the best spells out there, but it is also very complicated and takes some practice to really make the most out of it. It’s fun being able to turn enemies into sheep World of Warcraft style though.
✅Stone Shape
Everything you do has to be within a five-foot cube, but it really allows you to finely detail the stone you are working with. The possibilities are limitless, making this a powerful and versatile spell.
🆗Stoneskin
It has great resistance to weapon damage and is more effective than AC 16. The only competition here is Barkskin, which is less expensive to cast.
⚠️Summon Elemental
Summon Beast is the better choice here. The only time Summon Elemental trumps it is if you need an Earth Elemental to act as a defender against melee.
✅Wall of Fire
A great area control option that keeps your enemies trapped.
⚠️Watery Sphere
The only thing that separates this spell from Entangle is the fact that you get to drag them around after restraining them.
5th Level Spells
🆗Antilife Shell
This is a great cast when you’re up against melee creatures with a short reach. So, most of the Monster Manual.
🆗Commune with Nature
You can cast this repeatedly while traveling because it’s a ritual. And it has a radius of three miles. You can get some good information, but stopping to perform the ritual every six miles can get tiresome. Best performed from the back of a wagon.
🆗Cone of Cold
Pretty self-explanatory – a giant cone of cold air that does some serious damage. A good one to have for hitting multiple targets.
🆗Conjure Elemental
You get to choose the type of elemental you summon but not the CR, which means you better hope you have a nice DM. You’ll also need to maintain Concentration to avoid things becoming a total disaster and you losing control.
🆗Contagion
Hit the target with a melee spell, and they’re poisoned for three turns. You also get to choose a disease to infect your target with, which makes for a unique novelty you are sure to enjoy.
⚠️Control Winds
This is a good way to deal with groups of flying enemies, but it remains quite situational. Earthbind does just as good a job at a lower spell slot level, but it can only tackle one enemy, whereas Control Winds can deal with several.
⚠️Geas
This is a completely situational spell that takes 60 seconds to cast and has verbal components, so you can’t use it in a sneaky combat situation as you’ll be chanting. Instead, you need to restrain the subject and hope they fail the save while you chant.
The damage is nice at 5d10, but this doesn’t scale with level. Honestly, this spell needs a little homebrew tweaking in order to make it more useful and less confusing.
✅Greater Restoration
A crucial healing spell that every Druid should have on them.
🆗Insect Plague
This is a good area control spell because it combines difficult terrain with ongoing damage. You can place it in the water or the air, but you are going to need to prevent enemies from using Dash to get out of it.
✅Maelstrom
This spell covers a 30-foot radius in difficult terrain, which means that any creatures caught in the middle are going to need to Dash if they want a chance of escaping. If you are able to force creatures to stay in the storm, it’s going to knock out a lot of damage.
⚠️Mass Cure Wounds
Healing Word tends to do the job just as well, but this can be a good spell if you are in a pinch and need to save an ally from death.
🆗Reincarnate
There are fewer options now for Reincarnation, but it’s useful for bringing back party members when you don’t have access to Raise Dead. Just remember the race change might ruin the target’s build.
🆗Scrying
It’s not as powerful as it was in previous editions, as you now have to use specific areas of still water in order to be able to cast it. However, once you do, you can spy on major characters and learn more about their plans.
🆗Transmute Rock
Previous editions had this as two spells, but now you can use it as one to turn mud into rock or rock into mud. It’s great for getting through walls or collapsing structures, as well as turning a solid rocky path into a muddy one to slow enemies.
⚠️Tree Stride
It’s only good for short distances in forests, and you’re limited by the type of tree and its position. Misty Step is better for short-distance travel, and you cannot use Tree Stride for long distances.
✅Wall of Stone
Great for creating instant cover when you need defense, and you can use it to isolate enemies from their allies. You can also make the effect permanent if needed, which can be really handy during those big battles.
6th Level Spells
⚠️Bones of the Earth
Honestly, this spell is only useful if you are in a place with ceilings that are low enough for you to pin the enemy against them. It’s a fun spell to use when you can, but it’s very situational.
⚠️Conjure Fey
You need to be able to maintain your Concentration, or things are going to get dangerous here. You also need to remember that your DM decides the type of fey you summon, so you need to be sure you trust them enough to make it worth the spell slot.
⚠️Druid Grove
If your campaign heavily focuses on the roleplaying side of things, creating a permanent grove for your Druid can come in handy. However, it is quite situational and is perhaps more suited to a Druid who is ready to retire from the life of an adventurer.
⚠️Find the Path
To use this spell, you need to find an object from the place you want to go, and it will give you directions. It’s a fun spell and interesting but highly situational.
✅Heal
It does what it says on the tin – a great healing spell that is one of the best in the game. Ideal for giving your allies (or yourself) a boost during combat and keeping them alive.
🆗Hero’s Feast
The spell costs 1,000 gold pieces to cast, but it’s absolutely worth it. The spell acts instantly and lasts for 24 hours, and is certainly one you should be casting every day as it gives you an advantage on all Wisdom saving throws.
On top of that, you get an extra 2d10 hit points, and they aren’t temporary, so you can add temporary hit points on top of that, and it stacks nicely with Aid.
🆗Investiture of Flame
You can use it with Wild Shape to grapple enemies and keep them in place while you unleash a line or cone of fire that will obliterate them. We highly recommend turning into a flaming owl and letting fire rain from the sky.
🆗Investiture of Ice
This spell creates an area of difficult terrain around you, causing enemies to slip and slide. You can also trade the line of ice for a cone, allowing for more versatility while you unleash the cold.
✅Investiture of Stone
Forget the earthquake effect with this spell. What it really offers is fantastic resistance to weapon damage – ideal for a class that has low health and Armour Class. Since the spell continues in Wild Shape, Circle of the Moon Druids should snap this up.
✅Investiture of Wind
You get a very nice 60-foot fly speed with this spell, and there is a disadvantage on ranged attacks against you. Of the four Investiture spells, this is the best one for Circle of the Land Druids – providing loads of range and freedom of movement.
⚠️Primordial Ward
Generally speaking, Protection from Energy is the better choice because most creatures can only use one type of non-weapon damage. However, if you’re up against a big bad like Tiamat or something equally horrifying, this will cover all your bases nicely.
🆗Sunbeam
With this, you get the equivalent of Lightning Bolt every turn and it comes with blinding effects. This needs a Constitution save to remove, but you get a round of blinded enemies, which is a nice bonus.
✅Transport via Plants
It lasts one round and doesn’t specify that whatever goes through has to exit in an unoccupied space. So, send a horde of small creatures to back up your allies? Check. What makes this even better? You can use it to transport yourself between PLANTS.
🆗Wall of Thorns
If you’re worried about fire resistance and so hesitant to use Wall of Fire, this is a great alternative. It blocks the line of sight and takes four times more movement than normal to get through. Add difficult terrain and it’s basically impossible.
🆗Wind Walk
This is a great way to move if you’re scouting from the air and could do with a 300ft flying speed. Transport via Plants is still the better option, but you aren’t always going to have suitable plants around.
7th Level Spells
⚠️Fire Storm
A massive storm of ten-foot fireballs, it’s impressive to look at. While an effective spell, it doesn’t do nearly enough damage for the level that it’s obtained at. It’s a nice one to have, but there are better 7th-level spells to pick.
✅Mirage Arcane
The illusion is tangible, allowing you to touch and interact with whatever is inside it. But how far does that tangibility go? The level of immersion is down to your DM, but this spell offers an incredibly versatile toolbox that could be very fun to play with.
✅Plane Shift
Using travel and banishment in one spell is pretty snazzy. Cast it twice to teleport and banish a creature to a plane where they will suffer. It needs a Charisma save, and since most monsters have really low Charisma it should be pretty easy to execute.
✅Reverse Gravity
If the affected creatures can’t grab onto anything, they’re an easy target and it’s certain death. If they can’t fly or use ranged attacks, they’re floating targets for your party to pick off as they please. You can even use it on targets that are bigger than the party.
🆗Whirlwind
This spell is like a good marriage – a real commitment, but worth it in the end. Your enemies aren’t going to want to walk into a tornado, so you will need to use your Action every turn to move it so that they get sucked up. They also get thrown between 30 and 180 feet.
8th Level Spells
⚠️Animal Shapes
It’s a fun spell, but it has a lot of restrictions on the size, creature type, and CR. This makes it more like a less powerful version of mass polymorph, but there are still upsides to choosing this spell.
If your party is struggling, you can use it to shift a group into a powerful defensive line that protects your allies while they fight. Sure, they aren’t going to be the best defense in the world, but I can tell you that having the line does make a difference.
🆗Antipathy/Sympathy
It can be difficult to use this spell since it targets a single type of creature, but it’s incredible if you are facing a group of them. You can hinder and control them in a way that is beneficial to your party and also leads your enemies to their demise.
⚠️Earthquake
This spell is great if you are purposely trying to destroy buildings – it makes for a great mass destruction spell. However, the fissures are the only thing that can damage enemies outside of buildings, and since everything here is down to the DM, it’s very unreliable.
🆗Feeblemind
Any casters that rely on Wisdom and Charisma are susceptible to Feeblemind. It temporarily trashes the attributes of your target, reducing them to, well, a feeble creature that can’t do very much.
While the inability to use spells and abilities can be a big bonus for you, it’s not always easy to interpret how it will impact enemies. A lot of the effects of this spell depend on DM interpretation, which can have a pretty major effect on how it works in your game.
🆗Incendiary Cloud
An optional spell, it works a lot like Cloudkill but with double the damage. It also uses Dexterity saves, which are more effective than Constitution saves, and the damage type has seen a major improvement.
You do choose the heading of the cloud, which is fantastic, but it’s also easy for creatures to walk out of the cloud at any point. Plus, the cloud is forced to move ten feet every round, so there are a few downsides to this otherwise powerful spell.
🆗Sunburst
This works a lot like fireball, but it blinds the targets and has three times the radius. The targets can use a Constitution save every turn to remove the blindness, but as this is at the end of their turn, you can expect them to spend a minimum of one turn completely blind.
✅Tsunami
Use this spell to push everything around you away by 50 feet – incredible, right? They are prevented from escaping unless they make a successful Strength check, but there are no restraints, so you, your allies, and your enemies can continue with ranged attacks.
9th Level Spells
✅Foresight
It really is the best buff in the game, and the 8-hour duration means that whoever you cast it on is going to find any challenge they face an absolute breeze. Have fun with it!
✅Shape Change
This polymorph spell allows you to change form while under the effects of a single casting. The quick transformation makes you exceptionally versatile, but it takes up an action, so avoid casting it during combat. Also, choose to change into a dragon. Trust me.
⚠️True Resurrection
This is the only conventional way for a Druid to raise anyone from the dead, and your ally is likely to come back a completely different race unless you’re willing to fork out 25,000 gold pieces. So, there are pros and cons to this option for sure.
How Do You Get Druid Spells
For Druids, it’s all about the long rest and preparation that follows. The easiest way to get new spells is by leveling up.
However, the campaign you’re playing might also impact the spells available to you. Some worlds have new spell lists that are class-specific, adding more flavor to the game and your character. You might also come across magical items that grant you new cantrips – it all depends on the game you’re playing and the DM that you have.
Want to learn more about the Druid spells found outside of the Player’s Handbook? While all the spells above come from multiple sources, take a look at Elemental Evil, Tasha’s Cauldron of Everything, and Xanathar’s Guide to Everything.
To Sum It Up
We really hope that you loved our guide to the best Druid spells in 5e. There is so much to learn, but it just makes the game that much more exciting. Have you decided which spells you’d like your Druid to use? Will they master the elements or focus more on animal companions? Maybe a mix? We’d love to know more about your build and the kind of magic they’ll be wielding, so get involved in the comment section below!