Published: April 7, 2023

Last modified: April 8, 2023

Author: Xenken

The Druid’s spell list is the core of their ability to influence the world, and its importance cannot be overstated. Not only is it just a strong and well rounded spell list with a large number of unique and powerful spells, but Druids can and should use their spells prepared to pick niche options in response to circumstances that come up, an ability that makes a ton of spells better than they would be otherwise, especially at low levels.

Spell Goals

Any spell has two main goals: Action Manipulation and Utility.

Utility encompasses every spell effect that doesn’t directly contribute to the action economy, from information gathering interacting with NPCs to transport. You’ll need these spells, not only because there are many problems that only they can solve, but also because solving them can lend indirect advantages in combat. (For example, divining the presence and size of a future encounter can help you spend resources more efficiently when facing it.)

Once initiative is rolled, Action Manipulation is the sum total of everything a spell you’d cast can do, because in combat the side with the higher quantity × quality of actions will win, and the side that can take no meaningful actions has already lost regardless of what other resources they have. Therefore, despite the fact that spells often do vastly different things, the combat prowess of any spell can and should be evaluated in terms of how it affects actions. Healing spells, for example, are useful only insofar as they overcome enemy damage to prevent loss of actions from allies, and damage spells are useful only insofar as they prevent enemy actions by killing enemies at low enough health, or by enabling other damage to do the same. Debuffing and battlefield control spells like entangle and spike growth are often valuable for their ability to reduce the action quality of multiple enemies without caring about how much health they have.

Other points to look out for include spells that take only a bonus action or reaction, spells with long durations that can leave your first turn’s action available by being cast before battle even starts, and spells that aren’t concentration which can increase the overall quality of your actions by letting you follow up a powerful concentration spell with something beyond a cantrip.

Concentration

While every class has concentration on the lion’s share of its most powerful spells, this is especially true for the Druid spell list, with non-concentration spells as a relative weak area. This makes the act of keeping up concentration in combat even more important than it normally is, including incidentally increasing the power of spells that effectively help protect themselves by reducing enemy damage or being effective at a longer range.

Relatedly, Druid’s non concentration combat spells get a lot of their value from being able to be used alongside other spells, and thus vary in power based on how many resources you have. This makes them notably better when you’re higher level with more spell slots to go around, as well as when you’re in a campaign with a low number of encounters per day.

Areas of Effect

Druid has a lot of spells with non-circular areas of effect (cubes/lines/squares/etc) and strictly speaking they should be a fair bit bigger than one would expect, given that you can place them at odd angles. The DMG rule on circular areas of effect only affecting half covered squares doesn’t apply, after all, and while you can align them to the grid, you don’t have to.

So take tidal wave‘s 30 by 10 by 10 foot cube, for example. Do we judge it assuming you can angle it and it can poke into squares? Or assume that it can only line up and thus only have two orientations?

Images credit to u/Fantomp

It’s especially important for create bonfire, since as a 5ft cube it goes from hitting 1 square to hitting 4 or more. This makes it not only capable of hitting multiple people, but also increases the number of squares it can control, turning the spell from mediocre to genuinely really impressive at low levels.

That one exception aside, the difference is never enough to move a spell a whole star rating, so it won’t come up again in this guide if your table plays one way or another. Just note that this is a thing to look out for.

Rest Casting

Spells that can give you effects in the days after you cast them are always going to be at least a little useful, just by virtue of the fact that having a buffer you can transfer when the day proves to be easy is good, and being able to carry some power from downtime days is good. Druid already has several spells that last 24 hours or longer and thus do this naturally, but whenever the term “rest cast” is used it refers specifically to casting spells during a long rest (a technique elaborated on in our article here) in order to also get this benefit from spells that last 8 hours.

Spell Ratings

Druid Spells

Druid Spell Tech

Some spells have the potential to become more powerful if certain interactions are considered appropriate at your table. Since it’s hard to weigh these interactions with regards to a spell rating, and they may not be considered appropriate at every table, we have listed these specific interactions separately.

On 'Tech'
Throughout this guide, certain ‘tech’ will appear where appropriate, in a box that looks like this. Tech are techniques based on the Rules as Written which may not be obvious upon first reading. Tech sometimes relies on subtle aspects of the rules which people can disagree on. Bring tech up with your DM before you use it, or be prepared to be told “no.” Communication is key! We will mention it as we go, but we will not include it in our evaluations because of table variance.
Shape Water+Water Walk
While the spell’s initial target area has to fit within a 5 foot cube, the simple shapes you can make notably do not. So while you could make a cube, you can also make something like a flat sheet, exchanging thickness for extra length and streching in any orientation. Combine this with water walk giving the whole party the ability to treat liquid surfaces as solid ground, and you’ve effectively given yourself the ability to create very long platforms and ramps, at will, that only you and your party can use.
Control Water
Since you can raise the ambient water level by up to 20 feet, and the spell doesn’t care what the starting water level is, you could create some minimal level of water via spilling some on the ground and then just immidiately flood whatever area you happen to be in. It’s also really easy to create asymmetry in such an enviroment since the party has access to spell attacks, your water breathing, and water walk while most enemies have none of these things. Halved speed and disadvantage on ranged attacks isn’t anything new for a 4th level spell, but it would at minimum cover a large area while having no save at all.
Conjure Minor Elementals
As detailed in our accompanying spell spotlight, given a space into which only tiny elementals fit, you can cast this spell targeting those spaces and only get chwingas as a valid target since they’re the only summonable tiny creatures, and lots of chwingas is very good for you, considering they can give a buff that lasts until used.
Maelstrom
While it is usually on the ground and thus has no swimming involved, 5 feet of water would still be enough to submerge medium size characters. And if they have to attack you underwater, the underwater combat rules would give creatures disadvantage on most attacks. If maelstrom can act as a no save debuff and damage spell simultaneously, that’s a huge improvement.
Wind Walk
If you wanted to be extra secure against an ambush while reverting, you have a few options. Unlike gaseous form, wind walk doesn’t affect your tangibility or shape, so you could (at the cost of half your speed,) have half the party grapple the other half and simply drag them while transformed. Even better, you could buy trained horses to ride, and use them as your wind walk targets so the party themselves all keep their actions.
Symbol
While its cousin spell glyph of warding was eratta’d to break if placed on a surface and moved more than 10 feet, symbol was not. Therefore, you could place a symbol on the surface of a small object, set a distance based trigger for everyone save you and your friends, and use it as something akin to a bomb; either launching it or having a minion carry it in for you. 1000 gp is still an awful lot to pay but giving the spell a proactive use makes it infinitely better for getting stuff done in campaigns.

11 Replies to “Druid Spell Guide for DnD 5E”

  1. Thanks a million for this content!! I know it must have been a lot of work to produce, but it’s so valuable. It helps me understand what factors make a spell better or worse, and empowers me to make my own best decisions. Again, thank you!

  2. Thanks for the article! Great one, once again! For players trying to see what spells Druids could get, ask your DM if they let you use your Wild Shape to cast Find Familiar. These folks have an amazing tips about the spell if look for it on this site!

  3. good stuff. i have some typos to declare, though. there’s actually quite a lot of them, so don’t feel obligated to fix them all. the darkvision/darkness one is actually important though. not a comprehensive list:

    – the italicisations for blur, dust devil, summon beast are wrong.
    – the darkvision description is where the darkness description should be. the darkness description is nowhere to be found
    – web: ‘it’s concentration’ should be ‘its concentration’ or ‘it being concentration’
    – blight: ‘8d8 Is’ should be ‘8d8 is’
    – conjure minor elementals: there should probably be a link there
    – giant insect: ‘retrain webs’ should probably be ‘restrain webs’
    – grasping vine: ‘action econamy’ should be ‘action economy’
    – greater invisibility: ‘Greater invisibility’ should be ‘Greater Invisibility’
    – polymorph: ‘aiming to converse’ should be ‘aiming to conserve’
    – stone shape: ‘relitively’ should be ‘relatively’, ‘scnario’ should be ‘scenario’
    – summon elemental: ‘It’s hp’ should be ‘Its hp’
    – cloudkill: ‘preppared’ should be ‘prepared’
    – cone of cold: ‘above curve’ should be ‘above the curve’, ‘relititve’ should be ‘relative’
    – conjure elemental: ‘statical’ should be ‘statistical’, ‘it’s ability’ should be ‘its ability’

    1. upon reflection i decided that listing every single typo would be a waste of time, but i would advise that someone go through and spellcheck. there are some really creative mistakes in there.

  4. Amazing article!

    Look forward to seeing more content like this for other classes, though imagine some half casters might be easier to add on before you tackle the behemoth Wizard or Sorcerer Spell lists.

  5. Great article!

    I think that the description provided to the web spell should be the description for the heat metal spell.

  6. When did Chill Touch get added to the Druid spell list?

    I find the drift of spells from the Wizard class to other spell lists annoying but seemingly inexorable.

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