There are many differing opinions on druids within the TTRPG community. Some see them as extremely useful, while others find the class mechanisms to be somewhat annoying. Whatever your opinion is, there is no questioning that they have some pretty awesome spells. Here are, in my opinion, some of the best spells you can choose for your druid.
This is only a cantrip, but it is by far one of the most valuable cantrips out there. Many druids do not put strength as their highest stat, and that makes sense. Why would they when they can turn into a bear? But it does mean that your melee combat can become a lot trickier. Shillelagh helps with this as you can use this cantrip on a club or quarterstaff so that rather than adding a strength modifier to your attack roll, you add your spellcasting modifier. This spell also comes in handy if you ever plan on choosing the feat of ‘polearm master’ for your character.
Goodberry (1st Level)
This spell is often dismissed, but if you ever wanted your character to be like a Pokémon trainer, this spell might make you feel like that. This 1st level spell may not provide as many hit points as heal wounds or cure wounds, but it does give any creature that consumes it to regain one hit point, similar to giving a Pokémon a berry. As well as this, goodberries provide enough nourishment for a whole day. Meaning that if you didn’t want to, your adventuring party wouldn’t have to spend all that hard-earned gold on food.
Entangle (1st Level)
This first level spell doesn’t deal any direct damage, but it makes it a lot easier for you to attack your foes. When casting this spell, you produce a mass of sprouting vines in a 20ft square. This whole area becomes rugged terrain, thus decreasing the movement speed of anyone in this area. If a creature is in the area when you cast the spell, they must succeed in a strength saving throw or be restrained. Restricting movement is a great way to control the battlefield. The restrained condition provides its slew of benefits: advantage on attacks against the restrained, while they have disadvantage on attacks and Dexterity saving throws.
Faerie Fire (1st Level)
If you have chosen a race that does not have darkvision, this spell is excellent as it allows you to highlight objects and creatures within the target area if the creatures fail a Dex save. Everything illuminated by the spell emits 10ft of dim light, with attacks against illuminated creatures being made at an advantage and those creatures unable to benefit from being invisible.
Pass Without a Trace (2nd Level)
Time to be some sneaky cat burglars with this 2nd level spell. You can mask both yourself and your companions, and it gives you a giant bonus of +10 to your stealth checks, and you cannot be tracked. However, you need to remain close, as if someone goes further than 30ft away from the caster, they will lose the benefits of the spell.
Spike Growth (2nd Level)
Spike growth is similar to the Entangle mentioned above, but it is a little more damaging in its ways. This 2nd level spell creates thorny spikes in a 20ft radius area. Not only does this turn the area into difficult terrain, but it causes anyone who moves within it 2d4 piercing damage for every 5ft of movement. The only downfall from this being such a vast area is that it is common to catch your other party members in the thorns accidentally. Trust me, I speak from experience.
Moonbeam (2nd Level)
Moonbeam is one of my favorite spells to use. While it is a Druid spell, it can be used by Paladins who take the Oath of the Ancients. Casting this spell sends a beam of light in a 5ft radius. Any creature that enters this radius has to endure searing pain and take 2d10 radiant damage, or half as much if they make a successful constitution save. You can cast this spell at higher levels, dealing an extra d10 for every level you increase.
Heat Metal (2nd Level)
Because of its name, this spell is often overlooked. Why would you need to heat metal? However, imagine the blade of your sword or the outside of your gauntlets searing and burning. You could only think of what damage anyone who touches it would receive. Although the official 5E guide does provide us with an answer, it is 2d8 fire damage.
Plant Growth (3rd Level)
There are two ways you could use this 3rd level spell. One is by simply casting it with an action. A small area will produce an overgrowth of abundant flowers and plants. This does not classify it as difficult terrain, but it does mean that to move 1 foot, a creature must spend 4ft of its movement. If you want to cast this spell over eight hours, the area gains long-term benefits and becomes abundant with plant life. One advantage to the caster is that plants affected by this eight-hour casting yield twice the food for the following year.
Conjure Animals (3rd Level)
If you have chosen a druid so that you can feel like a Disney princess who has an army of critters at their beck and call, well then, here you go. Conjure animals allows you to conjure spirits with the form and stats of an animal. The amount you can summon depends on the Challenge Rating of the creature you’re summoning. If the challenge rating is higher, you have to summon fewer individuals. These beings are always friendly to you and your companions and obey all commands in combat. Though, without direction, they will focus on protecting themselves.
Call Lightning (3rd Level)
Summon the wrath and power of Zeus! Well, not exactly, but you can use this spell to conjure a storm cloud that sends bolts of lightning to your enemies. So, close enough. This spell is exclusive to Druids and Tempest domain Clerics, and it deals 3d10 to any target who fails a dexterity saving throw. They will still take half damage on a successful save, though. This spell is excellent because of its 120ft range, but it is limited as it can not be used in any indoor combat.
Polymorph (4th Level)
Druids have the ability Wild Shape into another creature without using a spell slot. Polymorph is similar to that, except that it allows you to transform other people into different creatures. If the transformed being drops to zero hit points, they will return to their original form and carry over lingering damage. So, it is excellent to provide a fighting chance for a member low on hp or spells. Remember that all statistics are replaced by the new form’s modifiers, both mental and physical.
Reincarnate (5th Level)
From the name of this spell, you can probably guess both its purpose and its importance. This is only available to druids of higher levels because it has such a significant impact on the game. This spell fashions an adult body for the soul of a humanoid creature, providing they have been dead for less than ten days to inhabit. It would be best if you were careful, though. Certain DMs have rules against using reincarnation in their world for various reasons, so check with them that it is okay to use this spell.
Heroes’ Feast (6th Level)
Druids or clerics can only cast this 6th level conjuration. A result of using this spell is a lavish and bountiful meal for your party. Not only is the food of high quality, but it provides a significant number of benefits for any who consumes it. They become immune to being poisoned or frightened and have an advantage on all wisdom saving throws. It also increases a creature’s max hp by 2d10. All of these effects last for 24 hours, so if you have a spare 6th level spell slot at the end of the day, you may as well use it before a long rest and give your part an appropriate feast.
Plane Shift (7th Level)
This 7th level spell is always a good one to have in your pocket as it provides you with an instant getaway card. You can use a spell slot to send you, and up to 8 companions, to a different plane of existence. You have a general target destination for this spell; however, the DM ultimately decides the destination. If you want, you can also use this spell to try and banish an unwilling creature to a different dimension. It is pretty risky as they have to fail a charisma saving throw for the spell to work, but if it succeeds then, you’ve just quite nicely removed the danger.