28 May Top Best 20 Druid Spells 
There are a couple of options available for the type of Druid that a player can choose. A druid type that focuses on spells over wildshape abilities will find a large list to choose from daily, similar to a divine caster. They also have circle types that give them access to spells that are not normally on the Druid’s spell list.
- Best Druid Spells 5e
- 20. Druidcraft
- 19. Healing Word
- 18. Conjure Woodland Beings
- 17. Wrath of Nature
- 16. Summon Elemental
- 15. Conjure Animals
- 14. Awaken
- 13. Druid Grove
- 12. Barkskin
- 11. Commune with Nature
- 10. Shillelah
- 9. Entangle
- 8. Ice Storm
- 7. Guardian of Nature
- 6. Stoneskin
- 5. Antilife Shell
- 4. Summon Fey
- 3. Call Lightning
- 2. Earthbind
- 1. Heat Metal
- Final Thoughts
Best Druid Spells 5e
Druidcraft is spell exclusive to Druids, and it’s a cantrip, so, yes, all Druid’s should take it. It isn’t a flashy or particularly useful spell, but it does allow for solid RP and has in-game benefits.
The caster can create a sensory effect that tells the weather over the next 24 hours, they can make a seed sprout or a flower bloom, create a sensory effect such as leaves falling or a puff of smoke, and also extinguish or light a candle, torch, or campfire. It is the nature version of Prestidigitation.
19. Healing Word
The 1st level Evocation spell is not the most powerful in the game, but the 1d4+mod healing will do in a pinch. The Druid can be an effective healer, although it is a significant waste of resources to fill that role. That being said, all Druids should prep Healing Word just in case the main healer goes down or is occupied. It is a bonus action spell that still allows the Druid to do other druid things.
18. Conjure Woodland Beings
Conjure Woodland Beings is a 4th level conjuration spell exclusive to the Druid and Ranger. This spell can be the bane of existence for DMs since it allows the caster to conjure a variety of fey creatures to aid them.
The creatures available are based on CR with a max of 2, so the spell itself is not overly powerful. The creatures can receive verbal commands from the caster as a free action. The group has its own initiative, and each creature has a turn.
This can slow down combat since there is a potential to add 8 creatures to the casters side, but it can also save the party if used correctly.
17. Wrath of Nature
The 5th level evocation spell, Wrath of Nature, literally brings the casters surroundings to their aid. Any tress, rocks, and grasses within a 60-foot cube spring to life, causing significant effects. Grasses and undergrowth create difficult terrain, trees deal 4d6 damage to enemies within 10 feet, roots and vines can entangle and restrain creatures, and rocks can be used as projectiles as a bonus action dealing 3d8 damage.
This spell is a great anti-mob spell. It allows the caster to control the battlefield and deal extra damage each turn. Forcing enemies to traverse difficult terrain can immediately change the flow of combat.
16. Summon Elemental
Summon Elemental is a 4th level conjuration spell. It allows the caster to call forth an elemental spirit to aid them. When the spell is cast, the caster determines the type of elemental: air, earth, fire, or water. There is a stat block for the Elemental within the spell.
The creature is an ally that shares initiative with the Druid and acts right after.It obeys verbal commands the caster issues as a free action. The creature disappears when it reaches 0 hit points, or the spell ends.
The versatility of being able to select the Elemental is big. This allows the Druid to summon a creature that can deal full damage to enemies who are resistant to other types.
15. Conjure Animals
Conjure Animals is a 3rd level conjuration spell exclusive to the Druid and Ranger. This spell allows the caster to conjure a variety of beasts to aid them. The creatures available are based on CR with a max of 2, so the spell itself is not overly powerful. The creatures can receive verbal commands from the caster as a free action. The group has its own initiative, and each creature has a turn.
This can slow down combat since there is a potential to add 8 creatures to the casters side, but it can also save the party if used correctly. This spell is available earlier than some of its variants and is a classic Druid spell to have.
The 5th level transmutation spell allows the caster to grant consciousness to an otherwise unintelligent creature or plant. Awaken only works on targets with an intelligence score of 3 or less.
The spell grants the target an intelligence of 10, a language the caster knows, and the ability to move if not able to do so normally. A tree or plant uses the stats for the corresponding creature in the DMG. The creature remains charmed for 30 days as long as the caster or their companions do not harm it.
At the end of the duration, the creature can chose to remain friendly to you based on how it was treated.
13. Druid Grove
Druid Grove is a Druid exclusive spell that is 6th level abjuration. It allows the Druid to create impressive effects in a specific location that ranges from a 30-foot cube to a 90-foot cube. If the spell is cast every day in the same spot for a year, it becomes permanent. When it is cast, you can specify types of creatures that are not affected by the spell. There is also the possibility of creating a verbal password.
The effects created include solid fog in 5-foot squares, grasping undergrowth functioning as entangle, grove guardians or trees to protect the area, plus gusts of wind, spike growth, and wind wall. Creatures specified by the caster do not suffer penalties from these effects.
Available as a level 2 transmutation spell, Barkskin grants the target a minimum AC of 16 regardless of the type of armor worn. This is especially important for Druids who swear off manufactured Metal or potentially unarmored allies who suffer stat damage. A range of touch and concentration requirements are the main downsides to having this spell ready.
11. Commune with Nature
Commune with Nature is available to the Druid as a 5th level spell. The ritual spell allows the caster to become one with Nature and the surrounding features. Above ground, it provides knowledge of the world around you out to 3 miles. Underground the range is limited to 300 feet.
The caster can ask for information on three things of their choice. These facts could include terrain, bodies of water, prevalent plants, minerals, animals, and people; in addition, the presence of strong fey, fiends, celestials, elementals, or undead can also be determined.
This spell can effectively take the guesswork out of night shift watch.
This cantrip is the baseline for the combat druid outside of their wildshape. As a bonus action, the caster can turn a wooden weapon into a magical weapon that deals d8 damage. The caster also uses their spell casting ability instead of strength when making attack and damage rolls.
Since Druids are generally opposed to metal weapons, this increases their damage output tremendously, especially when a magic weapon is needed. The downside is that the spell doesn’t increase in damage as other cantrips when the character increases in level.
Entangle is a 1st level conjuration spell primarily available to the Druid. It is really the first crowd control spell in the arsenal and is pretty decent at that. It causes grasping vines and weeds to sprout from the ground causing the 20-foot cube area to become difficult terrain.
When the spell is cast, a creature stuck in the area must make a strength save vs. the casters spell save DC or be restrained. This allows the spell to remain relevant at higher levels.
8. Ice Storm
Ice Storm is a large AOE spell available to the Druid as a 4th level spell. The spell creates a 20-foot radius and 40-foot-high cylinder of pounding hail that deals 2d8 bludgeoning and 4d6 cold damage on a failed Dexterity save. The remaining hail stones make the area difficult terrain until the end of the casters next turn.
Another great example of the Druids ability to control the battlefield. Spells like these can slow down or wipe out mobs completely, allowing other party members to focus fire on the main threat. As always, friendly fire can be an issue with AOE spells.
7. Guardian of Nature
Available as a 4th level spell to the Druid, Guardian of Nature has become one of the most popular spells around. The caster can transform into one of two shapes imbued with magical energy.
The primal beast form improves speed by 10 feet, grants darkvision, strength-based attack rolls are made with advantage, and melee weapons deal an extra 1d6 force damage.
The great tree form grants 10 extra hit points, constitution saving throws are made at advantage, dexterity and wisdom-based attack rolls are made at advantage, and while you are on the ground, the ground within 15 feet of you is difficult terrain.
The spell is not as powerful as wildshape but grants significant advantages to any type of druid build. It really adds to the flexibility of this class, both in function and flavor.
Stoneskin is a straightforward 4th level spell. It has a range of touch and grants the target resistance against non-magical bludgeoning, piercing, and slashing damage. The targets skin becomes as hard as stone.
5. Antilife Shell
Antilife Shell is effectively a Druid exclusive though some Clerics can also get it. It is available at 5th level. The spell surrounds the caster with a protective shell that prevents affected creatures from passing through it.
The creatures can still cast spells and make attacks with reach weapons, though. The spell requires concentration and also is ended if you move to force a creature into the barrier.
This is a catch your breath and prep spell. Perhaps best saved as a last resort. It makes the list due to the impressive Nature of the spell and the limited access.
4. Summon Fey
Similar to the conjure spells available to the Druid, Summon Fey allows the caster to call for aid from another creature. This 3rd level spell is different from the others, though, instead of choosing from a type with CR restrictions, only one creature is summoned.
The fey that appears has a stat block that is listed with the spell. The creature shares the casters initiative, acting right after, and takes verbal commands as a free action.
3. Call Lightning
A powerhouse damage spell for the Druid, Call Lightning, is 3rd level conjuration spell. The caster summons a storm cloud with a 60-foot radius. Within that radius, when the spell is cast, the caster can call down a bolt of lightning dealing 3d10 damage to all creatures within 5 feet of it with a failed Dexterity saving throw.
The best part of this spell is the persistence. On subsequent turns, the caster can use an action to call down another bolt of lightning. The effect lasts for 10 minutes with concentration, effectively providing the Druid a 3d10 damage small AOE spell for the entire battle.
Earthbind is a 2nd level transmutation spell that shows up on a few lists. It is not commonly chosen with those classes, which is why it is ranked so high on the druid list. Earthbind causes yellow bindings to wrap around an airborne creature.
This reduces its fly speed to 0, causing it to descend at a rate of 60 feet per round until it reaches the ground. The creature does get a strength save, though.
This can be a great surprise spell from the Druid when dealing with flying creatures that are out of the party tanks reach. Other classes overlook the potential of this spell in favor of long-range damage attacks.
1. Heat Metal
Heat Metal might be the best 2nd level spell available. It has numerous uses, but for a Druid who has sworn off of manufactured metal objects, the flavor is too good. The caster chooses a metal object, and it heats to glowing red hot.
Any creature in contact with the object takes 2d8 damage at the base level cast. If the creature is holding the object, it will drop it on a failed constitution saving throw.
This spell is the end-all against armored enemies. It allows the caster to deal repeated damage for the duration that metal armor is worn, which is a significant number of rounds. The spell is just too nasty not to be number one for the Druid.
The Druid has an impressive list of spells that allow them to change the numbers in a fight and change their own role to fit what it required. They serve as a backup healer very well and be able to change the layout of the battlefield to their advantage. The Druid’s versatility makes them a valuable asset to any adventuring party.