We’ve compilled a list of the best Druid spells at each level and given you a brief description of why the spell is so useful, and tips for using it most effectively.
- The Best Level 1 Druid Spells
- The Best Level 2 Druid Spells
- The Best Level 3 Druid Spells
- The Best Level 4, Level 5 and Level 6 Druid Spells
- The Best Level 7, Level 8 and Level 9 Druid Spells
Table of Contents
Best Druid first level spells
#1 Charm Person
School: Enchantment
Casting Time: 1 Action
Level: 1
Range: 30 feet
Duration: 1 hour
Spell Source: Players Handbook, page 221
Description: Charm Person is without a doubt the most useful Druid first level spell in D&D 5e. The spell comes with one obvious downside, however. If you successfully charm someone using this spell, they will be aware that you charmed them once the spell ends. This limits the usefulness of Charm Person, because you cannot use it on anyone that you need to maintain a good relationship with. Charm Person is certainly best used against a weaker humanoid — someone in a campaign you don’t expect to interact with for very long, or that you could eliminate should they become hostile.
#2 Goodberry
School: Transmutation
Casting Time: 1 Action
Level: 1
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 246
Description: Goodberry might be my favorite of all the Druid spells. This spell lets you magically produce ten berries that each restore one point of health. The visual created by the spell’s description is adorable and you will always enjoy hearing that someone has cast Goodberry. Think of each of them as little senzu beans and throw them to whichever allies need them the most desperately.
#3 Cure Wounds
School: Evocation
Casting Time: 1 Action
Level: 1
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 230
Description: Cure Wounds takes this spot simply because it is the more useful of the two Druid first level spells that can be used to heal you or an ally. The downside with Cure Wounds as opposed to Healing Word is that Cure Wounds requires the caster to touch the target creature while Healing word can be cast from a distance. However, Cure Wounds potentially heals twice as much health and becomes even more useful when a 2nd level or higher spell slot is used to cast it, effectively doubling how much the spell heals.
Best Druid second level spells
#1 Barkskin
School: Transmutation
Casting Time: 1 Action
Level: 2
Range: Touch
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 217
Description: Barkskin is a useful spell if there are any particularly soft characters in your party – I am looking at you Wizards. Simply place a hand on your ally and watch as they grow thick, bark-like armor over their skin that boosts their DC up to sixteen. You can easily add 60% to an allies DC with this spell, so definitely keep it in mind when you select your spells. Barkskin could potentially save some of your allies, should an unexpected battle commence.
#2 Pass Without Trace
School: Abjuration
Casting Time: 1 Action
Level: 2
Range: Self
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 264
Description: Pass Without Trace is one of the coolest Druid spells in 5e. It makes sneaking around so much easier, even when you are with a party. As the name suggests, creatures being affected by Pass Without Trace leave no evidence that they were ever even there. Feel at ease as you casually walk past guards without them seeing you, or escape danger by vanishing into thin air.
#3 Darkvision
School: Transmutation
Casting Time: 1 Action
Level: 2
Range: Touch
Duration: 8 hours
Spell Source: Players Handbook, page 230
Description: Darkvision is an extremely useful spell for obvious reasons. When you encounter darkness in a campaign it can be surprisingly dangerous. Making use of this spell effectively makes your entire party able to see in the dark and prevents any of your allies from falling into traps hidden by darkness.
Best Druid third level spells
#1 Water Breathing
School: Transmutation
Casting Time: 1 Action
Level: 3
Range: 30 feet
Duration: 24 hours
Spell Source: Players Handbook, page 287
Description: Water Breathing allows you to grant the ability to breath underwater for an entire day to up to ten different creatures. This spell is essential for any aquatic themed campaign and, while it may not seem like the most useful spell given how rarely most campaigns feature water, it is exceedingly useful when the right situation presents itself.
#2 Conjure Animals
School: Conjuration
Casting Time: 1 Action
Level: 3
Range: 60 feet
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 225
Description: Conjure Animals lets you summon up to eight tiny beasts that will fight for you if you command them to. These creatures are not that powerful and do not offer the ability to deal high amounts of damage – however, they could distract your enemy and give your party the chance to escape, or act as a shield for you against incoming damage.
#3 Daylight
School: Evocation
Casting Time: 1 Action
Level: 3
Range: 60 feet
Duration: 1 hour
Spell Source: Players Handbook, page 230
Description: Daylight is like Darkvision in that it is useful because it makes darkness easier to deal with. Daylight is a little less subtle, however, and casts a large bright ball of light across a distance of sixty feet. This spell lasts for only an hour so I think it would be most useful for individual fight situations that present themselves.
Best fourth level, fifth level and sixth level Druid spells
#1 Heal
School: Evocation
Casting Time: 1 Action
Level: 6
Range: 60 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 250
Description: Heal is the strongest and most useful Druid healing spell in D&D 5e – assuming whoever you are trying to heal has not lost any of their limbs. One creature you can see within 60 feet will rapidly heal a whopping seventy points of health and lose blindness, deafness, and disease effects.
#2 Geas
School: Enchantment
Casting Time: 1 Minute
Level: 5
Range: 60 feet
Duration: 30 days
Spell Source: Players Handbook, page 245
Description: Geas is a fun spell because you can do plenty of useful things with it, but it can also be used to create some truly hilarious situations. The duration of this spell, thirty days, is absolutely insane. Geas essentially turns anyone that fails a Wisdom saving throw into mindless slave. If they refuse your orders… they suffer up to fifty damage instantly.
#3 Blight
School: Necromancy
Casting Time: 1 Action
Level: 4
Range: 30 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 219
Description: Blight is the go-to Druid spell for inflicting a lot of damage all at once. On a successful hit, Blight deals up to sixty-four damage instantly, and still half of that amount on a failed hit. It also creates a very cool visual if it happens to kill an enemy in one hit – the creature is sapped of moisture and vitality, leaving behind only the dry husk of your defeated enemy.
Best seventh level, eigth level and ninth level Druid spells
#1 Feeblemind
School: Enchantment
Casting Time: 1 Action
Level: 8
Range: 150 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 239
Description: Feeblemind creates some of the most vivid imagery for me of any Druid spell. The spell literally attempts to shatter a creature’s intellect and personality, effectively turning them into a vegetable if it is successful. Feeblemind is a spell that could be used to great comedic effect in the right campaign.
#2 Regenerate
School: Transmutation
Casting Time: 1 Minute
Level: 7
Range: Touch
Duration: 1 hour
Spell Source: Players Handbook, page 271
Description: Regenerate is a truly insane healing spell. With some lucky rolls you could end up healing one creature for up to forty-seven points of health. It might not heal as much as Heal, but it does also regenerate severed body parts. This is one of the only convenient ways to heal the lost limbs of your allies.
#3 True Resurrection
School: Necromancy
Casting Time: 1 Hour
Level: 9
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 284
Description: True Resurrection stands out to me as a really fun spell if you have a creative Dungeon Master. Imagine a campaign in which you are tasked with using this spell to bring back to life an ancient wizard or long dead dragon. It is a ritual spell, so remember to set aside one hour to cast it before you need it.