D&D: Best Druid Spells For Every Level

Dungeons and Dragons Best Druid Spells
A druid moves fluidly through the trees, almost dancing as he calls upon their innate magic.

In DnD, druids are often categorized as the nature-loving, hippie hermits of the various classes.

While this may be true -depending, of course, on how you portray your character -druids can also be one of the most powerful and versatile classes if you utilize the right spells.

And you’re in luck! As a resident druid, I’ve compiled a list of the best druid spells for DnD 5e at each level for you to try your hand at. So get your spell focus ready and let’s get started.

Best Level 1 Druid Spells 

Best Level 1 Druid Spell: Cure Wounds

Spectral hands join those of a healer as he works to restore life to a fallen companion.

Evocation. A creature of your choosing is healed for hit points equal to 1d8 + your Wisdom modifier. The spell doesn’t affect undead or constructs. This spell can also be cast at higher levels, which increases the healing by an additional d8 for every spell level above the 1st.

Although this spell requires touch, it provides greater healing than Healing Word (another level 1 spell) and most basic healing potions, both of which use a d4 as the base die. And, because druids have multiple 1st level spell slots, this spell can be cast multiple times, even at lower character levels.

Best used when:

  • Your cleric is out of commission or you never had one in your party.
  • Your party is between battles and doesn’t have time for a short rest to regain hit points through hit dice.
  • A party member or members are low on hit points in general.

Second Best Level 1 Druid Spell: Absorb Elements

Abjuration. You have resistance to acid, cold, fire, lightning, or thunder damage until the start of your next round. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the type you had previously chosen.

This spell is useful because it allows for additional resistances for damage types, especially if the character race doesn’t have any innate resistances (humans, for example, as opposed to tieflings who are naturally fire resistant). And on top of that, it provides extra damage on the next attack against any opponent.

Best used when:

  • You’re playing a race with little or no damage resistances.
  • You’re looking to supplement your attacks with extra damage.
  • You’re fighting elementals or other druids who are known for using these damage types.

Best Level 2 Druid Spells 

Best Level 2 Druid Spell: Pass Without Trace

Using an amulet to light the way, a druid leads her party as they sneak towards their destination.

Abjuration. Concentration for up to 1 hour. For the duration of the spell, you and any creature of your choice within 30 feet of you receive a +10 bonus to Dexterity (Stealth) checks and can’t be tracked by nonmagical means.

This spell makes it much easier to maneuver around enemies with a much higher chance of going unnoticed. It is also a blessing for any party members that wear medium or heavy armor, as they have disadvantage on all Dexterity checks.

Best used when:

  • You need to sneak under the nose of an enemy without being noticed.
  • You or one of your party members need to spy on or steal from another character (PC or NPC).
  • One of your party members has disadvantage to Dexterity checks.

Second Best Level 2 Druid Spell: Flaming Sphere

Conjuration. Concentration up to 1 minute. Any creature ending their turn within 5 feet of the 5-foot-diameter sphere must make a Dexterity saving throw or take 2d6 fire damage, halved on a successful save. As a bonus action, you can move the sphere up to 30 feet, including over barriers up to 5 feet and across pits 10 feet wide. Ramming it into a creature forces that creature to make a Dexterity saving throw or take the damage. The sphere will ignite flammable objects not worn or carried and sheds bright light in a 20-foot radius with dim light an additional 20 feet.

Although it’s a less powerful version of the 4th level Wall of Fire, Flaming Sphere provides many more options and opportunities for damage than its higher-level, static counterpart. And, as long as the concentration remains, the sphere can be easily moved to take out more enemies.

Best used when:

  • You have multiple enemies in a confined space, within 10 feet of each other.
  • An enemy is fleeing and you want to try to stop them with damage.
  • Barriers are preventing other types of damage to a target.

Best Level 3 Druid Spells

Best Level 3 Druid Spell: Tidal Wave

A mage wades in the water, calling on the elements to form and shape the water around her.

Conjuration. Each creature in an area of up to 30 feet long, up to 10 feet wide, and up to 10 feet tall must make a Dexterity saving throw. If they fail, they take 4d8 bludgeoning damage and are knocked prone, or take half damage and remain standing if they succeed. The spell has a range of 120 feet and will extinguish any unprotected flames in the designated area.

Tidal wave can literally sweep opponents off their feet with its power and cause damage as well. It’s a great way to take out multiple enemies, even if they’re fairly spread out. Plus, its long range allows the caster to cause the damage without having to be anywhere near the Tidal Wave, as the spell starts at a point of their choosing within range.

Best used when:

  • You want to quickly clear the field of multiple enemies.
  • Your enemies are spread out.
  • You want to do damage from a distance.

Second Best Level 3 Druid Spell: Call Lightning

Conjuration. Concentration up to 10 minutes. A 10-foot tall, 60-foot wide, cylindrical storm cloud forms 100 feet above the caster. On a point of the caster’s choosing within 120 feet, a lightning bolt flashes down and everyone within 5 feet of the point must make a Dexterity saving throw or suffer 3d10 lightning damage, halved on a success. If cast outside in stormy conditions, the damage increases by 1d10.

In addition to being another long-distance spell, Call Lightning uses one of the highest damage dice with a d10, causing greater damage to an opponent than other spells that use a d6 or a d8. Also, as a concentration spell, it doesn’t disappear after one round and can be used multiple times in combat.

Best used when:

  • You want to do a lot of damage from a distance.
  • Combat is in stormy conditions.
  • You’re low on spells or want to conserve them.

Best Level 4 Druid Spells

Best Level 4 Druid Spell: Stone Shape

A mage stands amidst a crowd of enemies, looking small compared to the giant stone hands he's crafted from the earth.

Transmutation. By touching a stone object that’s Medium or smaller, or a section of stone no bigger than 5 cubic feet, the caster can  shape the stone to suit their purpose. The caster can create something out of the rock, such as a weapon or statue, or they can create a small passage or door out of the rock, as long as it doesn’t exceed 5 cubic feet. The object created can have up to 2 hinges and a latch, but no finer mechanical details are possible.

While not especially powerful like some other spells, Stone Shape is one of the more useful spells in a druid’s arsenal. Its versatility allows for unique and creative solutions to problems, and it’s a fun spell with which a caster can let their imagination run wild.

Best used when:

  • The party needs a quick escape (especially in a cavernous area or the Underdark).
  • You need to stop enemies from following you (especially in a cavernous area or the Underdark).
  • You want to create a statue or memorial.

Second Best Level 4 Druid Spell: Ice Storm

Evocation. Rock-hard ice rains down in a 20-foot-radius, 40-foot-high cylinder centered on a point within 300 feet. Each creature in the designated area must make a Dexterity saving throw or take 2d8 bludgeoning + 2d6 cold damage, halved on a successful save. The hail additionally changes the designated area into rough terrain until the end of your next turn.

Ice Storm has one of the longest spell ranges of druidic spells and covers a large area with its effect. And, in addition to doing four dice worth of damage, it also creates rough terrain which is useful for slowing down enemies.

Best used when:

  • You want to do a lot of damage from a distance.
  • You want to slow down your enemies’ approach.
  • You want to do a lot of damage of multiple types with a single spell.

Best Level 5 Druid Spells

Best Level 5 Druid Spell: Reincarnate

Light shines through the armor of a fallen companion as a mage prepares to help him to the next life.

Transmutation. As long as the target creature has not been dead longer than 10 days, the spell forms a new body for the creature’s soul to enter. Many times, this causes the creature’s race to change. The DM determines the form the new body takes, either by choice or by rolling a d100. If the target’s soul is unwilling, the spell fails.

There are a few spells that are class-exclusive; this is one of them. While there  are other resurrection spells, most can also be performed by clerics. This is the one type of resurrection spell that can only be performed by druids.

Best used when:

  • You don’t have Resurrection (a 7th level spell) or True Resurrection (a 9th level spell).
  • It’s been more than a minute since a party member died (meaning you can’t use Revivify).
  • Your cleric is out of commission or you never had one in your party.

Second Best Level 5 Druid Spell: Scrying

Divination. Concentration up to 10 minutes. The caster can see and hear a creature or location of choice that is on the same plane of existence as the caster. The target must make a Wisdom saving throw against the spell and, on a successful save, the target isn’t affected and the caster cannot cast the spell on the target for another 24 hours. If the target is aware of the spell, they can voluntarily fail if they want to be observed.

This spell is great for spying over long distances and gathering information on a target. The spell also does not require the caster to have met the intended target for it to work, although doing so can increase the potency of the spell.

Best used when:

  • The party is looking to spy on an enemy or gather information on a target.
  • The party is looking to scout an area before arriving.
  • The party is looking to check in on a previously encountered character or location.

Best Level 6 Druid Spells

Best Level 6 Druid Spell: Heroes’ Feast

Led by a minotaur, a party enjoys a celebratory feast amongst joyous tavern guests.

Conjuration. Up to 12 creatures can partake in this feast, which takes one hour to consume, after which the effects take place. Each creature who partakes in the feast is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. The creature’s hit point maximum increases by 2d10 and it gains the same number of hit points (bringing the creature to the increased maximum). These benefits last 24 hours.

Heroes’ Feast is a very powerful buff spell, as it not only cures and grants immunities to certain conditions but also grants advantage to certain saving throws for spells. In addition, it increases hit points, which is beneficial when preparing for dangerous and long battles.

Best used when:

  • The party is about to go into a big battle or fight a high-powered opponent.
  • You want to give hit points or buffs to a large group of people at one time.
  • The party is successful in its quest and wants to celebrate in a big way.

Second Best Level 6 Druid Spell: Transport Via Plants

Conjuration. A magical link is created between a Large plant within 10 feet and another plant on the same plane of existence. The caster must have at least seen the destination plant before. For 6 seconds (1 round), any creature can move from one plant to the other by using 5 feet of movement.

Another class-exclusive spell that comes in handy for moving almost instantly from place to place. One benefit of this spell is that, unlike Teleportation, there is no limit to how many creatures can use this form of transportation.

Best used when:

  • You need to move quickly over long distances between locations.
  • The party doesn’t have access to other forms of teleportation.
  • Multiple creatures need to be transported.

Best Level 7 Druid Spells

Best Level 7 Druid Spell: Fire Storm

Fiery tendrils swirl around a tiefling mage as they unleash upon their surrounding enemies.

Evocation. A fiery storm descends on a location of the caster’s choosing within 150 feet. The area of the storm can be up to ten 10-foot cubes, of which the caster can arrange to their liking as long as each cube has at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw and takes 7d10 fire damage on a fail or half damage on a success. The fire ignites flammable objects that aren’t being worn or carried.

Not only is this spell a heavy hitter for damage, but the caster gets to choose the layout of the affected area. Most other area spells have a set shape the affected area takes, so being able to choose the shape makes this spell especially powerful. This can also be effective for when allies are close to the intended targets and the caster wants to avoid hitting them as much as they can.

Best used when:

  • You’re fighting many enemies on a large battleground.
  • You want to do a lot of damage at once and from a relative distance.
  • Your party members are interspersed among the enemy and you want to try to avoid hitting them with the area effect.

Second Best Level 7 Druid Spell: Plane Shift

Conjuration. The caster and 8 willing creatures who link hands in a circle are transported to a different plane of existence that the caster chooses. The destination can be specified as an exact location or in general terms. The caster can also banish an unwilling creature to another plane by making a melee spell attack against it. The creature must then make a Charisma saving throw and, on a fail, is banished to a random location on a different plane of existence.

Plane Shift has dual usage for the party, both for party transportation and for transporting an enemy away. It’s also more powerful for banishment, as it doesn’t require concentration orhave a time limit, as the banishment lasts for as long as it takes for the target to find their way back to the plane from which they were shifted.

Best used when:

  • The party needs instant transportation to another plane of existence.
  • You want to semi-permanently banish an enemy.
  • You want to explore planes beyond your own.

Best Level 8 Druid Spells

Best Level 8 Druid Spell: Feeblemind

Drool spills from the mouth from an unfortunate victim as his mind is destroyed by a powerful mage.

Enchantment. The caster attempts to shatter the mind of a targeted creature within 150 feet, destroying its intellect and personality. The target takes 4d6 psychic damage automatically and must make an Intelligence saving throw. If the creature fails, their Intelligence and Charisma scores become 1 and they cannot cast spells, activate magic items, understand language or communicate in any intelligent way. Unless ended by Greater Restoration, Heal, or Wish, the creature can repeat the Intelligence saving throw at the end of every 30 days until they succeed.

This spell is one of the best and most powerful spells used to destroy an opponent because, on a success, the caster essentially renders their opponent useless. And unless someone removes the spell, the targeted creature is left in this condition for at least 30 days.

Best used when:

  • You want to completely destroy the mind of an enemy.
  • You wish to cause long-lasting damage to an enemy.
  • You want to take out a mid to high-level enemy.

Second Best Level 8 Druid Spell: Tsunami

Conjuration. Concentration up to 6 rounds. A wall of up to 300 feet long, 300 feet high, and 50 feet thick appears, causing each creature in its area to make a Strength saving throw or take 6d10 bludgeoning damage, halved on a save. At the start of each consecutive turn, the wall and any creatures in it moves 50 feet away from you; any creatures Huge or smaller that are in the wall or whose space the wall enters must pass a Strength saving throw or take 5d10 bludgeoning damage. Creatures caught in the wall can try to move by swimming but must pass an Athletics check against the caster’s spell DC to move. The damage and wall’s height decrease by 1d10 and 50 feet respectively on subsequent rounds.

As great as Tidal Wave is, Tsunami takes it to the next level and then some. For one thing, the spell and its damage affect the targeted creatures for multiple rounds and forces any creatures caught in the wall to continually make checks and saving throws to lessen the damage. It also forces creatures away from the caster and any allies around them.

Best used when:

  • You want to do a lot of continual damage over many rounds.
  • You want to force opponents away from you and do damage in the process.
  • You want to clear the field of large numbers of weaker enemies.

Best Level 9 Druid Spells

Best Level 9 Druid Spell: Foresight

A mage stands, a shimmering orb floating in front of him as he prepares to take control of his destiny.

Divination. For 8 hours, a willing creature of the caster’s choosing receives a limited ability to see into the immediate future. The target can’t be surprised and has advantages on all attack rolls, ability checks, and saving throws. All other creatures have disadvantage on attack rolls against the target.

Foresight is powerful because a large majority of the rolls in DnD are for ability checks, saving throws, and attack rolls, all of which are now given advantage. Plus, everything else has disadvantage against the creature, making it much harder to hit them.

Best used when:

  • You want to provide advantage on the majority of a character’s rolls.
  • You want to continuously hinder an opponent’s ability to attack for a long period of time.
  • You want to know what happens immediately before it happens (at the DM’s discretion).

Second Best Level 9 Druid Spell: True Resurrection

Necromancy. For any creature that has been dead less than 200 years and died of anything except old age, the creature is restored to life withl full hit points if the soul is willing. The spell additionally closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. Any damaged or missing organs or limbs are replaced and if the creature was undead it is restored to its undead form. If the creature no longer has a body, a new one can be provided by speaking the creature’s name.

This is the top of the line for resurrections, as it restores the target to perfect or near-perfect health upon bringing them back to life. It’s also able to bring creatures back that no longer have an existing body.

Best used when:

  • You want to bring someone back from the dead that may not have deserved to die.
  • You want to bring someone back in perfect or near-perfect condition.
  • Your cleric is out of commission or you never had one in your party.

You may also be interested in:

Top 15 Most Powerful D&D Spells

Top 10 D&D Most Damaging Spells That Obliterate Foes

D&D Best Classes, Ranked Best to Worst

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A storyteller full of wanderlust, Hannah enjoys visiting vast worlds miles away from her Midwestern hometown searching for the next great adventure.
Gamer Since: 2007
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