Druids are arguably the least well-known of all spellcasters inDungeons & Dragonsdue both to their flavor as nature lovers and their mechanics which sometimes lean towards a focus on Wild Shape usage versus casting spells.
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However, Druids have exclusive access to some very cool and unique spells that are not only incredibly flavorful but quite potent as well. Even the most veteran D&D players likely haven’t seen all of the spells on this list cast. If you’re looking for something refreshing to bring to your D&D table, you’ve come to the right place.
9Entangle
Naturally, we’ve got to kick the list off with a low-level spell that most players probably have seen before. Entangle is a 1st level conjuration spell that requires concentration.
As an action, it causes roots and other plant matter to spring up in a 20-foot square within 90 feet of the caster.
Creatures inside of this area must succeed on a Strength saving throw or become restrained. A creature restrained in this way can use its action to make a Strength check against your spell save DC, ending the effect on itself on a success.
While the vines remain, the area is also difficult terrain. This is an amazing spell at low levels forcontrolling enemieswho only have melee attacks.
Furthermore, entangle can come in absolutely clutch if you ever find your party chasing after an enemy.
8Flame Blade
This is a bit of an odd one, however, it can be absolutely amazing in the right dedicated build. Flame Blade is a 2nd level evocation spell that requires concentration.
As a bonus action, it summons a bright, flaming blade into one of your free hands. you’re able to use an action to make a melee spell attack with this weapon that deals 3d6 fire damage, and the blade shines a bright light in a 10-foot radius and dim light an additional 10 feet beyond that.
The spell also lasts for ten minutes. It’s definitely strange to imagine a Druid using their action to make melee attacks, but the damage that this weapon deal is pretty darn good at lower levels.
7Giant Insect
Yet another concentration spell, Giant Insect is a 4th level transmutation spell that transforms your choice of insects into giant versions of themselves for ten minutes. You can choose between ten centipedes, five wasps, three spiders, or one scorpion, and the creatures follow your commands and act on your turn.
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The centipedes become giant centipedes, the wasps become giant wasps, the spiders become giant spiders, and the scorpion becomes a giant scorpion. Pretty intuitive, right? Each one of these creatures comes with a unique attack that either makes the target save against a poison effect or potentially disables them.
The giant scorpion in particular seems like a great option thanks to its ability to grapple one enemy in each of its claws as well as its high-damage stinger attack.
6Reincarnate
Druids may not getaccess to resurrection spellsuntil they unlock True Resurrection at the 9th level, but they do get their very own unique way of bringing back the souls of the departed in the 5th level spell Reincarnate.
This transmutation spell has a casting time of one hour and requires that you have a scrap of a dead person’s body that has been dead no longer than ten days. The spell also needs 1,000gp worth of rare oils and unguents to be cast.
While all other lower-level resurrection spells require that you have an intact body, Reincarnate gets around this potential issue by creating an entirely new body for the soul of the dead person. The DM (Dungeon Master) rolls a d100 to decide the race of the new body or may simply choose one from the table provided.
We all agree that we’re rolling on this one, right?
5Maelstrom
This 5th-level evocation spell also requires concentration (noticing a theme yet?) and creates a 5-foot deep whirlpool in the 30-foot radius of a point within 120 feet. The area becomes difficult terrain and creatures that start their turn inside of it must make a Strength saving throw or take 6d6 bludgeoning damage and be sucked 10 feet toward the Maelstrom’s center.
This is an amazing control spell because, on top of disabling opponents, it also damages them over time. One of the weaknesses of control spells is that they typically only delay combat with enemies.
Maelstrom is entirely capable of taking enemies down all on its own assuming they can’t manage to swim out of it.
4Wall Of Thorns
Similar to Maelstrom, Wall of Thorns is a more defensive take on a control spell. This 6th-level conjuration spell, which requires concentration, creates a wall of prickly, razor-sharp vines in an orientation of your choosing.
You can either go with a 60-foot long, 10-foot high, and 5-foot thick wall or a 20-foot diameter, 20-foot high, and 5-foot thick circle.
Creatures in the area where the wall appears are forced to make a Dexterity saving throw, taking 7d8 slashing damage on a fail or half that much on a success. Creatures that enter the wall on a turn or end their turn there are subject to the same save.
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Lastly, moving through the wall takes 4 feet of movement for every foot of progress. Thanks to the way the spell is worded, especially savvy players can knock enemies into the wall and keep them there, subjecting them to the saving throw multiple times a round.
3Bones of the Earth
This very thematically worded 6th-level transmutation spell does not require concentration (huzzah!) but does need you to be in a landscape that features stone. As an action, it causes six pillars of stone with a 5-foot diameter and 30-foot length to burst from the ground within 120 feet.
The pillars each have 5 AC (Armor Class) and 30 hit points. You can cause the pillar to burst out from underneath an enemy.
In such cases, the enemy must make a Dexterity saving throw or be lifted by the pillar. Enemies who are lifted in such a way and find themselves caught between the pillar and another surface, such as the ceiling, take 6d6 bludgeoning damage and become restrained.
Creatures restrained in this manner can make a Strength or Dexterity ability check to escape from underneath the pillar.
Aside from this spell just being incredibly cool, it also has a use as a way to boost your entire party into the air should you need to climb a surface. While not every environment will allow for this spell to be at its best, those that do will make for a very memorable experience.
2Tsunami
This 8th-level conjuration spell is a concentration spell with a duration of 6 rounds strangely enough. It creates a 300 feet high, 300 feet wide, and 50-foot thick wall of water that moves 50 feet away from you at the start of each of your subsequent turns.
Creatures caught in the wall must make a Strength saving throw or be swept up into it, taking 6d10 bludgeoning damage or half on a save. Creatures can only move through the wall if they happen to have a swim speed.
However, even those with a swim speed must first succeed on a Strength check against your spell save DC or else lose their movement for the turn. Creatures caught in the Tsunami travel along with it. Surf’s up, dude.
1Storm Of Vengeance
No list of powerful spells would be complete without a9th-level finisher. Storm of Vengeance is a conjuration spell that requires concentration and creates a raging storm within 360 feet of a point within sight.
The storm’s effects change every round but some of the effects featured include deafening thunder, acidic rain, crashing lightning, hailstones, and powerful gusts and freezing rain that make ranged attacks impossible. What better final spell for a Druid to pull off after a long campaign than one that summons a literal hurricane?