The Ultimate Guide to the DnD Druid 5E Class

Dungeons and Dragons Druid

Druids are some of the most exciting and versatile characters you’ll ever have the chance to play. They are known for being one with nature, able to call on the elements to help them when they are in need. They draw power from Circles, giving them access to unique spells and aspects of nature that would otherwise be unavailable to them. 

There’s a lot to love about the Druid, and they can feel very similar to a Cleric in terms of often being utilised for support and healing roles. But there is something that people underestimate about Druids, their ability to catch an enemy (or even the party) by surprise. They are ruthless, fearless, and yet also one of the most peaceful classes. Nothing is ever straightforward. 

Are you ready to delve deep into the world of the Druid?

Table of Contents

What to Expect from This Guide?

This guide is here to condense all of the things you need to know about playing a Warlock into one space that’s easy to manage and navigate. The best races, the best spells, everything we include here only gives you the top options for the class you want to play so that you spend less time scrolling through the things that are, essentially, useless. 

However, we can’t avoid all the bad aspects of the Druid, so you’ll want to take a quick peek at the key we have below. 

BLUE is essential for your class. 
GREEN is excellent for your class. 
ORANGE is alright but often quite specific to a situation. 
RED should be avoided at all costs.

The Role of the Druid

As a Druid, you will often be expected to lean towards being a healer or ranged damage. It’s common for the class to be utilised in this way, and they make a very strong party support with a heavy focus on Wisdom that makes them one of the most interesting spellcasters in the game.

The thing is, it’s not all about the standard spellcasting with Druids as Circles play a vital role in how powerful you are. They all have different spells, abilities, and features that make them invaluable to any party. This is part of what makes them such a versatile class – no two Druids are ever truly the same.

Their Wisdom-heavy focus means that spellcasting is easy for them, and you have the benefit of being able to boost your Dexterity or Constitution as a second primary ability. Druids make for the perfect ranged attack, and as wielders of nature, they are full of surprises. Not to mention that many of them can shapeshift using Wild Shape to offer even more damage.

However, since Druids remain ranged damage it can make them very susceptible to damage from close-range enemies. While Druids who choose Circle of Spores are able to fight more effectively in melee, all the other Circles are left rather squishy. It’s that classic spellcaster balance – you might be very powerful but you’re also going to be pretty easy to kill.

What I can say is that D&D 5e brought back a lot of fun with regards to playing Druid. The fact that the Circle you choose can define the difficulty level of the character and build that you play makes things interesting, and they certainly remain one of the best spellcasters in the game.

What Makes a Druid?

Druids can be the easiest spellcaster class to play as well as the hardest. It all depends on the build you go for and the Circle that you choose. But before we get into that, it’s important that you learn the essentials of what makes a Druid.

Hit Points

D8 (an ideal number for a spellcaster)

Saves

You get a Wisdom and Intelligence save, although the latter is only really useful if you decide to become a Knowledge-based Druid.

Proficiencies

Weapon and Armour Proficiencies

Studded leather is an excellent armour choice, and you can wear medium armour or shields for a great AC. However, you can’t wear metal in a standard because it goes against Druid beliefs. With regards to weapons, anything goes for most builds so you have a lot of freedom here.

Skill Proficiencies

You get a nice selection of skills, most of which are Wisdom based. We will go into further detail on them later.

Features

Druidic: This is not going to be useful as a language at all unless your DM specifically writes it into the campaign, so you can put this feature to the side. 

Wild Shape: This tends to be a utility option unless you are a Circle of the Moon Druid. This is because while any Druid can shapeshift if they want to scout or patrol, only a Wild Shape Druid is able to melee effectively in their animal form. 

Beast Spells: This is such a fantastic feature to have because it allows you to cast certain spells while you are flying around or in animal form. You just need to watch out because if you are spotted and attacked, anything past the low HP of the creature you have shifted into will dig into your own health pool. 

Archdruid: Without Wild Shape, you will find that this has a very limited set of uses but it can be combined nicely with Beast Spells as it can pad your AC and HP as well as give you access to abilities like Darkvision outside of battle. Just be mindful of the Circle you decide to combine this with as some are more beneficial than others.

DnD 5e Druid Spell

Optional Druid Features from New Sourcebooks

When we refer to optional features, we’re talking about class aspects that were introduced in later texts. For Druids, Tasha’s Cauldron of Everything offers some fantastic options. However, not every table will allow them so you’ll need to talk to your DM first.

Additional Spells: Pretty much everything here makes sense when you add it to the Druid spell list. While spells like Divination are pretty useless because Druids don’t have a direct connection to a deity, other spells like Revivify are exceedingly handy – allowing the Druid to replace a Cleric as the party healer.

Wild Companion: This allows you to spend a Wild Shape use and end up with a familiar for a few hours. You can use it several times a day, and the familiar can change which means you can use it in various situational settings to great effect. Honestly, Circle of the Land Druids really benefits from this optional feature.

Cantrip Versatility: This allows you to retrain one Cantrip every few levels. While it doesn’t make your character more powerful, it does improve the play quality and ensures that you can go back on any mistakes you’ve made with learning Cantrips later.

Ability Scores

For a Druid, Wisdom is absolutely everything and it will be your primary stat. It makes spellcasting smoother, helps you get out of tricky situations, and is also one of the most valuable saving throws in the game. Here’s a quick look at the ability scores for Druid in 5e so that you can see what you should be focusing on.

Strength (STR): This is a dump stat for Druids, and if you are in melee you should be in animal form (not using your own strength) or casting Shillelagh as a Circle of Spores Druid.

Dexterity (DEX): It gives you some extra AC while you are in Wild Shape, and we could all do with more padding in battle. A good stat to focus on as a secondary.

Constitution (CON): If you want a few more hit points when you are in your regular form, this is a stat to focus on. However, Circle of the Moon Druids benefit less because of the additional health that comes from Wild Shape.

Intelligence (INT): It can be nice to have this one for Knowledge skills, but aside from that, this is nothing more than a dump stat.

Wisdom (WIS): This is the most important Druid stat as it powers your spells and rolls.

Charisma (CHA): Not needed for Druids at all and is considered to be a dump stat.

Best Races for Druid

When you are picking a race for your Druid, a Wisdom bonus tends to be a crucial aspect to look for. There are countless races and variations available in Dungeons and Dragons 5e, so we are bringing you the best options so that you can optimize your class. While you don’t need much aside from Wisdom, we’ve also looked at races with Dexterity and Constitution bonuses.

Aarakocra

Default Rules: This race has the perfect ability score increase while also offering flight. While this race can only fly in light armour, this isn’t an issue for Druids as the dexterity increase offered balances out with the studded leather for a maximum of 14 AC.

Asaimar

Protector: There is a nice Wisdom bonus, and you get Transformation which offers you temporary flight (we always like that).

Dwarf

Hill: You get the classic durability of the Dwarves while also gaining a nice Wisdom bonus.

Elf

Sea Elf: While I wouldn’t normally include this because of the terrible ability spread, there are some awesome homebrew options if you are looking for a Sea Druid.

Wood Elf: Mask of the Wild will work while you are in Wild Shape and there is a Wisdom bonus.

Firbolg

Default Rules: You get some really cool innate spellcasting abilities that are centred around nature, making it an ideal race to pick. Of course, there is also a Wisdom bonus.

Genasi

Fire: You get efficient spellcasting because it is a Constitution-based race. However, the DM is the one that gets to decide if being fireproof applies in Wild Shape.

Water: Shape Water is an awesome innate spell that you get, and there is a Wisdom bonus as the cherry on top.

Gith

Githzerai: Mental Discipline works in Wild Shape, and you get access to spells that aren’t on the typical Druid list. On top of that, you have a nice Wisdom bonus to take advantage of.

Gnome

Deep: A good option for a Druid, and while the ability spread may not be the best there is a decent Wisdom bonus.

Goblin

Default Rules: You get Nimble Escape and Fury of the Small, which is pretty handy for a Circle of the Moon Druid since they work in Wild Shape. However, other Circles aren’t going to get much out of this and there’s no Wisdom bonus.

Half-Elf

Aquatic: If you’re going for an aquatic campaign, this can be pretty awesome. However, there are still a lot of water spells for breathing and movement available as it is.

Drow: If you have a specific build or multiclass in mind that needs a Charisma bonus, this is a good one to go for – especially with Faerie Fire. Otherwise, it’s one to avoid.

High: As a Circle of Spores Druid, you might be tempted by Booming Blade and some of the Wizard Cantrips offered here. Definitely a Circle-specific option.

Standard: You get two skill proficiencies which is really handy, as well as the racial standards that come with being a half-elf.

Wood: Mask of the Wild is ideal if you have stealth as a chosen proficiency, and it’s one of the best elf races to choose for Druids.

Half-Orc

Default Rules: This choice is only really beneficial for a Circle of the Moon Druid, but the build can be lethal. You can use Savage Attacks and Relentless Endurance to make a formidable Wild Shape build. Furthermore, the Orcish Fury racial ensures that Relentless Endurance is triggered reliably.

Halfling

Ghostwise: You get a great wisdom boost due to Silent Speech. You can even use it in Wild Shape, allowing for telepathic communication between you and party members.

Human

Variant: It’s a good idea to put your bonuses into Wisdom and Constitution, and there are some nice benefits for Moon Druids with Elemental Adept as well as Spore Druids with Polearm Master.

Kenku

Default Rules: There is a nice Wisdom and Dexterity boost with this race, and while the additional proficiencies are not ideal for Druid, they are good if you want to fill in for lacking classes such as a Rogue.

Kobold

Default Rules: While this isn’t a great choice for Druids because it doesn’t really offer any bonuses, a Circle of the Moon Druid can have fun with Pack Tactics. It will cause some spellcasting lag, but it does allow you to create a very interesting character.

Lizardfolk

Default Rules: This is a really durable race that offers a nice Wisdom bonus, and the durability means that a Moon Druid can easily survive dropping out of Wild Shape a few times during battle. You also get Natural Armour which generously boosts AC. Hungry Jaws can also be a pretty fun ability to use while in Wild Shape.

Tiefling

Fierna: You do get a good Wisdom bonus as well as flight, but the spells you get are better-suited to the face of the party. While Druids are not typically used as the face, there are some neat builds you can experiment with that incorporate this.

Tortle

Default Rules: The Strength bonus is completely wasted on Druids, but you get a great Wisdom boost. Every Circle except for Moon can benefit from this race ans the Natural racial means that you can max out your AC and don’t have to worry about splitting ability scores between the Druid big three.

How Do Druids Prepare Spells?

This is part of what makes Druids different from some of the other spellcasters out there – they don’t learn spells. Instead, you need to prepare them every day before you head out on your journey. There are no restrictions aside from the number (which is based on your level), which gives you a lot of freedom with spell selection.

In order to prepare new spells or even re-prepare the ones that you had used that day, you will need to complete a long rest. Since only the DM can initiate a long rest, you will need to use your chosen spells carefully and also make sure you maintain open communication throughout the game.

Dungeons and Dragons Druid Circle

Druid Subclasses (Circles)

Your subclass is important because it dictates the kind of Druid you are going to be. For Druids in Dungeons and Dragons, the subclass is known as the Circle and each of them has a range of benefits that might appeal to you.

We’ve had to keep the breakdown brief because going into massive detail is something we’ll have to save for another guide. However, we’re sure you’re going to find the basics you need right here. Some Circles were introduced in later 5e texts, but we’ll make a note of that for you.

Circle of Dreams (XGTE)

You get a nice combination of utility and healing options here, but there is a lack of definition that makes it hard to determine the role this Circle fills and many of the traits are situational.

Balm of the Summer Court (2): You can use this as a Bonus Action and it will allow you to create a healing pool to keep ally health up and ensure they remain strong during battle. While it can be redundant when compared to Healing Word, it still maintains its advantages.

Several dice can be used with this spell, giving party members temporary hit points that will stop them from dying. It can also be used in the same turn as a levelled spell, offering an advantageous bonus.

Hearth of Moonlight and Shadow (6): Other spells, such as Rope Trick, can work in its place and it is quite situational. However, if you don’t have a Wizard in the party then it does become handy and is very useful if you are camping in dungeons and need somewhere safe to rest.

Hidden Paths (10): This can be used as a Bonus Action and it provides you with excellent range. In many ways, it is like the Druid version of Misty Step – allowing you and your enemies to get out of dangerous situations and even escape grapples.

Walker in Dreams (14): It’s not essential, but it can be handy to have in your party. It allows you and your allies to teleport back to a safe location quickly. While you can achieve this through a flight form as well, it still remains useful to have in those sticky situations.

Circle of Spores (GGTR/TCOE)

This is one of the strongest Circles you can choose, and you get to bring an undead element to your build. Almost all of the features in this Circle use your Reaction and Bonus Actions, freeing up a lot of space so that you can build something with a lot of power.

Symbiotic Entity will use an Action, but it also gives you masses of temporary Hit Points. It should be noted that this Circle allows you to use melee effectively without the need to use Wild Shape, and it’s part of what makes this the most challenging and complex Circle choice. However, when used correctly it also offers some serious damage.

Circle Spells (2): You will use almost everything on the Circle of Spores spell list regularly, and it’s one of the most useful spell sets outside of the core Druid options. Some of the things you can expect from this list are:

  • Fantastic cantrips, including Chill Touch
  • Animate Dead
  • Debuffs and situational utilities
  • Gaseous form
  • Excellent offensive options and single-target spells

Circle of Spores (2): You get a free 1d4 damage that scales slowly but remains a fantastic addition to all of your actions. However, you’re going to want a tank by your side because of the short range.

Symbiotic Entity (2): This allows you to try something outside of the traditional Druid, and you get four temporary Hit Points per levels as well as a10-minute duration that will provide you with powerful melee boosts. Certainly makes a refreshing change from Wild Shape.

Fungal Infestation (6): This is one of those abilities that sounds really awesome but is less impressive in practice. You are limited to small beasts and humanoids, and the creature that you end up infesting isn’t able to do a great deal. They can be used as an undead meat shield that you can hope the enemy attacks first, and that’s really the best it has to offer.

Spreading Spores (10): When you use Halo of Spores, it gets a much wider range with this spell. This allows you to use it as a Bonus Action and it can do a lot of damage. Just remember, you aren’t immune to the spores so be careful not to drop the ability on yourself or you’ll end up the victim of a comedic party death.

Fungal Body
(14): You get a very good selection of condition immunities, but you can still take poison damage. I see your face, I made the same one, but since when do Wizards of the Coast ever make complete sense?

Circle of Stars (TCOE)

You get a lot of power when you choose this Circle as you gain the ability to deal incredible damage and also retain some exceptional healing properties. Starry Form is the one you get the most benefits from in this Circle.

However, even outside of this form you are able to channel a lot of power that you’re going to want to take advantage of. It remains an approachable Circle as well, which is ideal for new players who might want to try it out. Anyone who thinks that Druids look like a bland class are sure to change their mind after experiencing this Circle.

Star Map (2): If we are looking at this feature, you will find that there are four major benefits that form the core of this subclass and make a massive difference:

  • Star Map Focus – It might not be mechanically important, but man does it add a little spice to the spellcasting side of things.
  • Guidance – It’s not just a Cantrip that you get for free, it’s also one of the most beneficial support Cantrips in the game.
  • Guiding Bolt – Used as both support and damage, it’s available at a low level and makes for a really useful addition.
  • Free Guiding Bolts – This can be used in addition to the spell slot above, and you can case it for free for a set number of times each day (according to proficiency bonus).

Starry Form (2): This spices things up a little when compared to the traditional Wild Shape that Druids are so renowned for. In this form, you benefit from an attack, healing, and utility mode to make you an absolute unit that your party will come to rely on.
You also need to keep in mind that choosing your constellation is very important in this form. Until you unlock Twinkling Constellation at tenth-level, you will find this is also a tactical decision. Here are your choices:

  • Archer – Instantly, you get 1d8 + Wisdom radiant damage as a Bonus Action. It’s great on the offensive and useful in every combat situation. The damage increases once you hit tenth-level.
  • Chalice – This more than doubles the amount of healing from Healing Word, and you can heal two people or creatures at once. Once again, tenth-level boosts the power.
  • Dragon – Druids rely heavily on Concentration spells, and being able to guarantee a minimum roll of 10 on Intelligence and Wisdom checks is really useful. Once you hit tenth-level, you also get a 20ft flying speed while maintaining Concentration.

Cosmic Ocean (6): This is pretty similar to Bardic Inspiration, and you can use it 3 to 6 times a day as a Reaction. This makes it deeply impactful, and it’s definitely worth having around to give your party a boost.

Twinkling Constellation (10): The immediate effect is that all of your Constellations are boosts, but you also get the option to change your Constellation at no cost. This means you don’t have to think tactically anymore and you will be able to master all three Constellation options, allowing you to act situationally and switch at will.

Full of Stars (14): You will get a nice increase to your AC and Hit Points, which makes your Druid more durable and adds some strength to the build. Certainly takes away some of the squishiness.

Circle of Wildfire (TCOE)

You get a pet that is essentially a fire spirit, and that’s a pretty awesome addition. This whole Circle is a nice combination of fire-based magic and healing. If you have the Elemental Adept feat, you will also find that it offers a fantastic boost that allows you to benefit from this Circle even more.

While Elemental Bane is less reliable than Elemental Adept because it is dependent on a Constitution save, it does suppress resistance to your choice of magic. So, fire against a fire-resistant enemy suddenly becomes very effective for you.

Circle of Wildfire Spells (2): It’s the spells that provide this fire and healing combination, and you get a very nice selection of fire spells from the Wizard and Sorcerer lists beginning at second level and increasing at third level.

Once you hit fifth-level, you have the option to choose Revivify, and this is a crucial choice because it is usually only an optional class feature. When you reach seventh-level you get two situational defensive buffs, and ninth-level regards you with Flame Strike – Fireball’s little brother.

Summon Wildfire Spirit (2): Small of size and strength, it is a combative companion that has a good flight speed to keep it out of melee combat. It’s a handy companion to help you during battle, but it’s just as squishy as you so watch out for those big hits.

The thing that makes your little companion so awesome is the short-range teleportation spells that leaves a nice trail of AOE fire damage behind. You can use it to escape a grapple, and help your allies do the same, as well as get them through barriers such as doors and jail bars.

Enhanced Bond (6): You get a good bonus to your damage and healing while also being able to apply this to your Cantrips as well as your levelled spells. Since the bonus is 1d8, this makes it similar to Burning Hands and Cure Wounds.

Spells can also come from your spirit instead, offering more durability to your build. You can cast short-range spells at a distance this way, which keeps you safe while your spirit is casting the spell. Borderline cruel? We try not to think about that aspect too much.

Cauterizing Flames (10): The healing and damage is a reaction, providing 2d10+WIS so that you can pick off the weak enemies when you are being charged by a group. You can be strategic with the application of healing lines and attack, allowing for greater versatility.

Blazing Revival (14): With this, half hit points is all you need to get back up and into the battle without going down again immediately. You can also sacrifice your spirit for this, which is dramatic and sad but they can also be re-summoned again instantly so everyone’s a winner.

Circle of the Land (PHB)

With this Circle, you can bask in simplicity because that’s at its core. It boosts spellcasting and makes the ideal Circle for those who don’t want an overly complex Druid build. It’s an approachable Circle that keeps a linear focus, and that’s why we often recommend it to those who are new to D&D 5e.

Bonus Cantrip (2): Since Druids tend to have one less Cantrip than other spellcasters, this little bonus puts you back on an even footing.

Natural Recovery (2): This increases the sustainability of your build, keeping you functional while you’re spending levelled spells. It’s especially important because you only have Cantrips as a backup.

Circle Spells (2): It is important to note that your Circle spells will vary according to your chosen biome, so here’s a quick peek:

  • Arctic: Provides some good control spells, but many of them are similar and require Concentration which makes spell combinations harder.
  • Coastal: This starts off really strong at 3rd level, but as you progress the options become less useful.
  • Desert: You get some nice options here that are well-balanced and there are several options that are usually unavailable to Druids.
  • Forest: There are some good buffs here, and you have the iconic Call Lightning spell, but the spells can be a little difficult to use.
  • Grassland: Comes with excellent buffs, a few of which are not normally available to Druids, but many of the spells are situational.
  • Mountain: This is a brilliant choice. No matter the level, it comes with great options that are powerful and great buffs that you will find yourself using regularly.
  • Swamp: Like the Coastal spells, these start off really strong at 3rd level, but as you progress they become less useful.
  • Underdark: This is packed with fantastic options, most of which are not available to Druids normally. This choice often leads to some really interesting builds.

Land’s Stride (6): While this does allow you to walk through areas where a Plant Growth spell is in effect without any impact on you, it does remain highly situational.

Nature’s Ward (10): This is one of the best Circle benefits because it gives you superb protection against effects that are usually problematic for you.

Nature’s Sanctuary (14): The thing is that by the time you reach 14th-level and unlock this, it loses the impact it would have had at a lower level. While you have near-immunity to plants and beasts neither of these is a huge threat to you anymore.

Circle of the Moon (PHB)

This is considered to be the most durable Circle to choose for a Druid since Wild Shape gives you so many additional Hit Points, and it’s easy to see why it’s such a popular choice to make among players – it’s versatile and exceptionally powerful.

As a Circle of the Moon Druid, you would be classed as the most powerful choice in the game. However, Wild Shape does take a lot of time and patience to master and you’ll need to be prepared to work hard in order to reach your full potential when using it.

Combat Wild Shape (2): It’s a Bonus Action, which means you have the ability to move, attack, and transform in the same turn. You don’t need to try and guess the form before you shift and you can hop back into Wild Shape if you get knocked out of it.

Circle Forms (2): You will have the option to choose from a whole range of highly useful and efficient combat forms. It really makes the combat side of things a lot more fun.

Primal Strike (6): This is part of what makes the Circle of the Moon so effective because Primal Strike is there when you run into enemies that are resistant to non-magical weapons so you can let them feel the sting of your teeth and claws.

Elemental Wild Shape (10): This allows you to mix things up and means that you can transform yourself into a ball of elemental magic that will rain death and destruction on all who oppose you… too far? Well, it takes up both of your Wild Shape uses but also means you can just set everything on fire and satiate your inner pyromaniac.

Thousand Forms (14): This is actually a second-level spell, which makes it even more pointless, and Wild Shape achieves everything it sets out to in a much better fashion.

Circle of the Shepherd (XGTE)

If you want to utilise yourself as party support, this is the Circle for you. It allows you to summon powerful creatures and fey so that you can give your party much-needed buffs. Since summoning creatures is the foundation of this Circle, you’ll need to practice regularly.

Speech of the Woods (2): I am the Lorax, I speak for the trees. Oh, wrong franchise? Well, this free language allows you to speak with animals at all times which makes things interesting when you summon beasts. This is because they become more than attackers and buffers, you can also use them as scouts.

Spirit Totem (2): Since this is a Bonus Action, you will find that this doesn’t cut into your spellcasting. It’s a powerful and versatile choice to make, and you get three options to choose from which are:

  • Bear Spirit – Ideal for defensive moments, it boosts your party hit points temporarily. It is also useful when you are summoning creatures because the hit points apply to all allies in the area.
  • Hawk Spirit – This will tend to be your number one totem, providing a very nice buff for your whole party once per round. It’s especially good when you are summoning a small number of creatures.
  • Unicorn Spirit – Using this before rest will give you additional healing when you cast a healing spell. You can heal allies, but you can also heal a small army of summoned creatures for free.

Mighty Summoner (6): Your summoned creatures will become more durable and able to overcome damage resistance as well as non-magical immunities. However, the rules are unclear on the number of Hit Dice so you’ll have to confirm that with your DM.

Guardian Spirit (10): When you have this and Mighty Summoner, Conjure spells can last for absolute ages – even if you aren’t using the Unicorn Spirit to get those free heals.

Faithful Summons (14): While you cannot trigger this willingly, if you fall unconscious then you will have CR2 creatures that are summoned to keep the enemies at bay until your allies find and rescue you. As a perk, you can choose the beasts that you summon.

D&D Druid Spell Caster

Best Druid Multiclassing Options

Multiclassing is a lot of fun, and it can really add some flavor to your game. However, the thing that you need to remember is that not every class is compatible with Druids. While homebrewing can create some really exciting combinations (my favorite being the Necrodruid (Necromancer and Druid)), there are some standards that help you build the foundations.

Barbarian: A common combination is a Moon Druid and a Barbarian because they get the addition of Rage and Unarmoured Defense. This allows you two rages per day as well as a +2 to Strength. Primal Path is also a very tantalizing choice if you fancy a third Rage.

Cleric: This makes for a sensible choice because it is another Wisdom-based class. It does also offer helpful spells and benefits that can make the class more interesting to play. It’s just a little bland as a combination.

Monk: If you want Unarmoured Defense but also only want to put a single level into multiclassing, this is the best option. Additionally, the extra AC makes this an ideal combination for Circle of Spores Druids because of the increased reliability of melee combat. Martial Arts will also give Symbiotic Entity an additional attack.

Paladin: Moon Druids with two levels to spend will find that Divine Smite and Fighting Styles are very good choices. It should also be noted that the majority of Paladin abilities will work in Wild Shape, but you may need to give up some offensive potential in exchange for this – making it a real mixed bag in terms of multiclassing.

Warlock: If you are a Druid that likes to spend as much time as possible in Wild Shape, the Telepathy you get with a single level is exceptionally useful. However, if you are in a party with a high-level Wizard, Telepathic Bond is much more effective.

Skills and Backgrounds

The most important skills for a druid are Perception, Arcana, Nature, Insight, and Religion. Other than that, other Skills aren’t as important – even Animal Handling is only really needed if you want to be RP-heavy in your playstyle. Let’s have a look at the dump Skills as well as the beneficial ones to give you a clearer idea.

Animal Handling (WIS): The only benefit to this is that it can enhance your RP experience.
Arcana (INT): One of the most important knowledge skills.
Insight (WIS): If you want to be a Druid face of the party, this is invaluable.
Medicine (WIS): Pointless as you have magical healing capabilities, maybe good for RP.
Nature (INT): A good knowledge skill but less important than Arcana or Religion.
Perception (WIS): The most rolled skill in the game.
Religion (INT): Another one of the most important knowledge skills.
Survival (WIS): While it is nice to have a Wisdom skill, it is purely situational.

Best Druid Backgrounds

With regards to backgrounds, there are so many that if we included all of them here it would be a guide in itself. Not to mention that many of them are irrelevant to the class. Here are some of the best considerations for a Druid in 5e.

Acolyte: You get insight, two languages, and a Knowledge skill.
Clan Crafter: History and Insight are good, but you don’t get anything else.
Cloistered Scholar: You get two Knowledge skills and two languages.
Faction Agent: You can pick a Knowledge skill, two languages, and insight.
Far Traveller: You get two skills, one language, and a game set or instrument (useless).
Folk Hero: You get Animal Handling and Survival, which make sense but aren’t great.
Guild Artisan: Insight is useful, but that’s all this has to offer.
Hermit: Medicine allows you to capitalise on your Wisdom alongside Insight and you get a tool.
Inheritor: It would normally be good, but survival is so limited.
Knight of the Order: This is more for the face and has nothing beneficial for a Druid.
Noble: History is useful, but nothing else is.
Outlander: Survival is useful, but there are much better options.
Sage: You get two languages and two Knowledge skills.
Sailor: Perception is very useful, but that’s about the only part.
Urban Bounty Hunter: A highly customisable background that can work well for Druids.
Uthgardt Tribe Member: The Proficiencies are useless, but the flavor is perfect.

Just like Backgrounds, this is another section that would go on forever if I included every single Feat available to you. Instead, you’ll find the ones that are best-suited to a Druid in 5e so that you have a better idea of the choices that will boost your class.

Feats

Elemental Adept: Land Druids are going to get a lot out of this.
Fey-Touched: You get some great additional spells that add a lot to your versatility.
Lucky: Good for everyone. Leprechaun not included.
Metamagic Adept: This is ideal for any spellcaster and gives Druids some great bonuses.
Mobile: All of the effects apply during Wild Shape.
Observant: Your get Perception and a little Wisdom boost.
Resilient: Offers you a helpful Constitution proficiency that adds a lot of durability.
Shadow Touched: Opens up options that Druids don’t usually have like invisibility.
Skill Expert: Get your expertise in Perception for a solid and reliable skill.
Telepathic: For Circle of the Moon Druids, this solves the telepathy issues.

Dungeons and Dragons Druid Wild Shapes

Druid Shapeshifting (Best Wild Shape Options)

When you use Wild Shape, there are endless things that you can shift into as a Druid. However, the rule is that it must be a creature you have seen before. Therefore, the environment that your Druid grew up in is likely to determine the list of creatures they already know.

However, this also means that if they have been adventuring for a few years they will have seen a broader range of beasts and will have expanded their list – all depending on the regions and biomes they have visited – and the list will need to be agreed by both the player and the DM.

When you are using Wild Shape, there are also a few basic rules that you will need to follow:

  • You can only transform into a beast at a specific CR or lower according to your level
  • You cannot transform into a beast with swimming speed until 4th level or higher
  • You cannot transform into beasts that fly until 8th level or higher
  • You can use the proficiency bonus of the beast or yourself, whichever is higher
  • A creature of CR 4 or lower has a proficiency bonus of +2
  • A creature of CR 5 or 6 has a proficiency bonus of +3

If you want a complete list of creatures that your Druid can shift into, that’s going to need to wait until another guide. There is such an extensive number that it will take a whole other tome to fill and you don’t want to scroll through all of them here. So, I took the time to gather some of the coolest ones that players collectively agree are the most popular and fun.

It should also be noted that Circle of the Moon Druids can use Wild Shape to take the form of high CR beasts as early as second level. Other Druids can only really use Wild Shape in combat at low levels.

Best Beasts for Combat

Boar: It can cause some serious damage with its tusk attack. The relentless trait also allows it to take a lethal hit, giving it even more hit points.

Giant Wolf Spider: At low levels there is a lot going for this form. It has incredible climbing speed, a high AC, and paralytic poison to wrap it up nicely.

Dire Wolf: They don’t have the highest damage, but have great staying power and also benefit from Pack Tactics as well as a high AC and a good number of hit points.

Giant Hyena: The low AC isn’t great, but the hit points and abilities certainly make up for it. Rampage allows you to chomp your way through enemies like they were nothing.

Giant Octopus: While situational, it is an excellent option to have because the auto-grappling tentacle attack is truly a force to be reckoned with.

Giant Toad: It might be a swimming beast, but it is powerful on land as well as in the water. Standing leap improves mobility, and bite means you can poison and swallow enemies – what a combination, right?

Giant Constrictor Snake: This gargantuan snake benefits from some seriously cool grappling skills that make crowd control a breeze. To top it off, it has high damage and hit points.

Quetzalcoatlus: There’s nothing better than turning into a pterosaur, and this beast is practically unstoppable. It has low hit points, but what makes this a real monster is the dive attack, flyby trait, and the 80ft flying speed.

Saber-Toothed Tiger: The hit points and AC are nothing to get excited about, but this is all about stealth. Its natural stealth combined with its pounce trait makes it ideal for ambushes.

Ankylosaurus: This particular dinosaur is basically a prehistoric tank with a powerful tail attack. The knockdown effect is impressive, as is the 10ft reach.

Giant Scorpion: There are more durable giants out there, but those grappling claws are ideal for immobilising enemies and the poison is highly effective.

Killer Whale: While it can only be used in the water its blindsight goes out 120ft which is, well, incredible.

Brontosaurus: I mean, the fact you’re turning into this is reason enough, but if you need a little more convincing then 20ft attack reach should tickle your fancy.

Giant Crocodile: It’s one of the strongest beasts in the game, which makes it a very tempting choice. Its jaws can lock down on one target while the tail goes for another, and it comes with good hit points, excellent swimming speeds, and a good AC.

Giant Shark: Another water only beast, the hit points are exceptionally high. While the bite attack isn’t incredible, the damage is still enough to make this choice worth it.

Mammoth: Available at CR 6, this is pure fun to play as. The hit points are high, the trampling charge is an exceptional trait for taking down anything and everything in your path, and the whole party can take a ride on your back.

Best Beasts for Exploration

Cat: This beast offers a dex bonus and offers a stealth form. Since it is a small form that is common in cities, it makes the perfect exploration creature.

Octopus: Not only does it have good swimming speed, but it is also the ideal aquatic stealth creature – offering you a sneaky way around undetected.

Owl: This is the ideal scout, offering a small size a fantastic perception bonus, and the ability to see in the dark. We hear the mice make pretty tasty snacks too.

Spider: You only get one hit point, which is not great, but your climbing skills will get you anywhere and you’re so small that no one would even notice you are there.

Draft Horse: Able to carry up to 540lbs in this form, you can carry two people on your back and have a form that is both sturdy and reliable.

Reef Shark: If you are in an aquatic campaign, there is nothing better than being able to manoeuvre quickly underwater. The reef shark provides this and more.

Giant Eagle: Take to the skies like the magnificent bird you are, and you’re able to carry a couple of party members on their backs. Did I mention the 80ft flying speed as well?

Elephant: You can only have this form as a Circle of the Moon Druid but you can carry the whole party since you can take 1,320lbs.
Air Elemental: Another Circle of the Moon form, it’s great for travel, but also has its uses in combat as well.

Equipment

As a Druid, you don’t really need weapons because you have Wild Shape and can just shift into something ferocious and use your claws to tear enemies apart. Plus, many weapons need Strength to wield them correctly and this can be difficult for Druids since it’s a dump stat unless they multiclass with something like a Barbarian.

However, there may come a time when you do want to use a weapon. Or, if you are a Circle of Spores Druid, you might have chosen to specialise in melee combat in your regular form. If you do find that you need a weapon then use a club or a quarterstaff and cast Shillelagh. This is because the damage will meet or exceed anything you are Proficient with and makes your attacks use Wisdom instead of Strength or Dexterity.

Armour Choices

Leather is the ideal starting gear for a Druid because t it will keep you protected and give you a decent AC. Following that, Studded Leather is the best of the best and offers fantastic protection. You can also use Hide for a similar effect, and Druids can carry a shield if they want to bulk up their AC a little.

It should be noted that metal is considered to be taboo for Druids, and it has been that way through most editions of Dungeons and Dragons. It applies to both armour and shields. While nothing bad will happen to your Druid if they choose to wear metal, it does go against the moral code that they follow and is a part of their identity.

Of course, if a Druid comes across Scale Mail that is not made of metal and is natural instead, they may choose to wear it. Of course, nothing is impossible either. The lore may state that Druids cannot wear metal, but that isn’t to say it will never happen. If the RP goes that way and the DM agrees with you, it can be an interesting plot point to have your Druid break the taboo.

The Best Druid Magic Items

We all like some good magic items in the game, they make things exciting. However, if I were to show you every magic item that is available in D&D 5e it would be a very long list indeed – you’d click away from this guide in about two seconds. Therefore, we have the best and only the best for your Druid.

Common

Staff of Adornment / Birdcalls / Flowers: This quarterstaff can overcome resistance to non-magical attacks. It is helpful for Druids that are using Shillelagh.

Uncommon

Bag of Tricks: You don’t get to choose what you get, but you do get a friendly creature that will obey commands and help you out using a bonus action every turn. They are friendly to you and your allies, make great scouts, and can be used as an expendable bundle of hit points.

Moon Sickle: The rarity of this varies, and offers a bonus to spell attacks, saves, attack rolls, and damage rolls. The healing is also fantastic for a Druid.

Sentinel Shield: Nothing is rolled more than Perception, and you are likely the best at it. The advantage provides a great deal of protection against ambushes and other surprises. You also get a nice little advantage on initiative rolls and it’s perfect for multiclassing with a Cleric.

Rare

Amulet of Health: It can boost your Constitution to 19, which really helps with the whole durability issue. However, if you are able to get Barrier Tattoo as your magical item that is even better since it works with AC.

Barrier Tattoo: It will match the AC of half-plate without you having to wear armour, which is a huge boost for Druids and it works in Wild Shape. It costs a rare item to do it, but it’s worth it.

Belt of Giant Strength (Hill): It works in Wild Shape to give you strength-based attacks. You could shift into a hummingbird with an AC of 21, which is wild but entirely realistic.

Cloak of Displacement: It is one of the best defensive items you will find, taking damage from any source and temporarily suppressing the damage.

Ring of Spell Storing: Another great potential defensive asset, you can fill it with useful spells that can be recharged whenever possible.

Very Rare

Belt of Giant Strength (Frost, Stone, Fire): Uses the elements of Frost, Stone, and Fire and can be used during Wild Shape.

Manual of Bodily Health: Gives you a permanent Constitution bonus and a +2 cap.

Staff of Fire: If you want access to things like Burning Hands or Fireball, this is exactly the magic item you need, expanding your spell list.

Tome of Understanding: Gives you a permanent Wisdom bonus and a +2 cap.

Legendary

Belt of Giant Strength (Cloud, Storm): Some great elemental powers and it works in Wild Shape for more versatility.

Cloak of Invisibility: One of the most powerful abilities in the game, you can still attack while invisible as well as your usual spells.

Ring of Three Wishes: Everyone wants to be able to get a wish, and if you lose the ability to receive one you can pass it onto an ally.

DnD Druid Spell

The Best Druid Spells and Cantrips

We’ve arrived at the very core of the guide. Is it the longest section? Yes, but also one of the most useful. As always, I will be dedicating this section to the best Druid spells in 5e so that you don’t have to worry about sifting through the ones that don’t do much for your class. I’ll try to keep it as essential as possible but I don’t want you to miss anything juicy.

Best Druid Cantrips

Create Bonfire. Matching the damage of Produce Flame and causing ongoing damage to enemies in the radius, it has a low Concentration requirement that makes it a good introduction to area control spells.

Frostbite. You are granted a Disadvantage on your target’s next weapon attack, and it is d6-based. While it does work on a Constitution save, your build should centre around at least two of the big three anyway.

Guidance. You can cast this on your allies constantly, and you should. It boosts their skill checks and keeps everyone at the top of their game.

Primal Savagery. It is a fantastic option for Druids that want to use melee, and while Circle of Spores Druids will find Shillelagh more effective, it’s only going to be that way until you hit 17th level and you need to be using Symbiotic Entity.

Produce Flame. This is the Cantrip that every Druid heads to immediately because you can carry the flame around as a light source if it is needed, and your DM may even allow you to light campfires with it.

Shape Water. You have the power over ice and water, which gives you solutions to a whole host of problems and is essential for any Druid.

Shillelagh. This is only a good option for Circle of Spores Druids (hence the orange marker) because it is a melee-focused cantrip. Using Symbiotic Entity, you get a massive boost to weapon damage that remains effective until 11th level.

Thornwhip. You get good damage here, but what we really like is the pull effect that gives you ten feet of space in order to throw enemies, grapple, or pull your allies out of harm’s way.

Thunderclap. If you’re in melee range, this cantrip damages all enemies within five feet of you. It does a load of damage against three or more enemies, ideal for surprise close combat.

Level 1 Spells

Absorb Elements. This defensive option can save your life at absolutely any level and is worth having around if you encounter unpredictable elemental damage. Plus, the bonus damage on your next attack is a nice little perk.

Charm Person. Casting this on a hostile target without them knowing is a great way to diffuse the situation. However, there is no visual indication that the spell succeeded or failed. Your DM has to tell you if it worked and so you may need to cast it a couple of times.

Create or Destroy Water. Being able to create water is ideal for adventurers that need to survive in harsh conditions. Combine this with Goodberry and you’re an unstoppable beast.

Detect Magic. A simple does what it says on the tin spell, it detects magic in the area and every party needs one person who has it.

Entangle. An area control spell that works beautifully at every level, the fact that it’s strength-based means that even high level enemies don’t stand a chance against being restrained. However, it does require Concentration to maintain.

Faerie Fire. This is the lowest-level option you will find for dealing with invisible creatures. Since the Advantage on a failed save means better attacks for you this remains a valid option as you continue to level up. Definitely a good spell to have at any level.

Goodberry. It offers more healing per spell slot than Cure Wounds, and there is no set limit on the berries so you can just conjure a giant bag of healing berries to munch on in combat. I don’t know if your DM should know this information or not…

Healing Word. This spell is more important than Cure Wounds, especially at low levels. It’s a bonus action, which means you can heal an unconscious ally and then still use a cantrip after.

Protection from Evil and Good. It’s a situational spell, but a brilliant defensive option and so worth having on hand.

Thunderwave. One of the few options you have for pushing your enemies away. It offers some good damage output while you’re in combat, and you can always push them into an area of control effect.

Level 2 Spells

Augury. What makes this divination spell great is that you can ask the DM for hints. Since it is castable as a ritual with reusable components, you can do it constantly if you have the time and question a whole host of decisions.

Continual Flame. It offers a source of constant and reliable light, and you can cast it on anything.

Darkvision. This is a huge tactical advantage, allowing you to see in the darkness, and it lasts for eight hours as an added bonus.

Dust Devil. It lasts for a whole minute, which means you get to push enemies around and keep your allies out of harm’s way.

Earth Bind. While a situational spell, it becomes very useful at higher levels as a tactical move. If you can fly and your enemy can’t, you’ll win every time.

Enhance Ability. This is such a versatile spell, boosting abilities for a nice bonus in a range of situations. Enhance Eagle’s Splendor for improved social interactions or Bull’s Strength to improve grappling etc.

Enlarge/Reduce. It can be a buff or a utility option – the choice is yours. Make enemies and allies big or small, it’s a self-explanatory spell. It also works in Wild Shape.

Flaming Sphere. While a fun spell to use, it is not without its difficulties. You get a nice combination of area of control and standard damage output, but it requires your bonus action and Concentration for the entire one minute duration.

Healing Spirit. This spell is better than Cure Wounds. You get a maximum of six uses of the spell, which means 6d6 of healing when cast at 2nd level, but the way this spell works means that you’ll be doubling the amount at 3rd level.

Heat Metal. It might be a situational spell, but if you come across a humanoid wearing metal armor it’s a slow death sentence. The slow damage is made up for by the huge disadvantages to enemy attacks and ability checks.

Lesser Restoration. An excellent healing spell. One that won’t be needed all the time, but that you’ll be thankful for once it’s there.

Moonbeam. An ongoing spell, it will deal damage to one creature once per turn, and they will have the opportunity to roll a Constitution save in order to reduce the damage. Moonbeam also deals radiant damage.

Pass Without Trace. This spell gives you a +10 bonus, which is incredible. It’s not going to give you invisibility, and you’re still going to need to find cover, but this bonus is enough for you to take down a plated fighter.

Protection from Poison. While this is quite a situational spell, poison is common across all CR ranges. Since it lasts for an hour, you can get quite a lot out of it.

Spike Growth. You get 2d4 damage done to your enemies for every five feet they travel. This means it’s not just them moving normally that causes it, any push or pull techniques you use on them are going to trigger it.

Summon Beast. It lasts for an hour, providing highly effective beasts that give you plenty of mileage. Run Pack Tactics alongside them and you have damage that is consistent and highly reliable.

Warding Wind. Circle of the Moon and Circle of Spores will benefit from this melee buff. It creates difficult terrain that makes it hard for your enemies to move and gives ranged attacks a disadvantage.

Level 3 Spells

Aura of Vitality. Not a spell for use in combat, but certainly a good and efficient spell to have. It offers 20d6 of healing, and not even Healing Spirit can match it at this level.

Conjure Animals. A powerful tool that can help your party get the upper hand, it is not one to be underestimated. However, you do need to remember that it is the DM who decides what you summon.

Dispel Magic. Simple as removing magical effects. An absolutely crucial spell that every party needs.

Elemental Weapon. Since Druids can’t cast Magic Weapon, think of this as the alternative. This is really useful for Circle of Spores Druids since it combines nicely with Polearm Master and improves melee capabilities.

Erupting Earth. Think the Druid version of Fireball, only it does two-thirds of the damage and has a quarter of the surface area. What you want this spell for is the difficult terrain.

Plant Growth. So, this is a complex and situational spell. Outside of the adventurer lifestyle, being able to enrich the land and double the crop yields is really useful.

Protection from Energy. This is a great defensive spell, but you might find that Absorb Elements is all you need.

Revivify. Anyone who can have this spell needs it. You touch someone that has died in the last minute and they are returned to life.

Level 4 Spells

Charm Monster. A non-lethal way to deal with enemies, which makes it a great Druid spell. The target doesn’t need to be able to understand you, but they are only friendly to you and they know they were charmed once the spell ends.

Divination. This spell offers more precision than Augury and sees further into the future. It does cost 25 gold pieces for the components.

Dominate Beast. Since beasts usually have poor Wisdom saves, this is one of the best ways to win the battle. It scales nicely and is powerful for its level.

Elemental Bane. The damage types covered by this spell are ones that Druids rely on heavily, especially fire damage. You can pile up a lot of damage quickly, but it uses a Constitution save and needs a lot of Concentration.

Fire Shield. This defensive option is best for Circle of Spores and Circle of the Moon Druids. It doesn’t require concentration and lasts for ten minutes.

Giant Insect. All you need to do for this spell is keep a jar of bugs on your person so that you aren’t reliant on whatever might be around you at the time. Wasps and centipedes are two of the best to go with.

Polymorph. This is one of the best spells out there, but it is also very complicated and takes some practice to really make the most out of it.

Stone Shape. Everything you do has to be within a five-foot cube, but it really allows you to finely detail the stone you are working with. The possibilities are limitless.

Stoneskin. It has great resistance to weapon damage and is more effective than AC 16. The only competition here is Barkskin, which is less expensive to cast.

Wall of Fire. A great area control option that keeps your enemies trapped.

Level 5 Spells

Commune with Nature. You can cast this repeatedly while travelling because it is a ritual, and it has a radius of three miles. You can get some good information, but stopping to perform the ritual every six miles can get tiresome.

Cone of Cold. A giant cone of cold air that does some serious damage. A good one to have for hitting multiple targets.

Conjure Elemental. You get to choose the type of elemental you summon but not the CR. You’ll also need to maintain Concentration to avoid things becoming a total disaster and you losing control.

Contagion. Hit the target with a melee spell and they are poisoned for three turns. You also get to choose a disease to infect your target with.

Greater Restoration. A crucial healing spell that every Druid should have on them.

Insect Plague. This is a good area control spell because it combines difficult terrain with ongoing damage.

Maelstrom. This spell covers a 30-foot radius in difficult terrain, which means that any creatures caught in the middle are going to need Dash if they want a chance of escaping.

Scrying. It’s not as powerful as it was in previous editions. However, once you do you can spy on major characters and learn more about their plans.

Transmute Rock. Previous editions had this as two spells, but now you can use it as one to turn mud into rock or rock into mud. It’s great for getting through walls or collapsing structures and slowing enemies.

Wall of Stone. Great for creating instant cover when you need defense, and you can use it to isolate enemies from their allies. You can also make the effect permanent if needed.

Level 6 Spells

Heal. It’s a great healing spell that is one of the best in the game. Ideal for giving your allies (or yourself) a boost during combat.

Investiture of Flame. You can use it with Wild Shape to grapple enemies and keep them in place while you unleash a line or cone of fire that will destroy them. We highly recommend turning into a flaming owl and letting fire rain from the sky.

Investiture of Ice. This spell creates an area of difficult terrain around you, causing enemies to lose balance. You can also trade the line of ice for a cone, allowing for more versatility.

Investiture of Stone. Forget the earthquake effect with this spell, what it really offers is fantastic resistance to weapon damage. Since the spell continues in Wild Shape, Circle of the Moon Druids will benefit.

Investiture of Wind. You get a very nice 60-foot fly speed with this spell, and there is a disadvantage on ranged attacks against you. Of the four Investiture spells, this is the best one for Circle of the Land Druids.

Sunbeam. With this, you get the equivalent of Lightning Bolt every turn and it comes with blinding effects. This needs a Constitution save to remove, but you get a round of blinded enemies.

Transport via Plants. It lasts one round and doesn’t specify that whatever goes through has to exit in an unoccupied space. You can use it to transport yourself between planets. Yes, you heard me correctly.

Wall of Thorns. This is a great alternative to Wall of Fire. It blocks line of sight and takes four times more movement than normal to get through.

Wind Walk. This is a great way to move if you are scouting from the air. Transport via Plants is still the better option, but you aren’t always going to have suitable plants around.

Level 7 Spells

Mirage Arcane. The illusion is tangible, allowing you to touch and interact with whatever is inside it. The level of immersion is down to your DM, but this spell is very fun to play with.

Plane Shift. Using travel and banishment in one spell is pretty cool. Cast it twice to teleport, and banish a creature to a plane where they will suffer. It needs a Charisma save, but most monsters have really low Charisma which makes things easy.

Reverse Gravity. If the affected creatures can’t grab onto anything, they’re an easy target and it’s certain death and it can be used on targets that are larger than the party.

Level 8 Spells

Antipathy/Sympathy. It can be difficult to use this spell since it targets a single type of creature, but it’s incredible if you are facing a group of them.

Feeblemind. Any casters that rely on Wisdom and Charisma are really susceptible to Feeblemind. It temporarily trashes the attributes of your target. It’s heavy on the DM interpretation though.

Incendiary Cloud. It works a lot like Cloudkill but with double the damage. It also uses Dexterity saves. You choose the heading of the cloud, but it’s also easy for creatures to walk out of the cloud at any point and it has ten feet every round.

Sunburst. This works a lot like Fireball, but it blinds the targets and has three times the radius. The targets can use a Constitution save every turn to remove the blindness, but they will have to spend at least one turn completely blind.

Tsunami. Use this spell to push everything around you away by 50 feet. They are prevented from escaping unless they make a successful Strength check but ranged attacks can continue.

Level 9 Spells

Foresight. This is one of the best buffs available in the game, and it lasts for eight hours so that whoever you cast it on will find any challenge they face effortless.

Shape Change. It’s a Polymorph spell that allows you to change form while under the effects of a single casting. It makes you versatile in your capabilities, but it shouldn’t be used when in combat because it takes up an Action.

To Conclude

Honestly, it doesn’t get wilder than playing a Druid. It’s the kind of class that is able to hold your hand and introduce you to the world of spellcasters while also providing you with complex options that can take years to master. The more you grow with your Druid and explore what this class has to offer, the more unstoppable you’ll become. A real… force of nature, you could say.

If you’ve chosen a Druid for your next campaign, we’d love to hear more about the character that you created. What kind of build did you go for? Are you enjoying playing it? Make sure you leave us a comment below so that we can hear more about the fun you’re having at the table.

Other Class Guides

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