RPG
The Role Players Guild
Reference LibraryFind a GameGame StoresCharacter BuilderMarket
Sign-in/Register
RPG
The Role Players Guild

Everything you need to run, play, and build around tabletop RPGs — for every system.

f

Platform

  • Reference Library
  • Game Finder
  • Store Finder
  • Character Builder
  • Market

Systems

  • Tales of the Valiant
  • D&D 5e
  • D&D 2024
  • Pathfinder 2e
  • Call of Cthulhu
  • Cyberpunk RED

Resources

  • All Articles
  • Class Guides
  • Spell Database
  • Monster Guides
  • GM Business Guides
  • Game Store Guides

Company

  • About Us
  • Contact
  • Come On The Podcast
  • Privacy Policy
  • Terms of Service
  • Data Deletion

© 2026 The Role Players Guild. All rights reserved.

Not affiliated with Wizards of the Coast, Kobold Press, or Paizo.

Best Druid Spells in D&D 5e (2014): What to Prepare
dnd 5e 2014

Best Druid Spells in D&D 5e (2014): What to Prepare

34 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 5e
  3. >Spell Guides
  4. >Best Druid Spells in D&D 5e (2014): What to Prepare

The short answer

The best Druid spells in D&D 5e 2014 include Conjure Animals at 3rd level, the single best Druid spell for its eight wolves with Pack Tactics. Entangle, Insect Plague, and Sunbeam are standout picks at their levels. Goodberry suits exploration rations, not combat healing, and Circle of the Land Druids gain always-prepared Circle Spells like Misty Step from Coast.

Introduction

A Druid doesn't build a spellbook and doesn't learn spells permanently. Every morning, a Druid looks at the entire Druid spell list, the whole thing, from Druidcraft to True Resurrection, and picks a fresh set to have ready for the day. That's the same daily-preparation model the Cleric uses, and it means "best Druid spells" isn't really a fixed ranking. It's a recurring decision you make every long rest, informed by what the day's encounters are likely to need.

On this page

  • Introduction
  • How Druid Preparation Actually Works
  • Cantrips: The Always-On Toolkit
  • Shillelagh — ●
  • Guidance — ●
  • Produce Flame — ●
  • Thorn Whip — ●
  • Poison Spray — ●
  • Druidcraft — ●
  • Resistance and Mending — ●
  • 1st-Level Spells
  • Entangle — ●
  • Healing Word — ●
  • Goodberry — ●
  • Faerie Fire — ●
  • Speak with Animals — ●
  • Thunderwave and Animal Friendship — ●
  • Create or Destroy Water and Purify Food and Drink — ●
  • 2nd-Level Spells
  • Moonbeam — ●
  • Spike Growth — ●
  • Barkskin — ●
  • Flaming Sphere — ●
  • Pass without Trace — ●
  • Heat Metal — ●
  • Hold Person — ●
  • Summon Beast — ●
  • Enhance Ability and Darkvision — ●
  • Wither and Bloom — ●
  • Air Bubble — ●
  • 3rd-Level Spells
  • Conjure Animals — ●
  • Call Lightning — ●
  • Plant Growth — ●
  • Dispel Magic — ●
  • Water Breathing and Water Walk — ●
  • Speak with Plants and Meld into Stone — ●
  • Summon Fey — ●
  • 4th-Level Spells
  • Conjure Woodland Beings — ●
  • Summon Elemental — ●
  • Ice Storm — ●
  • Freedom of Movement — ●
  • Polymorph — ●
  • Stoneskin and Wall of Fire — ●
  • Confusion, Dominate Beast, Control Water, Hallucinatory Terrain, Blight, Locate Creature, Grasping Vine, Giant Insect — ●
  • 5th-Level Spells
  • Insect Plague — ●
  • Conjure Elemental — ●
  • Mass Cure Wounds — ●
  • Greater Restoration — ●
  • Summon Draconic Spirit — ●
  • Reincarnate, Wall of Stone, Tree Stride, Antilife Shell, Awaken, Commune with Nature, Contagion, Geas, Planar Binding, Scrying — ●
  • 6th-Level and Higher: The Late-Game Standouts
  • Circle of the Land: Bonus Prepared Spells by Terrain
  • Circle of the Moon: When Wild Shape Beats Spellcasting
  • Spells to Skip
  • Verdict
  • FAQ
  • Continue Exploring

That makes this guide different from a school-wide ranking like our Best Evocation Spells guide. This one is scoped to a single question: out of everything on the Druid list, which spells actually earn a slot in a Druid's daily preparation, and when? A Wizard locks spells into a spellbook permanently and just chooses which of those known spells to prepare. A Druid's pool is the entire class list, every single day, which is both a massive advantage and a heavy cognitive load if you don't know which spells consistently pull weight.

Two more things separate Druid spell selection from any other caster's. First, Circle of the Land Druids get Circle Spells: extra spells tied to a chosen terrain that are always prepared and don't eat into the daily preparation count. That changes the math on what to prepare with your remaining slots. Second, every Druid has Wild Shape competing for the same turns that spellcasting wants. A Circle of the Moon Druid who spends most fights as a bear has less use for a deep spell list than a Land Druid who never transforms in combat at all. This guide covers both realities: which spells to prepare at each level, and how your Circle changes the answer.

Hot Take: Circle of the Moon Druids over-prepare. If you're planning to spend 90% of your combat turns as a Dire Wolf or a Mammoth, half your daily spell slots are dead weight. A Moon Druid's ideal prepared list is short: a pre-combat buff, an emergency heal, and Conjure Animals for the fights where a swarm out-values a single big body, not a mirror of a Land Druid's list. Most players build the second list and then wonder why they never cast anything.

Bottom line: The Druid list is one of the deepest in the game, with standout picks at every level (Entangle, Conjure Animals, Insect Plague, Sunbeam), but it also has more filler than most classes because so much of the list is built for exploration and niche terrain rather than combat. Prepare for the day you're about to have, lean on Circle Spells if you're Land, and don't let a full spell list distract a Moon Druid from the fact that Wild Shape is doing most of the work.

D&D 5e Best Druid Spells


How Druid Preparation Actually Works

A Druid's prepared spell count is Wisdom modifier + Druid level, with a minimum of one. At 20 Wisdom (+5) and 10th level, that's 15 spells prepared out of the entire list, a huge selection, but still a fraction of everything available by that point. Cantrips are known permanently and don't burn a preparation slot. Circle of the Land's Circle Spells are always prepared and also don't count against the total, which is why terrain choice matters as much as spell-by-spell picks for that subclass.

Preparation changes on a long rest, and only on a long rest. Once you've prepared for the day, that list is locked until your next long rest (with the narrow exception of ritual casting spells you know but haven't prepared, if your DM allows ritual casting from the full list; check this at your table, since RAW ritual casting requires the spell to be prepared). Practically, that means preparation happens the night before a dungeon crawl or the morning of a wilderness trek, and it should reflect what you actually expect to face, not a fixed "best in a vacuum" list.

● Red: Bad. Actively weak or superseded by another Druid option at the same level. ● Orange: Situational. Correct in specific campaigns, terrains, or Circle builds. ● Green: Good. Reliable and consistently worth a slot. ● Blue: Fantastic. Prepare this whenever it's available and relevant.


Cantrips: The Always-On Toolkit

Cantrips are the one part of the Druid's kit that isn't a daily decision. You know them permanently, so getting this shortlist right matters more than any single day's preparation.

Shillelagh — ●

StatValue
LevelCantrip
Casting Time1 bonus action
RangeTouch
Duration1 minute
ConcentrationNo
ComponentsV, S, M

Shillelagh turns a quarterstaff or club into a Wisdom-based melee weapon dealing 1d8, replacing Strength for both the attack roll and damage. At 20 Wisdom, that's +5 to hit and 1d8+5 damage, a viable melee option for a class with no martial weapon proficiency and no reason to invest in Strength. It's the single most essential cantrip on the list for any Druid who expects to swing a weapon, and it's a bonus action, so it doesn't cost you your spellcasting action to activate.

Guidance — ●

Adds 1d4 to one ability check before the roll resolves, concentration required. Cheap, flexible, and works on Athletics, Perception, Survival, or any check the party needs boosted. The concentration requirement is the only downside, and it's low-stakes to drop if combat starts.

Produce Flame — ●

A 1d8 fire damage ranged cantrip (30 feet) that also produces a torch-equivalent light source in your hand for 10 minutes if not thrown. Weaker damage than a dedicated attack cantrip from another class, but it's the Druid's best at-range damage option before Shillelagh melee comes online, and the built-in light utility matters in dungeon scenarios where torches and lanterns aren't always available.

Thorn Whip — ●

1d6 piercing damage at 30 feet that also pulls the target 10 feet closer to you on a hit. The forced movement is the actual feature: yanking an enemy out of range of a squishy ally, or pulling them into an Entangle or Spike Growth zone you've already placed. Excellent tactical utility layered on modest damage.

Poison Spray — ●

2d12 poison damage at 10 feet on a failed Constitution save, no damage on a success. High ceiling, short range, and poison damage is resisted or ignored by a meaningful chunk of monsters (undead, constructs, plants immune to poison). Situational: great against living, poison-vulnerable targets, dead weight against everything else.

Druidcraft — ●

Minor weather prediction, a small sensory effect, or accelerating/slowing a plant's growth. Zero combat use, minor roleplay flavor. Fine to know, rarely the reason you'd swap a cantrip choice, but it costs nothing since cantrips are unlimited.

Resistance and Mending — ●

Resistance grants advantage on one saving throw (reaction, requires 1 minute of preparation beforehand, so it's not usable reactively mid-combat). Mending repairs small physical damage to an object. Both are marginal utility that rarely competes for a cantrip slot against Shillelagh, Produce Flame, Thorn Whip, or Guidance, but neither is a trap pick if your table leans heavily into exploration and downtime.


1st-Level Spells

Entangle — ●

StatValue
Level1st
Casting Time1 action
Range90 feet
DurationConcentration, up to 1 minute
ConcentrationYes
ComponentsV, S

Entangle fills a 20-foot square with grasping weeds and vines. Creatures already in the area make a Strength save or become restrained; creatures entering later or trying to move through it must save or have their speed halved. This is the Druid's first great control spell and one of the best 1st-level slots in the entire game. A single action locks down a huge chunk of the battlefield, and restrained targets grant advantage to every melee attacker in the party. Pair with Land's Stride (Land Druid) or ranged spellcasting so you're not restrained by your own spell.

Healing Word — ●

StatValue
Level1st
Casting Time1 bonus action
Range60 feet
DurationInstantaneous
ConcentrationNo
ComponentsV

A bonus-action heal (1d4 + Wisdom modifier) at 60 feet, upcastable for +1d4 per slot level. The bonus action is the entire point: it revives a downed ally without spending your action, letting you still cast, attack, or transform the same turn. For a Moon Druid, this is close to mandatory: it's the one spell worth breaking Wild Shape for mid-fight, since reverting, healing, and re-transforming next turn is far cheaper than losing a party member.

Goodberry — ●

StatValue
Level1st
Casting Time1 action
RangeTouch
DurationInstantaneous
ConcentrationNo
ComponentsV, S, M

Creates ten berries, each restoring 1 HP and providing a full day's nourishment. As emergency combat healing it's weak: 1 HP per berry, and eating multiple costs an action. As logistics, it's excellent: ten days of food from a single 1st-level slot removes hunger as a concern on any wilderness trek, and it stacks with a party that's carrying limited rations. Prepare it before a long overland journey, skip it on dungeon-crawl days.

Faerie Fire — ●

StatValue
Level1st
Casting Time1 action
Range60 feet
DurationConcentration, up to 1 minute
ConcentrationYes
ComponentsV

Outlines everyone in a 20-foot cube in light (Dexterity save negates), granting advantage on all attacks against affected creatures and stripping any benefit they'd get from being invisible. Cheap, reliable party-wide advantage that scales with however many enemies clump together, and it directly counters invisible or heavily-obscured threats.

Speak with Animals — ●

Full communication with beasts for 10 minutes. Zero combat impact, but a Druid with high Wisdom and this spell can gather information, scout, or negotiate through animal informants in ways no other class can. Prepare it for investigation- or wilderness-heavy sessions, not combat-heavy ones.

Thunderwave and Animal Friendship — ●

Thunderwave (2d8 thunder, push 10 feet, self-centered 15-foot cube) is a fine early panic button when surrounded, but the Druid has better level-1 options once Entangle is available. Animal Friendship charms a beast for a day on a failed Wisdom save: niche, campaign-dependent utility that shines in specific roleplay or taming scenarios and does nothing in most fights.

Create or Destroy Water and Purify Food and Drink — ●

Pure logistics spells with narrow applicability. Rarely worth a prepared slot over any of the above; keep them in mind for a survival-heavy campaign but don't default to them.


2nd-Level Spells

Moonbeam — ●

StatValue
Level2nd
Casting Time1 action
Range120 feet
DurationConcentration, up to 1 minute
ConcentrationYes
ComponentsV, S, M

A 5-foot-radius, 40-foot-tall cylinder of silvery light that deals 2d10 radiant damage (Constitution save for half) to anyone who enters it or starts their turn there, and moving the beam up to 60 feet as a bonus action costs no action economy on top of maintaining it. Shapechangers also have disadvantage on the save and revert to their true form if they fail. The persistent damage-per-turn and mobility make this one of the strongest 2nd-level control-and-damage hybrids on the list, and it's a spell a Moon Druid can cast before transforming, then walk the beam through enemies while fighting in beast form on subsequent turns since moving it is a bonus action, not tied to concentration on anything else.

Spike Growth — ●

StatValue
Level2nd
Casting Time1 action
Range150 feet
DurationConcentration, up to 10 minutes
ConcentrationYes
ComponentsV, S, M

Turns a 20-foot-radius area into difficult terrain bristling with hidden spikes: 2d4 piercing damage per 5 feet traveled through it. Combined with a push effect (Thunderwave, Thorn Whip) or a Circle of the Land's Land's Stride letting you walk through it unaffected, this turns retreating or repositioning enemies into a damage sponge. A cornerstone battlefield-control spell that punishes movement in a game built around movement.

Barkskin — ●

StatValue
Level2nd
Casting Time1 action
RangeTouch
DurationConcentration, up to 1 hour
ConcentrationYes
ComponentsV, S, M

Sets the target's AC to 16 regardless of armor worn (never lower than what they'd otherwise have). For a Druid stuck with non-metal armor and a DEX cap on Hide, Barkskin is frequently a better floor than natural AC. The concentration cost matters: you can't Barkskin an ally and concentrate on Entangle in the same round, so pick which one the encounter actually needs.

Flaming Sphere — ●

A 5-foot sphere dealing 2d6 fire damage that you can move up to 30 feet as a bonus action, dealing damage to anyone it touches or ends its move next to. Persistent bonus-action damage without giving up your main action, and it can shove through narrow gaps and around corners a wall spell can't.

Pass without Trace — ●

+10 to Stealth for the whole party within 30 feet, no tracks left behind, for up to an hour. This spell alone can turn a party from loud and clumsy into functionally undetectable, which changes how an entire dungeon or ambush encounter plays out. Prepare it on stealth-forward days; it's dead weight in a straight dungeon-crawl fight.

Heat Metal — ●

Deals 2d8 fire damage to a creature wearing or wielding metal, and forces them to drop the item or take the damage again next turn if they don't. Powerful against heavily armored or metal-weapon-wielding humanoid enemies, useless against unarmored, natural-weapon, or non-metal-equipped foes. Check what the enemy's actually carrying before preparing this.

Hold Person — ●

Paralyzes a humanoid on a failed Wisdom save, with a new save each turn. Devastating against humanoid casters and archers, and every attack against a paralyzed target is a critical hit if it lands within 5 feet. Restricted to the Humanoid creature type, which is the main limiting factor.

Summon Beast — ●

A Tasha's Cauldron addition. Conjures a single beast-themed spirit ally that shares your initiative, obeys your verbal commands, and scales its stat block with the slot spent, rather than the swarm of separate creatures Conjure Animals produces one level higher. Slower at the table than resolving several summons, but it trades Conjure Animals' action-economy explosion for a single, simpler combatant - worth considering at tables that restrict or dislike Conjure Animals' turn-length problem.

Enhance Ability and Darkvision — ●

Enhance Ability grants advantage on one ability's checks plus a minor bonus for an hour: solid but replaceable utility. Darkvision grants 60 feet of darkvision to a touched creature for 8 hours, valuable specifically for parties without a darkvision race, dead weight for parties that already have it covered.

Wither and Bloom — ●

A Strixhaven: A Curriculum of Chaos addition. Hits a 10-foot-radius sphere for 2d6 necrotic damage on a failed Constitution save while letting one creature of your choice in the area spend a Hit Die and add the roll plus your spellcasting modifier as healing, a dual-purpose damage-and-support pick that few other 2nd-level Druid spells match. Scales at +1d6 damage and +1 extra Hit Die per slot above 2nd.

Air Bubble — ●

A Spelljammer: Adventures in Space addition. Creates a 24-hour globe of fresh air around a willing creature's head, no concentration required, upcasting to two additional globes per slot level above 2nd. Dead weight in a standard campaign, but a zero-drawback fill for a Wildspace campaign's air-quality clock or a prolonged underwater or toxic-gas scenario.


3rd-Level Spells

Conjure Animals — ●

StatValue
Level3rd
Casting Time1 action
Range60 feet
DurationConcentration, up to 1 hour
ConcentrationYes
ComponentsV, S

Summons a number of fey spirits in the form of beasts: eight CR 1/4, four CR 1/2, or two CR 1 creatures, or one CR 2. The standard play is eight Wolves. Pack Tactics gives every wolf advantage when another ally is adjacent to their target, a bite that knocks targets prone on a failed Strength save, and roughly 11 HP each as disposable, ablative bodies. A single 3rd-level slot generates eight separate attackers, eight opportunity attacks on enemy movement, and eight bodies' worth of battlefield control. Nothing else at 3rd level, on any class's list, produces this much simultaneous action-economy value. This is the anchor spell of the mid-game Druid.

Call Lightning — ●

StatValue
Level3rd
Casting Time1 action
Range120 feet
DurationConcentration, up to 10 minutes
ConcentrationYes
ComponentsV, S

Calls a storm cloud that deals 3d10 lightning damage (Dexterity save for half) to a point you choose, repeatable as a bonus action every subsequent turn without recasting, for the full 10-minute duration if you keep concentrating. Outdoors under open sky, this is close to Fireball's damage output delivered every turn instead of once, at no additional resource cost beyond the initial slot and continued concentration. There is a catch: it requires being outdoors, and a Circle of the Moon Druid can maintain it while in beast form since it only costs a bonus action to redirect, making it one of the few spells that pairs cleanly with staying transformed.

Plant Growth — ●

Overgrows a 100-foot-radius area into difficult terrain (or, in the alternate use, enriches a farmland's crop yield for a season). The battlefield version is a large, no-concentration difficult-terrain zone that's cheaper on your action economy than Spike Growth for pure movement denial, though it deals no damage of its own.

Dispel Magic — ●

Automatically ends a spell of 3rd level or lower on a target; higher-level spells require an ability check against DC 10 + the spell's level. Every prepared caster needs at least one copy of this available in the party, and a Druid facing enemy casters or magical hazards should keep it in rotation.

Water Breathing and Water Walk — ●

Both are excellent, campaign-specific utility for aquatic or coastal adventures and dead spells on land-only campaigns. A Coast Circle of the Land Druid gets Water Breathing and Water Walk as always-prepared Circle Spells, which is the efficient way to access them without spending a normal preparation slot.

Speak with Plants and Meld into Stone — ●

Niche utility and exploration tools. Speak with Plants can extract information or clear terrain in the right scene; Meld into Stone is a strong short-term hiding spot in the right dungeon. Neither competes with Conjure Animals or Call Lightning for a combat-day slot.

Summon Fey — ●

Another Tasha's Cauldron addition, restricted to fey stat blocks. A cheaper preview of what Conjure Woodland Beings offers one level higher, and worth taking early if you know you won't have a 4th-level slot free yet. Once Conjure Woodland Beings is available, this becomes a strict downgrade for most Druids.

Free Character Builder

Build Your Dungeons & Dragons (5e, 2014) Character

The Dungeons & Dragons (5e, 2014) character builder is live - build a Beastkin, a Kobold, or whatever your table is missing, free, right now.

Start Building

4th-Level Spells

Conjure Woodland Beings — ●

Summons fey creatures similar in structure to Conjure Animals but drawing from a different, generally more magically-capable statblock pool (Blights, Pixies, Satyrs, Sprites, depending on your DM's fey list). A strong follow-up to Conjure Animals once you have both slots free, giving access to ranged and spellcasting fey rather than pure melee beasts.

Summon Elemental — ●

A Tasha's Cauldron addition that conjures a single elemental-themed spirit ally at the same level as Conjure Elemental. The summoned spirit shares your initiative and acts on your verbal command rather than needing a full turn of independent management, which makes it faster to run at the table than Conjure Elemental's own creature, at the cost of the more specialized, plane-specific abilities Conjure Elemental's named elementals bring.

Ice Storm — ●

A 20-foot-radius cylinder dealing 2d8 bludgeoning plus 4d6 cold damage (half on a successful Dexterity save), and the area becomes difficult terrain from the ice afterward. One of the Druid's best raw area-damage spells, competitive with a Wizard's evocation options at the same level, plus lingering terrain control.

Freedom of Movement — ●

Grants immunity to being restrained and negates speed reduction from difficult terrain, plus automatic success escaping a grapple, for 8 hours on one creature. Situational but occasionally run-saving against grapple- or restrain-heavy encounters (Constrictor Snakes, Otyughs, Roper-type foes). Worth checking the session's likely enemies before preparing it.

Polymorph — ●

Turns a willing or failed-save creature into a beast of CR equal to or lower than the target's level, replacing their statblock entirely for the duration. On an ally, it can turn a squishy caster into a T-Rex temporarily; on an enemy, it removes a dangerous spellcaster's abilities and turns them into a harmless sheep. High ceiling, but Legendary Resistance shuts down the offensive use against most bosses.

Stoneskin and Wall of Fire — ●

Stoneskin grants resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration, strong on a melee-focused ally, but the material component cost (100 gp of diamond dust, consumed) is a tax most tables track loosely at best. Wall of Fire (5d8 fire damage per round to anyone on one side) is solid zone denial that competes with your other concentration options rather than stacking with them.

Confusion, Dominate Beast, Control Water, Hallucinatory Terrain, Blight, Locate Creature, Grasping Vine, Giant Insect — ●

A crowded level for the Druid. Confusion and Dominate Beast are strong but narrow (Dominate only affects beasts; Confusion is randomized and can misfire on allies caught in the area). Control Water and Hallucinatory Terrain are excellent in the right terrain-specific scenario and irrelevant elsewhere. Blight is the Druid's best single-target damage spell (8d8 necrotic against plant creatures, capped lower against everything else) but competes directly with Ice Storm and Conjure Woodland Beings for the same slot. Evaluate each against the session ahead rather than defaulting to any one of them.


5th-Level Spells

Insect Plague — ●

StatValue
Level5th
Casting Time1 action
Range300 feet
DurationConcentration, up to 10 minutes
ConcentrationYes
ComponentsV, S, M

A 20-foot-radius sphere of stinging insects dealing 4d10 piercing damage (Constitution save for half) to anyone in the area or entering it, with the swarm also functioning as heavily obscuring terrain. Massive persistent area damage at range, with the added tactical bonus of blocking sightlines through the cloud. One of the best 5th-level Druid spells for straightforward damage output against groups.

Conjure Elemental — ●

Summons a single elemental (Air, Earth, Fire, or Water, CR 5) that fights under your command for the duration. A durable, hard-hitting single body rather than a swarm, useful specifically when a battlefield needs one tough combatant rather than eight weak ones (narrow corridors, single powerful enemy, terrain that punishes multiple small bodies). Complements Conjure Animals rather than replacing it; prepare whichever matches the encounter shape you expect.

Mass Cure Wounds — ●

Heals up to six creatures in a 30-foot radius for 3d8 + Wisdom modifier each. The party's best mass-healing option below the 6th-level Heal, and a strong emergency reset after an area-damage hit against the whole group.

Greater Restoration — ●

Removes exhaustion, a charm, a petrification, a curse, or reduces an ability score drain, or restores reduced maximum HP. Situational but frequently the only fix available for these specific conditions, and worth keeping available whenever the party is facing a curse-heavy or petrification-capable threat.

Summon Draconic Spirit — ●

StatValue
Level5th
Casting Time1 action
Range60 feet
DurationConcentration, up to 1 hour
ConcentrationYes
ComponentsV, S, M

From Fizban's Treasury of Dragons. Summons a Large draconic spirit (chromatic, gem, or metallic family, chosen at cast time) with AC 14 plus the spell's level and 50 plus 10 HP per level above 5th. It shares your initiative, acts immediately after you, and obeys verbal commands with no action required from you. Multiattacks with Rend strikes equal to half the spell's level (rounded down) plus a cone Breath Weapon, and grants you resistance to one of its damage types while active. A comparable pick to Conjure Elemental: both put one durable combatant on the field, but this one hits with a cone breath weapon and lets you pick from ten damage types across the three families instead of Conjure Elemental's four. Scales fully with a higher-level slot.

Reincarnate, Wall of Stone, Tree Stride, Antilife Shell, Awaken, Commune with Nature, Contagion, Geas, Planar Binding, Scrying — ●

A deep bench of narrow-but-powerful tools. Reincarnate is a cheaper resurrection alternative with a random new body: great in a pinch, awkward for continuity-focused campaigns. Wall of Stone gives permanent (until dispelled) terrain-shaping and cover. Commune with Nature is a strong exploration-phase information spell. The rest are campaign- and scenario-specific: prepare them when the plot calls for them, not by default.


6th-Level and Higher: The Late-Game Standouts

At 6th level and above, prepared slots get scarce enough that only a handful of spells consistently justify the pick. This tier is summarized rather than given full stat blocks, since by this point in the campaign, a Druid's choices are almost entirely dictated by the specific fight or problem ahead rather than a general-purpose ranking.

● Sunbeam (6th) — A 60-foot line dealing 6d8 radiant damage (Constitution save for half) and blinding anyone who fails, repeatable as an action each turn while concentrating. Devastating against undead specifically, since many undead have vulnerability to radiant damage, and a strong general-purpose damage line otherwise.

● Heal (6th) — Instantly restores 70 HP to one creature and removes blinded, deafened, and diseased conditions, no concentration required. The single most efficient one-shot healing spell available to any full caster, and the natural upgrade once Mass Cure Wounds isn't enough.

● Wind Walk (6th) — Turns up to ten creatures into cloud form for 8 hours, tripling their travel speed and granting resistance to nonmagical damage while in cloud form. Exceptional for long-distance overland travel and a solid emergency escape tool if a fight goes badly.

● Fire Storm (7th) — Ten contiguous 10-foot cubes dealing 7d10 fire damage (half on a successful Dexterity save), no concentration required, and you choose which cubes burn, letting you shape it around allies precisely. One of the best non-concentration nukes on the entire Druid list.

● Regenerate (7th) — Restores 4d8 + 15 HP immediately, then 1 HP per minute for an hour, plus regrows severed limbs. The best answer to sustained attrition damage and permanent injury in the game.

● Draconic Transformation (7th) — Fizban's Treasury of Dragons. A self-buff granting 30-foot Blindsight, a 60-foot flying speed, and a repeatable Breath Weapon (action to activate, bonus action on later turns) dealing 6d8 force damage in a 60-foot cone on a failed Dexterity save. A spell-based alternative to a high-CR flying dragon Wild Shape for a Circle of the Land Druid who doesn't have Circle of the Moon's combat Wild Shape to lean on, combining ongoing area damage, full flight, and a defensive utility layer in one slot.

● Sunburst (8th) — A 60-foot-radius burst dealing 12d6 radiant damage and blinding on a failed Constitution save. The Druid's best raw AoE damage spell, again especially strong against undead.

● Earthquake (8th) — A 100-foot-radius, sustained-duration spell that knocks creatures prone, damages structures, and can open fissures that swallow enemies whole. Situationally the single strongest spell on the list against a stationary enemy formation or a building you need to bring down.

● Foresight (9th) — Advantage on all attack rolls, ability checks, and saving throws for the target, and attackers have disadvantage against them, for 8 hours. Extraordinary on a martial ally going into a boss fight, but the 9th-level slot is precious and this benefits only one creature.

● Shapechange (9th) — Turns the Druid into any creature (not just beasts) with a CR up to their level, retaining most mental statistics and gaining the new form's full ability set. Enormously powerful in the right hands, but requires deep knowledge of the monster manual to use effectively and is often overshadowed simply by staying in a familiar high-CR beast form via Wild Shape.

● True Resurrection and Storm of Vengeance (9th) — True Resurrection is the ultimate answer to a permanently dead party member, restrictively rare in use but campaign-saving when needed. Storm of Vengeance is a spectacular, slow-building battlefield-scale weather weapon best suited to sieges or set-piece final battles rather than a standard encounter.


Circle of the Land: Bonus Prepared Spells by Terrain

Circle of the Land Druids gain Circle Spells at 3rd, 5th, 7th, and 10th level tied to a chosen terrain, and these spells are always prepared without counting against the normal preparation total. That effectively expands a Land Druid's daily spell access on top of everything above, and it changes which terrain is worth picking in the first place.

Coast grants Mirror Image, Misty Step, Water Breathing, Water Walk, Control Water, and Conjure Elemental. Misty Step alone, free and always prepared, makes Coast one of the strongest terrain picks regardless of the campaign setting. Arctic grants Sleet Storm, Slow, Ice Storm, and Cone of Cold, an excellent free control-and-damage package. Grassland grants Invisibility, Haste, Freedom of Movement, and Dream; Haste doubling an ally's action economy for free is a strong pickup on its own. Mountain grants Spider Climb, Spike Growth, Lightning Bolt, and Meld into Stone, with a free always-prepared Spike Growth as the standout. Swamp is the weakest of the set, granting Darkness and Insect Plague: a free Insect Plague is strong, but the rest of the terrain's spell list doesn't back it up.

The practical effect: a Land Druid's normal preparation slots are freed up to cover gaps the terrain doesn't fill. A Coast Druid with Misty Step and Water Breathing always available doesn't need to spend a normal slot on either, leaving room for Conjure Animals, Entangle, or whatever the specific day calls for. Terrain choice should still follow the campaign's actual setting first (a desert campaign with a Coast Druid is a thematic stretch even if the mechanics are strong), but when setting is flexible, Coast and Arctic give the best returns.


Circle of the Moon: When Wild Shape Beats Spellcasting

The single biggest difference in how a Moon Druid should approach preparation compared to every other Druid Circle is this: you can't cast spells while transformed, at all, until the 18th-level Beast Spells capstone. A Circle of the Moon Druid's Combat Wild Shape turns transforming into a bonus action instead of a full action, which is the feature that actually makes spellcasting and Wild Shape coexist on the same turn: you can cast a spell with your action and transform with your bonus action, or vice versa, in the same round.

That changes what's worth preparing. A spell that requires sustained concentration across multiple turns (Entangle, Spike Growth, Barkskin on yourself) competes directly with staying in beast form, since dropping concentration to attack as a beast defeats the purpose of casting it. The spells that actually pair well with a Moon Druid's playstyle are the ones you cast once, before or at the start of a fight, and then abandon in favor of transforming: Longstrider or Barkskin on an ally before the fight starts, Faerie Fire to set up the whole party's advantage before you turn into a bear, or Call Lightning specifically, since redirecting the storm cloud each turn only costs a bonus action. A Moon Druid can maintain Call Lightning's concentration while attacking as a beast, because concentration itself doesn't require an action to sustain, only to initially cast.

Healing Word deserves special mention for Moon Druids: it's the one spell worth reverting out of beast form for mid-combat, since it's an action-economy-free bonus-action heal that can save a downed ally without eating your whole turn. Conjure Animals also earns a place in a Moon Druid's short list. Summoning eight wolves before combat, then transforming into a Bear or Dire Wolf yourself, gives you a swarm plus a tank in the same fight. Note that Conjure Animals itself still requires concentration to maintain the summons, so it and a sustained combat spell can't run at the same time either way.

The upshot: a Moon Druid's ideal prepared list is short and front-loaded. Prepare two or three spells you'd cast before or immediately upon entering a fight, keep Healing Word ready as an emergency reversion tool, and trust Wild Shape to handle the rest of the turn-by-turn combat instead of trying to run a full caster's rotation alongside it.


Spells to Skip

  • Purify Food and Drink (1st) — Narrow logistics utility that rarely matters compared to any 1st-level combat or control option; only relevant in a specific survival-focused campaign.
  • Locate Object (2nd) — Frequently outclassed by simply asking around or using Speak with Animals in a wilderness setting; low combat value and situational exploration value.
  • Timeless Body-adjacent cosmetic spells like Mending — Fine to know as a cantrip since it's free, never worth prioritizing over a combat-relevant choice at higher levels if your DM offers any swap flexibility.
  • Awaken (5th) — A fantastic roleplay and long-term-ally spell, but an 8-hour casting time and a permanent daily preparation slot cost make it something you cast once in a great while, not something worth holding a slot open for on a normal adventuring day.

Verdict

The Druid's spell list rewards a different kind of mastery than a Wizard's or Sorcerer's: you're not memorizing which spells you know, you're reading the day ahead and building a toolkit for it. Entangle and Conjure Animals anchor the early-to-mid game as best-in-class control and summoning options. Insect Plague and Call Lightning carry the mid-to-late game as area damage that scales with the encounter's scope. Circle of the Land Druids get an entire extra layer of always-prepared value from terrain choice, while Circle of the Moon Druids should prepare a short, purposeful list that supports Wild Shape rather than competing with it.

For race, ability score, and full build guidance, see our complete D&D 5e Druid Guide. For the feats that support a concentration-heavy caster or a Wild Shape-focused build, see Best Feats for Druid.


FAQ

How many spells can a Druid prepare in D&D 5e 2014? A Druid's prepared spell count equals their Wisdom modifier plus their Druid level (minimum 1), chosen fresh from the entire Druid spell list after a long rest. A 5th-level Druid with 18 Wisdom prepares 9 spells. Cantrips are known permanently and don't count against this total. Circle of the Land's Circle Spells are also always prepared and don't count against the total either.

What is the single best Druid spell to prepare in D&D 5e 2014? Conjure Animals at 3rd level. Eight CR 1/4 wolves with Pack Tactics knock targets prone, deal reliable damage across multiple attackers, and absorb hits as disposable HP. No other 3rd-level Druid spell generates comparable battlefield impact per spell slot.

Should a Circle of the Moon Druid bother preparing spells at all? Yes, but selectively. A Moon Druid can't cast spells while transformed (until the 18th-level Beast Spells capstone), so the best spells to prepare are ones cast before transforming (Longstrider, Barkskin on an ally) or spells worth breaking form for, like Conjure Animals or Healing Word as an emergency out. Don't prepare a full caster's spell list; prepare a short, purposeful one.

Is Goodberry worth a spell slot in D&D 5e 2014? For food logistics on a long wilderness trek, yes: ten days of rations from one 1st-level slot is efficient. As emergency in-combat healing, no. 1 HP per berry and an action to eat several is worse than Healing Word or Cure Wounds in nearly every combat scenario. Prepare it for exploration days, not combat days.

What is the best Circle of the Land terrain for spell selection? Coast and Arctic give the strongest Circle Spells lists. Coast grants Misty Step, and Arctic grants Sleet Storm and Cone of Cold, all always-prepared and free of your normal preparation count. Grassland (Haste, Invisibility) is a close second. Terrain choice should follow the campaign's setting first, then spell quality second.


Continue Exploring

For the full class breakdown (subclasses, ability scores, race and feat synergy, and level-by-level builds), see the D&D 5e Druid Guide. For which feats to prioritize alongside these spells, see Best Feats for Druid. Or return to the D&D 5e Class Guides hub to compare every class.


Want a GM who runs this system with deep rules knowledge? Find a professional game master who knows the rules cold.

Share this article

Email

More in dnd 5e 2014

Monstrous Races in D&D 5e (2014): Bugbear, Goblin, Hobgoblin, Kobold, and Orc
dnd 5e 2014

Monstrous Races in D&D 5e (2014): Bugbear, Goblin, Hobgoblin, Kobold, and Orc

The five monstrous adventurer races from Volo's Guide to Monsters rated side by side: traits, best classes, feats, example builds, the rules each one is most often misread on, and what Monsters of the Multiverse changed.

Andrew Blase
2026-09-16
30 min read
D&D 5e 2014 Caster Feats: All 11 Spellcasting Feats Ranked
dnd 5e 2014

D&D 5e 2014 Caster Feats: All 11 Spellcasting Feats Ranked

Every spellcasting feat in D&D 5e 2014 compared in one place: Fey Touched, Shadow Touched, War Caster, Magic Initiate, Spell Sniper, Ritual Caster and the rest, rated by class and judged by what each one actually adds to a caster turn.

Andrew Blase
2026-09-14
37 min read
D&D 5e 2014 Defense, Skill and Utility Feats: All 14 Ranked
dnd 5e 2014

D&D 5e 2014 Defense, Skill and Utility Feats: All 14 Ranked

Every defensive, skill and utility feat in D&D 5e 2014 compared in one place: Lucky, Alert, Resilient, Tough, Observant, Skill Expert, Mobile and the rest, rated by class and judged against the ability score increase you give up to take them.

Andrew Blase
2026-09-14
37 min read
Previous Article
Best Paladin Spells in D&D 5e (2014) — Ranked by Level
Next Article
Best Cleric Spells in D&D 5e (2014) — Ranked