Druid Spells 5th Edition (5e) in D&D Spells

Druids are a really versatile class. Between their available archetypes, they’re ready to serve mixed roles as scouts, strikers, blasters, support casters, and controllers. Their spell list features a lot of unique options, and there’s a robust emphasis on area control spells, and most of the Druid’s best spells require Concentration. By spellcaster standards, this makes the Druid relatively simple to play because you so rarely got to track quite one ongoing spell effect, but it certainly doesn’t make them less fun or less powerful.

 

Druid Spells 5e

Druid spells 5E

 

Cantrips (Level – 0)

  • Druidcraft
  • Guidance
  • Mending
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shillelagh

Level 1

  • Detect Poison and Disease
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Speak with Animals
  • Thunderwave
  • Animal Friendship
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic

Level – 2

  • Animal Messenger
  • Barkskin
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Spike Growth

Level – 3

  • Call Lightning
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Sleet Storm
  • Speak with Plants
  • Water Breathing
  • Water Walk
  • Wind Wall

Level – 4

  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Wall of Fire

Level – 5

  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Conjure Elemental
  • Contagion
  • Geas
  • Greater Restoration
  • Insect Plague
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Tree Stride
  • Wall of Stone

Level 6

  • Conjure Fey
  • Find the Path
  • Heal
  • Heroes’ Feast
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk

Level 7

  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity

Level 8

  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Sunburst

Level 9

  • Foresight
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

Druid Class Features

  • Hit Points: d8 hit points are good for a full caster.
  • Saves: Two mental saves. Intelligence may be a dump stat for Druids, so even with proficiency, it won’t be an excellent save.
  • Proficiencies: Medium armor and shields should offer you a good AC, but since you’ll not use metal armor the simplest you can use is Studded Leather and a shield for a complete of 14+dex. Your weapon proficiencies really don’t matter for many builds, and even in builds that believe the weapon, you will be employing a club.
  • Druidic: this may probably never matter unless your DM specifically writes something into the campaign to use it.
  • Spellcasting: The Druid’s spell list includes tons of really fantastic options that are only available to the Druid (and a couple which is only available to Druids and Rangers). The Druid has many of the most effective area control effects, like Entangle and Spike Growth, and tons of unique damage spells like Call Lightning. However, Druids do not have the healing options of the Cleric and lack many utility options available to Clerics and Wizards.

Every class features a number of spell slots per day that supported their level. for instance, a 4th level Druid has four 1st level spell slots and two 2nd level spell slots. The more spell slots, the more spells you’ll cast before wanting to rest and recover your expended spell slots.

Abilities of Druid

Wisdom is everything for the Druid. Moon Druids use their Wild Shape form’s ability scores and hit points, so ability scores are essentially wasted on the Druid.

  • Str: If you’re in melee, you ought to be an animal. And if you’re an animal, you are not using your own Strength score. If you cannot be an animal but are still in melee, cast Shillelagh.
  • Dex: a touch for AC while you are not in Wild Shape is good, but not super important.
  • Con: a touch for hit points is good, but even the Moon Druid will spend most of their time burning through Wild Shape hit points, which don’t believe your Constitution in the least.
  • Int: Only needed for Knowledge skills. Dump unless you would like Knowledge skills.
  • Wis: The Druid’s spells are powered by Wisdom.
  • Cha: Dump.

Some classes know a limited selection of their classes’ spell list. They learn new spells once they level up or via in-game actions. These classes cast any of the spells they know, whenever they need, via their Spell Slots.

 

Lemure Monster DnD 5E

Actions

  • Fist: Melee
  • Weapon Attack: +3 to hit, reach 5 ft., one target.
  • Hit: 2 (1d4) bludgeoning damage

Attributes Lemure Monster

AC7
AlignmentLawful Evil
CHA3
CON11
Challenge Rating0
Condition Immunities

Charmed, Frightened, Poisoned
DEX5
HP13 (3d8)
INT1
ImmunitiesFire, Poison

Languages
Understands Infernal But Can’t Speak

Passive Perception
10
Resistancescold
STR10
SensesDarkvision 120 Ft.
SizeMedium
Speed15ft
Type
fiend (devil)
WIS11

Traits

Hellish Rejuvenation: The lemure which passes on in nine hells which returns to the existence with the entirety of its hit focuses in 1d10 days except if it has been killed by the great adjusted animal to the favor spell 5e cast on that particular animal or, in all likelihood, its remaining parts are then sprinkled with a portion of the blessed water.

Devil’s Sight: The supernatural murkiness doesn’t hinder the lemure’s Darkvision.

 

Mule Monster DnD 5E

Actions

Hooves: Melee Weapon

Attack: +2 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) bludgeoning damage.

 

Attributes Of Mule Monster

AC10
AlignmentUnaligned
CHA5
CON13
Challenge RatingAugust 1, 2020
DEX10
HP11 (2d8+2)
INT2
Passive Perception10
Roll 0Hooves 1d20 + 4 1d4+2
STR14
SizeMedium
Speed40 ft.
Typebeast
WIS10

Traits

Beast of Burden: The donkey has been considered to be a huge creature for the particular motivation behind deciding its conveying limit.

Sure-Footed: All things considered, the donkey has a bit of leeway on quality and furthermore on expertise sparing tosses which are made against the impacts which would thump it to be inclined.

Lamia Monster DnD 5E

Actions

  • Multiattack: The lamia can able to make two
  • Attacks: such as one with its claws and another one with its dagger or else with its Intoxicating touch.
  • Claws: Melee Weapon
  • Attack: +5 to hit, reach 5 ft., one target.
  • Hit: 14 (2d10 + 3) slashing damage.
  • Dagger: Melee Weapon
  • Attack: +5 to hit, reach 5 ft., one target.
  • Hit: 5 (1d4 + 3) piercing damage.
  • Intoxicating Touch: Melee Spell
  • Attack: +5 to hit, reach 5 ft., one creature.
  • Hit: The target is magically Cursed for 1 hour. Until the curse would end and also the target has a disadvantage on the wisdom saving throw and even all ability checks.

Attributes Of Lamia Monster

AC13 (Natural Armor)
AlignmentChaotic Evil
CHA16
CON15
Challenge Rating4
DEX13
HP97 (13d10+26)
INT14
LanguagesAbyssal, Common
Passive Perception12
Roll 0Claws 1d20 + 5 2d10+3
Roll 1Dagger 1d20 + 5 1d4+3
STR16
SensesDarkvision 60 Ft.
SizeLarge
SkillsDeception +7, Insight +4, Stealth +3
Speed30 ft.
Spell BookDisguise Self, Major Image, Charm Person, Mirror Image, Scrying, Suggestion, Geas
Typemonstrosity
WIS15

Traits

Innate Spellcasting: Essentially, the lamia’s beast inborn spellcasting capacity is the charm (spell spare DC 13). Obviously it can inherently be thrown the accompanying spells and it doesn’t require any material segments.

Freely: Disguise Self (any Humanoid structure), Major Image

3/day each: Charm Person, Mirror Image, Scrying, Suggestion

1/day: geas.

Hex 5th Edition (5e) in D&D Spells

The best spell combos in D&D 5e often involve how to immobilize the enemy then deal damage, or making movement hurt and forcing the enemy to move. There also are some ways to lower saving throws then use a spell that needs that saving throw.

You place a curse on a creature that you simply can see within range. Until the spell ends, you deal an additional 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability once you cast the spell. The target features a disadvantage on ability checks made with the chosen ability.

Hex 5E

Hex 5E

  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour
  • Scales: Yes
  • Casters: Warlock

If the target drops to 0 hit points before this spell ends, you’ll use a bonus action on a subsequent turn of yours to curse a replacement creature. A remove curse sew the target ends this spell early.

At Higher Levels. Once you cast this spell employing a spell slot of the 3rd or 4th level, you’ll maintain your concentration on the spell for up to eight hours. once you use a spell slot of 5th level or higher, you’ll maintain your concentration on the spell for up to 24 hours.

The primary advantage of this variant is that it eliminates the “every other square counts double” rule for diagonal movement because it eliminates diagonal movement. Characters simply move from hex to adjacent hex, changing direction as they like. to work out the space between two hexagons, just count hexes by the shorter path (in most cases, there’ll be variety of equally short paths).

Using a hex-based grid changes relatively little about the sport, but poses a mapping dilemma for the GM. Most buildings and dungeons are supported 90-degree and 45-degree corners, so superimposing a hex-based grid on a structure leaves the GM with many partial hexagons, not all of which are large enough for a Medium creature. Use this variant as long as you’re comfortably adjudicating these partial spaces on the fly.

This combo delivers three 3d6 attacks with each casting. Cast hex the primary then follow it up with scorching Ray to feature an additional d6 whenever one among your rays hits. At higher levels, it puts out something like 15 d6 if all of them hit.

Of course, If you cast a hex, the sole other spells you’ll cast during that turn are cantrips. Another fun method is Melf’s Minute Meteors. If you’ll cast it off before battle – even better.

Round 1: Bonus action (Hex) + Cantrip or Attack of your choice

Round 2: Hexblade’s Curse (if Hexblade Warlock) Melf’s Minute Meteors (send 1-2 after them with extra hex damage… both hexes)

Round 3+ Use bonus action to send more meteors and you’ll also cast more spells, cantrips, or attacks for the bulk of the remainder of combat.

On the second turn, you’ll repeat the combo, or cast other spells while using your bonus action to attack with spiritual Weapon all without concentration. Hex also stacks with Crown of Stars. which can be cast up to an hour before and puts out some nice damage also .

Misty Step 5th Edition (5e) in D&D Spells

With Misty Step 5e spell, you can teleport up to 30 feet for an unoccupied space until you can see and it is briefly surrounded by the silvery mist.

The bonus actions are just like the actions which you can take as well as an action on the turn of you. Per each turn, you get only 1 bonus action. But actually, you have totally Misty Step -> Booming Blade, for an instance or else any other bonus action spell+ action spell.

Misty Step 5E

Misty Step 5E

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

By using the 5e misty step you can easily avoid the fall damage but you should cast it on the round which you would have crushed into the ground.

Nothing will prevent you from the grappled condition to do anything because misty step d&d doesn’t require movement.

Briefly surrounded by the silvery mist, you teleport up to 30 feet for an unoccupied space that you able to see.

The ring possesses 6 crystal stones holding some kind of magical shadowy substance inside. Each crystal stone provides one use of the misty step spell. Using a crystal stone allows you to cast the misty step spell, the magical shadowy substance inside disappears. You can use this effect up to the total number of powered crystal stones located on the ring. Every Midnight, 1d6 crystals are replenished.

If you roll a:

  1. You successfully cast misty step, but to a random location within 10ft decided by your DM.
  2. Nothing Happens, the spell does not work and the crystal stone depletes.

3-7. you successfully cast misty step, but as you reach your destination, you take 1d4 of Force damage.

8-18. you successfully cast misty step, you reach your destination.

  1. You successfully cast misty step, as you reach your destination, heal 1d4 HP. (Add 1d4 to Temporary hit points if HP if at max)
  2. You successfully cast misty step, as you reach your destination, a crystal stone does not replenish.

 

Basically, they spend their action on whichever Area of Effect spell will deal the most damage, starting with the powerful Chain Lightning and Cone of Cold, then moving onto Fireball. Ice Storm is used to prevent melee opponents from getting too close, and Misty Step is used to escape any opponents that do manage to get within melee range.

Mage Armor and Mirror Image are the Evoker’s primary defensive spells. It will try to cast them before combat if possible. However, these spells aren’t worth giving up action once combat begins (better to cast a damage-dealing spell)

Toll the Dead 5th Edition (5e) in D&D Spells

In Toll, The Dead 5e Spell you are doing point at one creature which you’ll see within a variety and also the sound of a dolorous bell fills the air around it for a selected moment. But confirm the target should succeed on a Wisdom saving throw instead take 1d8 necrotic damage. Suppose, if the target is missing any of its hit points then it instead takes 1d12 necrotic damage.

So I used to be during a Discord server last night when one among the opposite members was watching the way to do a macro up for the cantrip “Toll the Dead”. This cantrip is interesting for one reason, it’s modified by the extent of the caster AND modified if the target of the spell is already damaged or not.

Toll the Dead

Toll the Dead 5E

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Cleric, Eldritch Knight, Warlock, Wizard

So on the proper, you’ll see the outline for the spell, with a highlight on the extent modification. It also shows the modification supported the health of the target.

Use spiritual Weapon to try to to the initial damage to pump up toll the Dead on the primary turn. On the second turn, you’ll repeat the combo, or cast other spells while using your bonus action to attack with spiritual Weapon all without concentration.

Send your small army of zombies over to grapple your targets, then drop a cloud kill on top of them. Sure, they’ll probably kill the zombies eventually, but it’ll be a significant slog to urge freed from all those grapples.

Wall of Force as a dome or wall blocking almost any enemy from going to them (except teleportation) lasts 10mins. The wizard starts casting Leomund’s Tiny Hut for 1 minute, lasts 8 hours. Within the Hut, the wizard can take a soothing minute to cast the teleportation circle. the right escape plan for a celebration of multiple casters.

First, transmute stone to mud which cuts movement speed. Then cast slow to further cut movement speed and AC. Then cast fireball for lots o damage. Best done by a gaggle so you’ll get in the maximum amount of damage as possible.

Cast conjure elemental then magic revolves around the basic you summoned and immediately break concentration and begin casting planar binding. Total casting time 1 hour and a couple of minutes and you’ve got an elemental bound for twenty-four hours (or 10 days if you employ a 6 level slot) with no need for concentration.

This three spell combo is triggered instantly. Cast a resilient sphere as a contingency spell. Make the contingency when death ward triggers. You slow fall when you’re closer to the bottom like 50-100 feet, you’ll keep blasting the enemy while you’re still within the air out of the reach of melee attacks.

You point at one creature you’ll see within range, and therefore the sound of a dolorous bell fills the air around it for a flash. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

 

 

Arms of Hadar 5th Edition (5e) in D&D Spells

There are actually a worrying number of spells that allow you to try to do this, but the only is Arms of Hadar. It’s the first-level spell that’s exclusive to the Warlock list and summons “tendrils of dark energy” that attack every creature within 10ft.

You invoke the facility of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature therein area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage but suffers no other effect. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.

 

Arms of Hadar

Arms Of Hadar

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
Scales: Yes
Casters: Warlock

At the caster’s behest, the bottom would sprout tendrils of dark energy during a 10-foot (3 meters) radius. they might swing at the creatures within the area and harm them with their necrotic energies and hinder them. Only a test of strength would lessen the harm and not cause the creature to be hindered.

The nature of Warlock spell slots means for the vast majority of the sport you’ll be casting it at higher levels. Again, the scaling may be a little anemic, dealing only 6d6 when fired off through a fifth-level slot. For comparison, this is often just over half the damage a Fireball using an equivalent slot would cause, with a smaller area of effect and therefore the requirement that you’re standing right within the middle of the enemy formation.

It’s a wonderfully evocative spell that’s great RP-bait for nice Old One pact Warlocks and may be a useful spell for a Warlock who wants to urge out of a pickle, but it’s also very situational.

The fact that Arms of Hadar hits everyone in range, regardless of their allegiance, severely restricts its ability to counter an ambush or charging enemies, and ideally, traditional long-range spellcasters should never get into a situation when they’re surrounded by enemies within the first place. Even Blade-locks probably have better uses for his or her spell slots once they get a couple of levels under their belt.

At first level Arms of Hadar may be a decent spell for getting you out of sticky situations and dealing damage over a good area. However, despite its awesome flavor it soon gets outclassed and is perhaps best left by the wayside.

If you’re desperate for an opportunity to use tentacle-based attacks – which is entirely understandable – it’d add up to stay it available until you’ll learn the far more effective (and thoroughly creepy) Hunger of Hadar then swap it out for something more practical.

It seems a universal rule that from comics to boardgames, all aspects of nerd culture must eventually make some kind of nod to the Cthulhu mythos. In D&D this often manifests within the sort of Warlocks battering people with otherworldly tentacles.

Synaptic Static 5th Edition (5e) in D&D Spells

You choose some extent within range and cause mental energy to explode there. Each creature during a 20-foot-radius sphere centered thereon point must make an Intelligence saving throw. A creature with an Intelligence score of two or lower can’t be suffering from this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that point, it rolls a d6 and subtracts the amount rolled from all its attack rolls and skill checks, also as its Constitution saving, throws to take care of concentration. The target can make an Intelligence saving throw at the top of every one of its turns, ending the effect on itself on a hit.

synaptic-static

Synaptic Static 5E

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: No
  • Casters: Bard, Sorcerer, Warlock, Wizard

Synaptic static was an enchantment spell that caused an explosion of mental energy, scrambling the thoughts of everyone caught within the blast.

The spell created a 20‑foot (6.1‑meter)-radius blast centered on some extent of the caster’s choice within a variety of 120 feet (37 meters). All creatures within the blast radius who possessed even moderate animal intelligence suffered massive mental damage, and people who couldn’t resist the spell had their thoughts jumbled for up to at least one minute, considerably impairing all their attempts to perform activities or maybe consider spells.

Here’s a replacement sheriff in town when it involves 9th-level attack spells. Sure, it deals with the book’s recommended damage for a 9th-level spell and not the much higher damage of meteoroid, but it targets creatures of your choice during a huge area, and it stuns the targets until they pass a save. Sure, tons of what you’re fighting at 17th+ level spend a use of Legendary Resistance and moves on with eating your face, but if that doesn’t happen, this will be a significant fight-ender. Look out for it in enemy hands, because it could lock down most of a celebration during a single action.

The spell captures a number of the incoming energy, lessening its effect on you and storing it for your next melee attack. You’ve got resistance to the triggering damage type until the beginning of your next turn. Also, the primary time you hit with a melee attack on your next turn, the target takes an additional 1d6 damage of the triggering type, and therefore the spell ends.

Another within the vein of low-control sinister conjurations, very similar to an infernal calling. There are tons of various failure states here, but it’s not doomed outright: if you’ll get an enemy to attack the demon and stay within the demon’s reach, you don’t get to provide it any longer orders (or allow the demon further saves to flee your control). This spell is filled with stories, and that I dig it.

The downside of this and everyone spells that conjure creature from the Monster Manual is that creating decisions requires some working knowledge of the Monster Manual. These spells are definitely not for low-to-medium-engagement players.

Thorn Whip 5th Edition (5e) in D&D Spells

When you cast this spell, a bit of vine grows into a thorn-studded whip capable of savagely ripping your opponent’s flesh. You’ll wield this whip as if you were proficient, and it follows all the foundations for a whip except that it deals 1d8+1 points of lethal damage per strike. Any time you strike an oversized or smaller opponent successfully with the whip; you’ll release it and entangle the creature.

Doing this ends the spell, but the thorny vine continues to wrap around your enemy until the opponent breaks free with a successful Escape Artist check (DC adequate to the save DC of the spell). On a failed check, the creature takes further 1d4 points of injury and remains entangled. On a successful make sure exceeds the DC by 10 or less, the creature takes the extra damage within the process of freeing itself. A creature also can plan to burst the vine with a DC 20 Strength check, although it takes 1d4 points of injury whether or not the attempt succeeds.

Thorn Whip 5E

Thorn Whip 5E

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous

You create an extended, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6

The ground is crumbling beneath you. A 30-foot crater forms between you and therefore the last drow foe. As he loads a bolt into his crossbow to deal a final blow to at least one of your weakened companions, you produce a thorny whip, grabbing the drow and pulling him into the crater, throwing him to his doom.

Your tank barbarian runs headfirst through a cavern entrance. Runes light up—he has triggered a trap. He drops to the bottom, writhing, ugly boils growing on his skin. Unsure what’s causing this curse, you cast Dispel Magic. The boils disappear, your barbarian is ok , and you proceed into the dungeon.

Not only is Thorn Whip a pleasant makeshift weapon which has scalable damage together with your level (from 1d6 at level 1 up to 4d6 by level 17), this cantrip features a range of 30 feet, is instantaneous and may pull your target 10 feet closer to you. Plus, your melee spell attack bonus uses your spellcasting modifier, adding quite bit to your “roll to hit.” Using this less as a damage dealer and more as a utility spell, the chances are endless.

As gratifying because it is to deal immeasurable damage, it are often even more heroic to act quickly to save lots of the party from effects that fighters, barbarians, and rogues are useless against. To be the sole one who can help the party find the monster, or to be the one, who protects the party from an unseen force, is rewarding in itself. Plus, you get to carry that over your party’s head whenever they’re useless! Be the thorn whip who steps in heroically when things are dire, and you’ll reap the rewards of a satisfying campaign.