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

Druids are a really versatile class. Between their available archetypes, they’re ready to serve mixes roles as scouts, strikers, blaster, 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

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 you 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.

 

 

 

 

 

 

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