DND Druid Spells 5e List [All Levels + Table]
About Druid Spells:
Druid spells are an example of a priest of a specific myth. His beliefs and powers are very different from clerics: the druid is a priest of nature, guardian of wilderness such as the forest, the plains or the jungle. Druid must be human or half-elf and have a minimum WIS score of 12 and a minimum Charisma score of 15. These two characteristics are his primary characteristics.
Unlike the cleric, the druid only has the right to use natural armor – leather armor, quilted armor or skin armor and wooden shield, magical or not. All others are forbidden to him. His choice of weapons is limited to the following: club, sickle, dart, spear, dagger, scimitar, sling and stick.
Druid Spells – Hit Points:
druid spells list
DND 5E druid SPELLS LIST - EXPLANATION
This druid spells makes you to choose non magical flame which you can see within range and fits within a 5ft cube. Instantaneously you can expand the flame upto 5 feet in one direction and also you cause the simple shapes such as the vague form of a creature of an inanimate object or location to appear within the flames and animate.
By using create bonfire druid spell you can create a bonfire on ground which you can see within range. Until the duration ends, the magic bonfire fills 5 feet cube. A druid spell creature make the saving throw when it moves into the bonfire’s space.
This spell makes to whisper the spirits of nature and you can create tiny, harmless sensory effect which predicts weather of the location and it manifest clouds for rain, falling snow and so on. Instantly you make a flower blossom, leaf bud bloom or a seed pod open and more.
The Frostbite druid spell cause freezing frost to one creature which you can see within the 60 feet range. This druid spell target make a CON saving throw. When the target is failed save, it takes 1d6 cold damage and it has an effect on the next weapon.
Your range for this druid spell is, you can touch one willing creature. Before the guidance druid spell ends, just target the dice d4 and add the number which is rolled to one ability & check its choice. This spell can roll the die before or after making the ability check, then the spell ends.
The gust druid spell hold the air and enforce it to create the effects within the range. The smaller creature which you choose must succeed on a Strength saving throw or it will be pushed the creature up to 5 feet away from you. And you can create small blast and harmless sensory effect using air.
Mending druid spells repairs all the magic items and construct the objects such as broken keys, broken chain links, leaking wineskin and torn cloak. But this spell can restore the magic item but it will help to repair it.
Your range for this druid spell is, you can touch one willing creature. Before the resistance druid spell ends, just target the dice d4 and add the number which is rolled to one ability & check its choice. This spell can roll the die before or after making the ability check, then the spell ends.
You can choose any portion of dirt or stone which you can see within range. The Mold Earth druid spell target an area of loose earth, it instantaneously excavate it, move it along the ground and it deposits up to 5 feet away. You can cause the ground which become normal terrain if it is already difficult terrain.
The poison spray druid spell can extend your hand towards a creature which you can see within range and it projects a puff of noxious gas from your palm. This druid spell creature must succeed on a CON saving throw or it take 1d12 poison damage.
By using produce flame druid spell, you can flicker flame appears in your hand. This flame sheds bright light in 10ft radius and it also sheds dim light for an additional 10ft.
By using this druid spell, you can choose an area of water that you can see within range which fits within a 5ft cube. Instantaneously you can change the flow of the water as you direct and you can also freeze or unfreeze the water.
By Shillelagh druid spells, you own non-magical club which becomes a weapon with a bonus attack and damage rolls. These are the druid effects only occur when the weapon is wielded by you. If not wield it, then the weapon behaves like unaffected by this spell.
This druid spell helps to create a long, vine-like whip covered thorns that lashes out at your command towards a creature in range. If the attack hits, then the creature takes 1d6 damage and if the creature is larger or smaller than you can pull the creature up to 10 feet closer to you.
By using thunderclap druid spells, you can create a burst of thunderous sound which can be heard 100 feet away. When the target is failed save, then the creature takes 1d6 thunder damage.
The absorb elements druid spell helps you to capture some of the energy which lessening effect on you and storing it for your next melee attack. You have the resistance to the trigger damage until the start of your next turn.
This animal friendship druid spell helps you to convince a beast which you mean it no harm. Choose a beast which is near you and which can see and hear you.
One of this druid spell, establish a telepathic link with one beast that you can touch that is friendly to you. That beast can understand your telepathic messages to it, and it can telepathically communicate with simple emotions and concepts back to you.
You can attempt to allure humanoid which you can see within range. The allure creature regards you as a friendly acquaintance. When the spells duration ends, then it knows it has been charmed.
Create Or Destroy Water
By using this druid spells, you can either create or destroy water up to 10 gallons of clean water within range in a container.
From the cure wounds druid spell, the creature you touch will regains lot of hit points which is equal to 1d8+ with your spellcasting ability modifier. If it is used on an undead creature, instead it take 3d10 radiant damage. This druid spells has no effect or constructs.
If you can sense the magic in this way, then you can use your action to see a faint aura which is surrounded by any visible creature or object in the area that bears magic. This druid spell can penetrate most barriers when it is blocked by 1 inch of metal, 3 feet of wood or dirt, 1 foot stone and thin sheets of lead.
Detect Poison and Disease
By using this druid spells you can identify the poisonous creatures, location of poisons and diseases within 30ft range. The detect poison and disease druid spells can penetrate most barriers, but it is blocked by 1 inch of metal, 3 feet of wood or dirt, 1 foot stone and thin sheets of lead.
This druid spells cause an earthquake in the ground about 10ft radius. Except you, every creature in that area must make a DEX saving throw. When it is failed save then the creature takes 1d6 strikes damage.
This entangle druid spell cause tall grass, weeds and other plants to cover around the creatures in the area of effect or those who enter the area. The entire area of effect is considered to be in difficult terrain till the effect lasts.
According to your choice and time of casting, the faerie fire druid spells can be green, blue or violet. Until the duration ends, the objects and affected creatures shed dim light in a 10-foot radius. And it does not cause any harm to the objects or creatures.
You can create a 20ft sphere of fog which is centered on a point within range. The fog sphere spreads around corners and its area is heavily obscured. This druid spell lasts for the duration, until greater speed of wind spreads over everywhere.
By using goodberry druid spell, you will get upto ten berries in your hand which are infused with magic. Eating one berry restores 1 hit point and the berry provides you enough nourishment to sustain a creature for a day.
A creature of your choice which you can see within the range reclaim hit points which is equal to 1d4+ with your spellcasting ability modifier. And this druid spell has no effect on constructs or undead.
You can create a piece of ice and throw it at one creature within 60ft range. By this druid spell, you can make a ranged spell attack which is against the target. On a hit, the target takes 1d10 quick damage. You can hit or miss, thow then it explodes.
You can touch any creature, until the spell ends the creature will jump triple the distance than the normal. This druid spell duration is one minute.
When you can touch any creature, the target speed increases by 10 feet until the spell ends. This druid spells duration is one hour.
Purify Food and Drink
All types of non-magical drinks and food within a 5-foot radius is centered on a point of your choice within range which is purified from free of poison and disease. It is one of the best druid spells.
Speak With Animals
By using speak with animals druid spells, you can ask any questions and receive answers from animals, but this spell doesn’t make you friendly with beasts. If any animal is friendly toward you, then it may do some favor or service for you. These beasts can give you information about nearby monsters and locations.
This druid spell can wave thunderous force which sweeps out from you and the spell emits a thunderous boom which is audible out upto 300 feet.
By means of this druid spell, you can use any tiny animals to deliver a message. You can force any tiny animals to go to a spot you select. The most common use for this druid spells is to get an animal to carry a message to your companions.
This barkskin druid spell toughens a creature's skin. This enhancement bonus provided by barkskin assemble with the targets natural protection bonus, but not with other enhancement bonuses to natural protection.
Until the duration of the druid spell ends, you can use your action to see through the beast eyes and hear what it hears. While you are perceiving through the beast’s senses, then you will gain the benefits of any special senses which is possessed by that creature, even though you are blinded and deafened to your own surroundings.
By this druid spell, you can touch any willing creature to allow the ability to see in the dark. This spell helps to see in total darkness within 60 feet range.
You can choose any unoccupied 5ft cube of air that you can see within the range. The natural force resembles a dust devil which appears in the cube until the duration ends.
By this earthbind druid spell, you can choose one creature which will surrounded by yellow strips of magical energy loop that you can see within range. An airborne creature is affected by this druid spell and it descends at 60ft per round until it reaches the ground or the spell ends.
In this druid spells, you can touch a creature in a magical enhancement. Choose one of the following effects and target the gain effect until the spell ends.
- Bear’s Endurance has advantage on constitution checks. It also gains 2d6 temporary hit points and it will lose when the spell ends.
- Bull’s Strength has advantage on strength checks.
- Cat’s Grace has advantage on Dexterity checks and also it doesn’t take damage from falling 20ft.
- Eagle’s Splendor has advantage on Charisma checks.
- Fox’s Cunning has advantage on Intelligence checks.
- Owl’s Wisdom has advantage on Wisdom checks.
This find traps druid spell helps to sense the presence of traps within the sight. It will identify the area affected by the alarm spell, mechanical pit trap and glyph of warding but it won't reveal a hidden sinkhole, unstable ceiling or natural weakness in the floor. By using this druid spell you do not know where all the traps are located, but you will learn the nature of each trap.
By using this druid spell, you can evoke a fiery blade which is in your free hand. This flaming blade emits glowing light in 10ft radius and emits fade light for an additional 10 feet.
A flaming sphere druid spell rolls over barriers which is less than 4 feet tall. This druid spell ignites flammable substances it touches and illuminates the same area as a torch. As bonus action you can move the sphere upto 30ft.
Gust Of Wind
The Gust of Wind druid spell creates a severe blast of air which originates from you and it affects all creatures in its path. This gust disperses gas or vapor and it extinguishes the lanterns, candles, torches and similar unprotected flames in the area.
This druid spell helps to choose a manufactured metal object such as metal weapon or medium metal armor which you can see within range. You can cause the object to glow red-hot and when you cast the heat metal druid spell any creature in physical contact with the object takes 2d8 fire damage.
The hold person druid spell helps you to choose a humanoid that you can see within the 60ft range. The target must succeed when wisdom saving throw or it will be paralyzed until the duration ends. At the end of the turn, the target can make another wisdom which is saving throw. When you hit success, then druid spell ends.
By this druid spells, you can touch a creature which are affected by any disease. The condition can be, the creature should be blind,deaf, paralyzed or poisoned.
Locate Animals or Plants
By using this druid spell, you can locate any kind of beast or plant. You can identify the direction and distance to the closest plant or creature that is located within 5 miles.
Using locate object druid spell, you can sense the direction of the object location within thousand feet from you and incase if the object is moving, then you will know the direction of its movement. And also you can't locate any object if there are any thin sheets, lead or blocks between you and the object.
When silvery beam of pale light shines down in a 5ft radius, 40ft high cylinder which is centered on a point within range. Until the moonbeam druid spells duration ends, the dim light fills the cylinder.
Pass Without Trace
This druid spell has veil of shadows and silence which radiates from you, masking you and your companions from detection. It is one of the druid spells which do not leave any footprints or a scent trail while moving.
Protection From Poison
By using this druid spell, you can touch a creature even if it is poisoned, because you have the ability to neutralize the poison. Until the duration ends, you can save the throws against being poisonous.
By skywrite druid spell, you can cause upto ten words and those words appears like it is made up of cloud and remain in place until the spell duration ends. If the strong winds disperse the clouds and then the spell ends early.
The spike growth druid spell can be cast in any outdoor place except ice, heavy snow, open water, sandy desert, or bare stone. Any moving creature go through the spell’s area takes 1d4 points of piercing damage for each 5ft movement through the spiked area.
This druid spells strong wind blows upto 20 miles per hour which around you in a 10ft radius and it moves with you, remaining centered on you. The will last until the duration ends.
A call lightning druid spell storm cloud appears in the shape of a cylinder which is 10ft tall with 60ft radius and it is centered on a point where you can see within 100 feet directly above you. If you cant see the point of air, then spell fails.
You summon fey spirits which take the form of beasts and it appears in unoccupied spaces where you can see within range. These beasts will obey your verbal commands and it will be friendly to you and your companions.
By using daylight druid spell, you choose the point of object where the object will shed bright light in 60ft radius. This druid spell brought magical darkness and overlaps the light conditions in areas of effect. It counters any darkness which is equal or lower.
By using this druid spell you can create one creature, magical effect or object within 120ft range. The spells ends when duration gets over.
You choose a point where you can see the ground within the 120ft range. The creature takes 3d12 bludgeoning damage on a failed save and half of the damage for successful one.
You can touch a creature and put it into the affected state. When you casting the feign death druid spell, if your target is poisoned or diseased, until the spends, there will be no effect for disease and poison.
The flame arrows druid spell allows you to turn crossbow bolts, arrows and sling stones into fire projectiles. This flaming missile can easily fire a flammable object but when it strikes, it won't fire a creature.
Meld Into Stone
This druid spell enables you to mold your possessions and body into a single block of stone. And the stone should be large enough to accommodate your body in all the three dimensions. If anyone make any major physical damage to the stone, then it will damage.
Protection from Energy
It is temporary immunity spell and if any creature makes damage to you, then this druid spell will guard you. You will protect from lightning, acid, thunder, cold or fire.
This druid spell gives medium energy into plants within a specific area. There will be two possible uses for the spell, allowing either immediate or long-term advantages. This spell has no effect on plant creatures.
Until the sleet storm druid spells ends, the freezing rain in a 20ft tall cylinder at 40ft radius which centered on a point you choose within range. The area is fully covered with ice and it make difficult terrain.
Speak with Plants
By using this druid spell, you can communicate with normal plant creatures and you can ask any question to them, if it knew the answer then it will explain it briefly.
In this druid spell, the wave of water crashes down on an area within range. It spreads out across the ground in all directions, extinguish unprotected flames in its area and within 30ft of it.
Wall Of Water
The wall of water druid spell deals with cold damage that pass through the wall and it causes the area of the wall they pass through to freeze solid. Decreasing a frozen section which has 0 hit points to destroys it. When one part is destroyed, the wall’s water doesn’t fill it.
This druid spell grants up to ten willing creatures what you can see within range and it gives the ability to breathe underwater until the spell duration ends. The affected creatures also retain their regular mode of respiration.
This druid spell gives the ability to move across any liquid surface–such as acid, water, snow, mud, quicksand and lava–as if it were harmless solid ground.
The wind wall druid spells makes a strong wall where wind rises from the ground within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall and it makes continuous path along the ground.
The blight druid spells necromancy energy washes over a creature based on your choice that you can see within range, it drains moisture and vitality from it. When you target for plant creature or a magical plant that makes the saving throw with disadvantage. In case if you target a non magical plant then it doesn’t make a saving throw, it just simply withers and dies.
This druid spell make confusions in the target and it makes them unable to determine their actions. Because of confusion druid spell many of the creatures lose the target.
Conjure Minor Elementals
The conjure minor elementals druid spell disappears when it drops to 0 hit points or when the spell duration ends. The gathered creatures behave friendly to you and your companions. You can roll the initiative for the creatures as a group, which has its own turns.
Conjure Woodland Beings
The conjure woodland beings druid spell can roll the initiative for the creatures as a group, which has its own turns. The gathered creatures behave friendly to you and your companions & it obeys all your verbal commands.
Until the control water druid spell ends, you can control any freestanding water inside an area and you can choose the water that is cube upto 100 feet on a side.
One of this druid spell, establish a telepathic link with one beast that you can touch that is friendly to you. That beast can understand your telepathic messages to it, and it can telepathically communicate with simple emotions and concepts back to you. If you are friendly to the beast, then you gain advantage of saving throw.
Choose any one of the creatures that you can see within range and choose one of the damage effects like acid, cold, thunder, fire, lightning, acid or cold. When the target succeed on a CON saving throw or it be affected by the spell until the duration ends.
Freedom of Movement
This druid spell helps you or any creature to move and attack normally even under the paralysis, solid fog and web. And it allows to move normally in underwater even it is slashing with weapons like swords and axes.
By using this druid spell, you can transform upto three spiders, one scorpion, ten centipedes or five wasps within 30ft range into giant size. These giant insects will obey your commands and it will do combat actions for you.
When you cast this druid spells, you can direct the vine and it kick out the creature within 30ft of it that you can see. The creature must succeed on a DEX saving throw or it can be pulled at least 20ft directly towards the vine.
The Hallucinatory Terrain druid spell can make natural terrain which sound, look and smell like other sort of natural terrain. The appearance of structures, equipment and creatures within the area are not changed.
By this druid spell, great magical hailstones fall downs and its dealing points are 3d6 for bludgeoning damage and 2d6 points for cold damage. This damage occurs once and when the spell is cast the remaining duration of the ice storm druid spells will like heavy snow and sleet rains down in the area.
This druid spell used to Locate Object, you can identify the creature and also it shows the direction of creature within the range. This spell cannot identify the creature which is in water.
The polymorph druid spell transforms a creature that you can see within range into a new form. An unwilling creature will make WIS saving throw to avoid the effect. And the shape-changer automatically succeeds on saving throw.
Using this druid spell, you can form stone into any shape that suits for your purpose. There is a 30% chance that you can make any shape including moving parts which doesn’t work.
By using stoneskin druid spell, if you are touching any creature then its flesh of a willing creature turn as hard as stone. Until the stoneskin druid spell ends, the target has resistance to non-magical hammer, knife, and severe damage.
Wall Of Fire
In wall of fire druid spell, you can create a fire wall on a solid surface within range. And you can make the wall upto 20 feet high, 60 feet long, and 1 foot thick. The wall is opaque and it lasts for the until the duration ends.
The watery sphere druid spells can conjure up a sphere of water with a 10ft radius on a point within range. The sphere can hover in the air but no more than 10 feet off the ground. Until the duration ends, the sphere remains.
By this druid spell, you can awaken any beast or plant which is controlled by your magic for 30 days. When the spell duration ends, then the awakened creature chooses to remain friendly to you based on how you treat them when it is controlled.
Commune With Nature
By using this spell, You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area like ground, plants, water, people, presence of woodland creatures, unnatural creatures, or even the general state of the natural setting.
By using this druid spell, you can call forth an elemental servant who chooses an area of fire, earth, air, fire, or water that fills a 10-foot cube within range. And until the duration ends, elemental behaves friendly to you.
This contagion druid spell undertake one of the following diseases like leprosy, blinding sickness,red ache, bubonic plague, mindfire, cackle fever or filth fever. These diseases are contracted immediately and you can use these diseases and save the DC to determine the effects.
You can give any command to the creature you choose, maybe it was a short activity that would result in death. If you give a suicidal command, then this druid spell ends.
By greater restoration druid spell, you can inform a creature with positive energy to undo weak effect which surrounded by you. You can reduce the target's difficult level by one, or end one of the negative effects on the target.
You can gather the wasp crowd so that they can share the area of other creatures. Each swarm can attack any creatures which occupying its area. Insect plague druid spell swarms are not the most dangerous insect, but if it is crowded then it will pursue any creature.
A mass 5ft deep water appears and it swirls in a 30ft radius which is centered on a point which you can see within range. Until the spell ends the area will be in difficult terrain and any creature which starts its turn should succeed on a strength saving throw or it take 6d6 bludgeoning damage which can be pulled 10 feet toward the center.
Mass Cure Wounds
The creature you touch will regains lot of hit points which is equal to 3d8 + with your spell-casting ability modifier. This druid spell has no effect or constructs.
With this druid spell, you can attempt to bind an elemental, a celestial, a fey, or a fiend to your service and those creatures should follow your instructions and you can command them to guard a location, accompany you on an adventure or to deliver a message.
Scrying druid spell helps to observe any creature at any distance. If the target succeeds then you will make WIS save throws, the difficulty of the save depends on how well you have knowledge about the target. Instead of targeting a creature, you can choose a location for better points.
By choosing transmute rock druid spell, you can transform stone to mud or mud to stone. You should choose an area of stone or mud which fits within a 40-foot cube and that is within range. When you transform rock into mud then creatures will sink in non-magical mud, it is one of the best druid spells to attack enemies.
By this druid spell, you will gain the ability to enter a tree and move inside another tree of the same kind within 500 feet range. And those both trees must be living and atleast the same size as you. You must use 5ft of the movement to enter a tree.
Wall Of Stone
The druid spells non magical wall of solid stone springs into existence at a point within range. Each panel must be contiguous with atleast one other panel. You can create 10ft/20ft panels that are only 3 inches thick.
By casting this druid spell, the barrier prevents an affected creature and it hedging out the creatures other than undead. An affected creature will cast the spell to make attacks with ranged or reach weapons through the barrier.
Bones of the Earth
By this druid spell, you can cause up to six pillars of stone to burst from places on the ground which you can see within range. When it is reduced to 0 hit points, then a pillar collapses which creates an area of difficult terrain with a 10-foot radius.
This spell collects all the fey challenge which rating is 6 and less than 6. The fey will be friendly to you and your companion until the duration ends and it also obeys all the verbal commands which is given by you. It disappears when it drops to 0 hit points or spell duration ends.
Find the Path
Find the path druid spell allows you to find the shortest and correct route to a specific fixed location that you are familiar with on the plane of existence. This spell ends when you reach the destination or the spell duration ends.
This heal druid spell gives you the positive energy into a creature to wipe away all the injuries and diseases from your target. This spell also ends the negative effects like blindness, deafness or any other diseases.
The creatures which participates in feast gains several benefits like it is cured of all diseases and poison. It hit point is maximum increases by 2d10 and it gains the same number of hit points. These druid spell benefits are last for 24 hours.
Investiture Of Flame
Investiture of flame druid spell race across your body, it sheds bright light in a 30ft radius and it sheds dim light for an additional 30ft and these flames don't harm you. Until the spell ends, you gain immune to fire damage and also have resistance from cold damage.
Investiture Of Ice
From investiture of ice druid spell, you gain immunity to cold damage and also have resistance from fire damage. You can move to any dangerous ice terrains without any difficulties.
Investiture Of Stone
From investiture of stone druid spell, you have resistance from slashing damage from non magical weapons. And you can move across any difficult terrain which is made of stone without spending extra movement.
Investiture Of Wind
By using this druid spells, you can gain flying speed which is upto 60ft. Each creature will make CON saving throw & if it fails then it takes 2d10 bludgeoning damage.
The move earth druid spell helps to move dirts like sand, loa, clay or soil from all the places. When you are moving, it does not violently break the surface of the ground and it creates wavelike troughs and crests to move the earth.
By casting this druid spells, you will have resistance to fire, acid, cold, lightning and thunder damage until the duration ends. When you took those damages, then you can use your reaction to gain immunity against the triggering damage. But if you do so, the resistances will end and you will have the immunity until this druid spell ends.
Until the spell duration, you can use a standard action to evoke a shining beam of intense light in each round. You can see three caster beams levels. The sunbeam druid spell duration ends when it is runs out for our allotment of beam.
Transport Via Plants
The transport via plants druid spell creates a magical link between larger inanimate plants within range and another plant at any distance on the same plane of existence. You can see or touch any destination plant at least once. Any creature can step into the target plant and you can exit from any destination plant by using 5 ft of movement.
Wall Of Thorns
By using wall of thorns druid spell, you can create a wall of tough, flexible, brush bristling with needle-sharp thorns and this wall appears within the range on a solid surface and it lasts for the duration.
You can choose upto ten creatures that you can see within range and assume a gaseous form for the duration which appears as wisps of cloud. In this cloud form, a creature has a flying speed of 300 feet and it has resistance to damage from non-magical weapons.
This druid spell storm is made up of sheets and roaring flame appears in a location which you can choose within range. It takes 7d10 fire damage on a failed save and half of the damage on a successful one.
You can make terrain in an area upto 1 mile and however the terrain’s general shape remains the same. Open fields or a road could be made to resemble a fenland, foothills, pit, or some other difficult terrain.
This druid spell helps to move yourself or other creatures to another plane which is exist in alternate dimension. You can choose a creature within your reach and it make a melee spell attack against it. On every hit, the creature must make a Charisma saving throw.
Touch any creature based on your wish and you can stimulate its healing ability. After the druid spell cast, the body parts regenerates in one round for several members.
This resurrection druid spell neutralize all the poisons and it cures all normal diseases which afflicts the creature when it died. It closes all the mortal wounds and restores missing body parts.
This druid spells reverses gravity upto 50ft radius and 100ft high cylinder which is centered on a point within range. When you cast this spell all creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area.
This whirlwind druid spell creates a powerful cyclone which wind moves through the air along the ground and water at a speed of 60ft per round. You can control the cyclone of every movement.
By using this druid spell, you can make the other creatures into beast and you can transform any creature that you can see within the range, which has challenge ratio less than 4.
This druid spell attracts or repels creatures based on your choice. You can target something within range or an area which is no larger than a 200ft cube. You can specify a kind of intelligent creature such as red dragons, goblins or vampires.
You can take control of the weather within 5 miles from you. You can change the current weather conditions which are determined by Dungeons Master and you can change the temperature, wind and so on based on climatic changes.
When you cast this spell, at the end of the duration the each turn you spend concentrating on it and each creature on the ground in the area must make a DEX saving throw. On a failed saving throw, the creature will strike the prone.
Sunburst druid spells causes a globe of searing radiance to explode silently from a selected point. In this spell all creatures in the globe are blinded and it takes 6d6 points of damage.
By casting tsunami druid spells, you can make the wall up to 300ft long, 300ft high and 50ft thick. The wall create a massive wave of water that then moves in a straight line the land you select and the wall lasts until the duration ends.
This druid spell grants you a powerful sixth sense in which relation to yourself or another. You receive instant warnings of threatening danger or harm to the subject of the spell. This bonus is lost whenever you would lose DEX bonus to AC.
You can assume and form the different creature until the duration ends. You can form any creature with a challenge rating which is equal to your level or lower. From this druid spells, you can transform creature with average example of that creature without any class levels or spell-casting trait.
Storm Of Vengeance
You create a huge black storm clouds in the air and each creature under the cloud must succeed on a Fortitude save or it will be deafened for 1d4 x 10 minutes. It is one of the strongest druid spells.
This druid spells acts like raise dead, you can touch any creature which is no longer than 200 years and you can restore it with all its hit points. And it can also resurrect elementals or outsiders.
The above druid spells list shows you how many spells are there and you have to cast your spells from 1st level to 9th level. These druids spells are responsible for protecting nature – especially trees, wild plants and animals and harvests.
By association, they are also responsible for their followers and their pets. Druids recognize all the living creatures need food, protection and shelter. Hunting, rearing and logging are logical and natural aspects of the cycle of nature.