Druids have access to a number of unique abilities and spells in Dungeons & Dragons, which is why players need to carefully choose their magic spells at level one. Druids can heal wounds, communicate with animals, and unleash nature's wrath upon their foes, but they can only do so a limited number of times per day.

Druids get some of their most interesting abilities at level two in D&D, as they gain the ability to transform into animals and can choose their Circle subclass, giving them access to new spells or abilities. Level one Druids only have access to a few Cantrips and spells in Dungeons & Dragons, and the types of equipment they can use are limited compared to the other classes. As such, the initial spell selection of a Druid is vital.

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A first-level Druid in D&D knows two Cantrips, but these can be used an unlimited number of times. They are similar to Clerics in Dungeons & Dragons in that they have access to their entire spell list, but they can only prepare a limited number of them each day. A Druid can prepare spells equal to their Wisdom modifier plus their level. This means that most Druids in D&D will be able to prepare three or four spells at level one. They can only cast two first-level spells before needing to rest, so Druids need to pick their spells carefully based on the needs of the party.

Dungeons & Dragons: Best Druid Cantrips

dungeons and dragons druid sword magic

Druids have a couple of great offensive Cantrips in D&D. These are best for Druids who want to focus on healing or nature spells for their first-level slots. Produce flame works as both a ranged attack spell and as a light source, while thorn whip has the ability to pull enemies away from allies or NPCs, giving them the breathing room to escape. The Druids with a low Strength score can benefit a great deal from shillelagh, as it empowers a wooden club/staff in such a way that they can use their spellcasting ability for attack/damage rolls. It can also be cast as a bonus action, so another Cantrip can be used in the same turn.

There is also the druidcraft Cantrip, which is mostly useless (in the same sense as prestidigitation) except for one function. Druidcraft has the ability to predict the weather for the next 24 hours. This is useful when traveling between areas or in Dungeons & Dragons campaigns where survival is a major aspect of the gameplay, so it should take up a Cantrip slot if a lot of exploring is going to happen.

Goodberry, More Like Greatberry

An image of a Druid and a wolf in Dungeons & Dragons. 

Bards and Clerics in Dungeons & Dragons have to choose between cure wounds and healing word for their healing spells. Cure wounds heals in d8s, but it costs an action and the target needs to be touched. Healing word only heals in d4s, but it only takes a bonus action to use and it has range. This means cure wounds is better for after-battle healing. If there is a Druid in the party, then the other D&D spellcasters may as well just throw cure wounds in the bin, or at least they should at level one.

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Druids have access to a spell called goodberry, which creates ten magical berries that each restore a hit point. It takes an action to eat one of these berries, so they're not a substitute for potions in battle, but they're one of the best spells for healing outside of combat. A cure wounds spell always has a chance of rolling a one (including the Wisdom modifier), but goodberry is ten guaranteed hit points of healing that can be spread around the party as needed. The goodberry spell also has the benefit of giving full nourishment to a character for the day, kind of like the Lembas bread from The Lord of the Rings. This makes the spell essential for Dungeons & Dragons campaigns that have a survival element, like Tomb of Annihilation.

Best 1st-Level Druid Spells In D&D

Dungeons & Dragons - Druid

Healing word is still a great Dungeons & Dragons spell for Druids to choose, even with goodberry on the table. It's especially useful for groups that are short on healers. Entangle is great for dealing with enemy spellcasters or groups of weaker minions, as they're one Strength check away from becoming restrained and their movement will be reduced.

Animal friendship and speak with animals are fantastic D&D spell choices for adventures set in the wild, as the local wildlife can often give vital hints as to locations or nearby enemies. Thunderwave is a great spell for when the party is surrounded and the player needs to create some breathing room, especially if they have been swarmed by minor enemies that are just waiting for attacks of opportunity. The Druid has a lot of options on the table and it helps if the player knows what kind of Dungeons & Dragons campaign they're playing in, so that they can prepare for the road ahead.

Next: Dungeons & Dragons: Best Spells For 1st Level Wizards