The Best Druid Cantrips In Dungeons And Dragons 5e

Choosing a cantrip is an important decision. Unlike your spells, you can’t change them once picked.As we can see from the dnd 5e Barbarian Class Abilities as well as from the Artificer guide, Druids have powerful but very niche abilities. There are many restrictions for Druids starting from the second level, so it is wise to read more about them before starting the game. Though cantrips are free and contain weaker magic, it is necessary to use them wisely. To make sure your character is prepared for whatever your Dungeon Master has in store, look through our list of best druid cantrips!

  1. Guidance – Available For Clerics, Druids, And Artificers

Casting Time: Action

Range/Area: Touch

Duration: 1 Minute (Concentration)

Attack/Save: None

Damage/Effect: Buff

Components: Verbal and Somatic (Movement)

Guidance is one of the best cantrips in the game, and if you ignore damage cantrips, there wouldn’t be any competition – Guidance would win!

When you touch a willing creature, they can add a d4 to any ability check, once. They have 1 minute to use the d4, but you can cast it again without a cost.

1d4 might not sound like much, but the extra push could be all you need to pass the DC. If you choose this cantrip, use it every time the party actively tries an ability check.

  1. Produce Flame – Available For Druids

Casting Time: Action

Range/Area: Self

Duration: 10 Minutes

Attack/Save: Range 30 feet

Damage/Effect: Fire Damage

Components: Verbal and Somatic (Movement)

You can use Produce Flame as either a utility or damage spell, as flames appear in your hands. 

The flame produces a 10-foot radius of bright light and an additional 10-foot radius of dim light, meaning that torches won’t be needed while you’re around.

When you hurl the flame at a creature, you use your ranged spell attack to do 1d8 fire damage. That’s a powerful hit for a cantrip. As you level up, that number increases.

Because this damage spell is strong and useful outside of combat, it’s our go-to damage choice.

  1. Shillelagh – Available For Druids

Casting Time: Bonus Action

Range/Area: Touch

Duration: 1 Minute

Attack/Save: Melee

Damage/Effect: Bludgeoning Damage

Components: Verbal, Material, and Somatic (Movement)

When you are low level, the Shillelagh cantrip is a must-have. At level one, you only have two 1st level spell slots which you will quickly run out of, and as druids aren’t particularly strong, this could easily become a problem. 

If you use the cantrip on your club or quarterstaff, you can use your spellcasting modifier (wisdom) to the attack and damage instead of your strength. This means you are more likely to hit, and you are more likely to hurt the enemy.

The club or quarterstaff also changes to a d8 and becomes magical. As you level up, your spellcasting modifier increases, making this cantrip more powerful too. Click on the link if you want to learn more about shillelagh 5e.

  1. Druidcraft – Available For Druids

Casting Time: Action

Range/Area: 30 feet

Duration: Instantaneous

Attack/Save: None

Damage/Effect: Control

Components: Verbal and Somatic (Movement)

Druidcraft is more of a flavor cantrip than a powerful one. 

If you are in a world where the weather is important, this cantrip can be a lifesaver. You can predict what the weather will be like for the next 24 hours to help you figure out what your next move is as a party.

You can distract guards or hungry animals by creating harmless sensory effects like the call of an animal or the smell of a skunk. The illusion doesn’t harm the people affected by it, but it can create roleplaying opportunities or clever strategies.

The most commonly used aspect of druidcraft is the ability to light or snuff out torches and candles. With Druidcraft in your skillset, you will not need a tinderbox.

  1. Resistance

Casting Time: Action

Range/Area: Touch

Duration: 1 Minute (Concentration)

Attack/Save: None

Damage/Effect: Buff

Components: Verbal, Material, and Somatic (Movement)

Just like with Guidance, Resistance allows you to add a d4 to your roll. However, it only works on saving throws. This means your character needs to be aware of a potential issue before the cantrip is cast.

With Guidance, you would know if you were about to use a skill check. You could be about to jump over a pit, pick a lock or perform to an audience – either way, you are actively doing something. But a saving throw is often thrust on you – like falling down a hole, slipping on oil, or being charmed by an NPC.

Although Resistance is a great cantrip, knowing when to use it can be difficult. 


We suggest having one damage cantrip and one buff cantrip learned when you start at a low level. That way, you can always defend yourself, but you can also help your party.

At third level, you can learn a third cantrip, and by then you should know more about the world you’re in. At that point, pick a cantrip that would be used the most.

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What do you think?

Written by Kesara Bandaragoda

GAG Staff

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