There are many healing spells to choose from, making this a hard choice, but Healing Word being a bonus action allows you to keep your action for something else too. Healing Word – Speak a word to heal someone for 1d4+spellcasting modifier. This is a great way to take someone out of combat, given they fail a strength saving throw, and has a 90ft range. Although this spell may not fit all characters, it is the only reaction spell on the entire list, which may be worth it on it’s own.Įntangle – Summon roots from the ground to hold a target within place. You then add 1d6 damage on your next attack. A pretty decent ranged spell attack with great area of effect (AOE).Ībsorb Elements – The only reaction spell that druids can get, this spell gives you resistance to an incoming attack of an elemental type. Ice Knife – Summon an icicle to throw 60ft at a target, dealing 1d10 piercing damage, which shatters and deals 2d6 cold damage to any creatures within 5ft of the target, unless they succeed a dexterity saving throw against your DC. It’s an easy pick to always have that bonus, which you can give to allies too. Guidance – This cantrip adds 1d4 to your next ability check or attack roll, and you can always add it. Primal Savagery – Growing claws to do acid damage in melee, this cantrip is a great go-to damage dealer.Ĭontrol Flames/Gust/Mold Earth/Shape Water – Four cantrips to control the elements, allowing you to move and alter the element of your choice.ĭruidcraft – A catch-all of various minor nature like utility effects, often overlooked, so we’ve made a list of uses here: These are based on our experiences and will definitely vary from game to game, so we’re going to assume that you’re playing in the traditional D&D high fantasy setting with a mix of role play and combat.īe sure to check comments too, because while we’re only picking a few to highlight, there are many good choices and the D&D community is fantastic for giving arguments for how one spell may be better than others Cantrips We’re here to give you some quick insight to what we think are ideal spells to choose.
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