![]() If summons is what you’re after, being able to summon 8 blink dogs or a sea hag can be a tremendous benefit. Tree form gives 10 temporary hit points, advantage on constitution savings throws (namely for concentration checks), dexterity and wisdom attack rolls have advantage, and 15ft difficult terrain for enemies nearby you.Ĭonjure Woodland Beings – Summon 1 to 8 creatures, depending on the challenge rating you choose, which can follow your directions on their own initiative. Beast form gives you +10ft of movement, darkvision for 120ft, advantage on Strength attack rolls, and weapon attacks get an extra 1d6 force damage. Guardian of Nature – Transform yourself into a beast or tree form which grants various benefits. This is a massive amount of damage in a large area of effect, and you can target and area up to 300ft away. The area is then frozen and considered difficult terrain. Ice Storm – Summon a 20ft radius ice storm, dealing 2d8 bludgeoning and and 4d6 cold damage to everyone within it unless they make a dexterity saving throw, taking half damage. While breathing underwater may be easy for you to use your wild shape ability to do, this spell helps your allies do so as well, and saves your precious few times that you can wild shape. Water Breathing – For 24 hours, you and ten creatures of your choice can breathe underwater. This is the first spell you can choose that can defy death itself, though the gem may more difficult to get, depending on your campaign. Revivify *(Included in optional spell table) – Requires a 300gp diamond, which you can use to revive a creature that’s been dead for 1 minute. This is a staple of the druid calls for dealing damage, and also deals 1d10 more damage if the weather is on your side. During that time, you can target an area and call down a lightning bolt, dealing 3d10 lightning damage to everything within 5ft, or half damage if they succeed a dexterity saving throw. Being able to deal damage and heal, this spell is a great catch all spell choice for level 2.Ĭall Lightning – Summon a storm cloud which takes up a 60ft radius for 10 minutes of your concentration. You then target another creature and they can heal a hit dice + your spellcasting modifier. Wither and Bloom – Target a 10ft radius and deal 2d6 necrotic damage unless they make a constitution saving throw, where they would take half the damage. Pass Without A Trace – You and any number of creatures you wish within 30ft cannot be tracked by non-magical means, gain a +10 to Stealth checks, and leave no tracks behind. Level 2 doesn’t have a lot of damage dealing spells, but if you want one, this is a great choice. Very comparable to Goodberry and Cure Wounds, depending on how much you want to heal.įlame Blade – Summon a fire blade which can deal 3d10 fire damage, shines light in 10ft, and can scale up in damage if you cast at higher levels. 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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