I'm currently playing a Level 1 - High Elf / Druid with a focus on helping farmers improve their crop yields. Typically nomadic, the character helps rehabilitate lands that have been decimated by Dragons or Raiders.
Looking for advice on the best Circle to select, once I get to Level 2. Obviously, I have a few healing and attack options, but I'm also eyeballing Plant Growth at Level 3 and wondering if there are other spells that help agriculture that I'm missing.
I'm currently playing a Level 1 - High Elf / Druid with a focus on helping farmers improve their crop yields. Typically nomadic, the character helps rehabilitate lands that have been decimated by Dragons or Raiders.
Looking for advice on the best Circle to select, once I get to Level 2. Obviously, I have a few healing and attack options, but I'm also eyeballing Plant Growth at Level 3 and wondering if there are other spells that help agriculture that I'm missing.
Circle of Land will be the best and you can choose Forest for Plant Growth being automatically prepared along with Commune With Nature - a ritual that can be useful when deciding the best place for your crops or to find new sources of water for irrigation or areas where the land is infertile or otherwise unhealthy.
Cantrips
Druidcraft can be useful to help bring some flowers and seeds to bloom or sprout instantly. The ability to predict the weather for it can help save crops from harmful weather effects.
Mold Earth is vital. It's instantly letting you move the soil for planting or creating lines of irrigation (channels of water to ensure the soil is kept at the right level of moisture).
Shape Water will also be useful to keep water liquid in the cold and moving the water where needed.
1st Level
Create or Destroy Water. Going through a drought? Make it rain. Literally. Or stop the rain if it's too much (plants can drown).
2nd Level
Locate Animals or Plants can be useful if you need to a find a specific plant to add to your crops. Situational but useful.
3rd Level
Conjure Animals - weird one since animals can often damage your crops. However, these obey you and can understand basic instructions as part of the spell - so you can conjure some animals to help you dig, plant, move rakes, carry light items or harvest stuff.
Plant Growth - The crux of your intentions - the ultimate spell for farming.
Speak with Plants - if you have discovered a problem who better to find out what is happening then the plants it is affecting?
4th level
None
5th Level
Commune With Nature - helps you learn more about the land, as mentioned above.
Transmute Rock - can help make lines of irrigation or use areas that would otherwise have been unsuitable. Turn rock to mud, reshape as needed, turn it back.
Wall of Stone - can help make walls where you need them to keep your land safe from animals that want to eat all your crops. Can also be used to create basic rooms out of thin air for storing tools.
6th Level
Druid Grove - surround the farm with a grove to help protect it. Can even be made permanent.
Move Earth - help with building things etc.
7th level
None
8th Level
Control Weather - always have the perfect conditions for your crops.
Circle of Land will be the best and you can choose Forest for Plant Growth being automatically prepared along with Commune With Nature - a ritual that can be useful when deciding the best place for your crops or to find new sources of water for irrigation or areas where the land is infertile or otherwise unhealthy.
3rd Level
Conjure Animals - weird one since animals can often damage your crops. However, these obey you and can understand basic instructions as part of the spell - so you can conjure some animals to help you dig, plant, move rakes, carry light items or harvest stuff.
While there no stats for them, you can probably convince the DM to let Summon Swarm (2nd level) allow you to summon a thousand earthworms to aerate the soil. You and the party would probably need to spend a few hours distributing the worms carefully so they don't wind up suffocating each other, but agriculture is pretty labor-intensive in general. If the worms get to be too much, Summon Animals to get some moles to eat the worms. It's all fertilizer in the end!
I'm glad to see someone making a pro-civilization druid. I see so many druid types that seek to protect nature from the encroachment of civilization and so few that seek to promote a balance.
Regrading spells: don't forget Regenerate and your Lesser and Greater Restoration spells. Those will help with plants and animals too.
Similar to Conjure Animals, Conjure Woodland Beings can summon a few fey creatures to help, particularly 8 pixies at once, all of which have Druidcraft.
I'm currently playing a Level 1 - High Elf / Druid with a focus on helping farmers improve their crop yields. Typically nomadic, the character helps rehabilitate lands that have been decimated by Dragons or Raiders.
Looking for advice on the best Circle to select, once I get to Level 2. Obviously, I have a few healing and attack options, but I'm also eyeballing Plant Growth at Level 3 and wondering if there are other spells that help agriculture that I'm missing.
Circle of Land will be the best and you can choose Forest for Plant Growth being automatically prepared along with Commune With Nature - a ritual that can be useful when deciding the best place for your crops or to find new sources of water for irrigation or areas where the land is infertile or otherwise unhealthy.
Cantrips
Druidcraft can be useful to help bring some flowers and seeds to bloom or sprout instantly. The ability to predict the weather for it can help save crops from harmful weather effects.
Mold Earth is vital. It's instantly letting you move the soil for planting or creating lines of irrigation (channels of water to ensure the soil is kept at the right level of moisture).
Shape Water will also be useful to keep water liquid in the cold and moving the water where needed.
1st Level
Create or Destroy Water. Going through a drought? Make it rain. Literally. Or stop the rain if it's too much (plants can drown).
2nd Level
Locate Animals or Plants can be useful if you need to a find a specific plant to add to your crops. Situational but useful.
3rd Level
Conjure Animals - weird one since animals can often damage your crops. However, these obey you and can understand basic instructions as part of the spell - so you can conjure some animals to help you dig, plant, move rakes, carry light items or harvest stuff.
Plant Growth - The crux of your intentions - the ultimate spell for farming.
Speak with Plants - if you have discovered a problem who better to find out what is happening then the plants it is affecting?
4th level
None
5th Level
Commune With Nature - helps you learn more about the land, as mentioned above.
Transmute Rock - can help make lines of irrigation or use areas that would otherwise have been unsuitable. Turn rock to mud, reshape as needed, turn it back.
Wall of Stone - can help make walls where you need them to keep your land safe from animals that want to eat all your crops. Can also be used to create basic rooms out of thin air for storing tools.
6th Level
Druid Grove - surround the farm with a grove to help protect it. Can even be made permanent.
Move Earth - help with building things etc.
7th level
None
8th Level
Control Weather - always have the perfect conditions for your crops.
9th level
none.
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While there no stats for them, you can probably convince the DM to let Summon Swarm (2nd level) allow you to summon a thousand earthworms to aerate the soil. You and the party would probably need to spend a few hours distributing the worms carefully so they don't wind up suffocating each other, but agriculture is pretty labor-intensive in general. If the worms get to be too much, Summon Animals to get some moles to eat the worms. It's all fertilizer in the end!
Amazing!
Thanks for the info. Much appreciated.
I'm glad to see someone making a pro-civilization druid. I see so many druid types that seek to protect nature from the encroachment of civilization and so few that seek to promote a balance.
Regrading spells: don't forget Regenerate and your Lesser and Greater Restoration spells. Those will help with plants and animals too.
Similar to Conjure Animals, Conjure Woodland Beings can summon a few fey creatures to help, particularly 8 pixies at once, all of which have Druidcraft.
That Pixies gimmick sounds like an excellent option for my playbook. Adding that for confusion.
Nice Idea, and the high elf gives you more civilisation based abilities
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