In older editions of D&D, druids had several powerful damage spells that gave them a distinct identity without relying on wizard staples like Fireball. Spells such as Fire Seeds, Flame Strike, Creeping Doom, and Spike Stones that let them unleash nature’s destructive side in their own unique way. In 3rd Edition, druids even had Finger of Death, which reinforced that they weren’t just healers .
In 5e, especially with subclasses like the Wildfire Druid, it feels strange that the class doesn’t have access to basic fire magic such as Fire Bolt or even Fireball. A druid themed around wildfire should reasonably be able to wield fire as naturally as a wizard or sorcerer. Right now, the subclass fantasy feels limited by the spell list, and even subclasses like Shepherd don’t function .
I’d really appreciate it if you’d consider giving druids better spell options — either by restoring some of their classic spells or expanding their list with thematic choices like Fire Bolt. Druids should feel like the “cousin” to the wizard when it comes to unleashing powerful magic, even if they do it through their own unique spells. They just need more tools to express that identity.
It also feels like druids have received the least subclass support and UA attention compared to other classes, so a few additions would go a long way toward making them feel complete and satisfying to play.
Modern D&D is generally more balanced than old D&D, so a D8 hit die full caster with blasting, healing, and a bunch of control-utility spells would be absurd.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
Druids are also more circumscribed in their spell pool as a trade off to being able to completely rework their preps based on the full class list for their level, while Wizards will typically only have a small segment of their class list unless they’re in a Monty Haul campaign where the DM gives them a bunch of spellbooks as loot.
Circle of the Land Druid gets Firebolt, burning hands and Fireball when attuned to Arid land type, and spells like Lightning Bolt in temperate land attunement.
What you are asking for is there, in a single subclass that can change up its element after a long rest. You just wont be as nukey as a wizard or Sorcerer but you can do it to some extent.
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He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
If you don’t have anything nice or constructive to say, you don’t have to comment. There is no good reason druids shouldn’t have more thematic and unique spells. Wizards are already getting healing spells, so don’t try to pull that one on me. Building for AC and HP is not a hard thing, so if you’re going to come at me with that argument, please consider the available options first. Also—Bladesinger.
Okay, now that we’re done with that nonsense, let’s think of some good, cool ideas for druid spells.
Ill go first. maybe a lightning spell that can be used inside . often call lighting doesn't work because ceiling is too short.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
This take shows you lack D&D information. Druids have been blasters since the day they were introduced in D&D. They’ve always had different blasting spells, and they’re more like cousins to the wizard than the sorcerer their source of magic is just nature rather then arcane
Don’t pretend D&D is healing‑intensive especially when any wizard can grab Healing Word or Cure Wounds with Magic Initiate. Once we recognize that healing isn’t as intensive, it becomes absurd to gatekeep spells especially druid spells from the druid.
Arcane spells like Magic Missile being restricted makes sense, but you sound like you want druids to be bad so you can outshine them as a wizard without trying. And I say nay to that. Be better.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
This take shows you lack D&D information. Druids have been blasters since the day they were introduced in D&D. They’ve always had different blasting spells, and they’re more like cousins to the wizard than the sorcerer their source of magic is just nature rather then arcane
Don’t pretend D&D is healing‑intensive especially when any wizard can grab Healing Word or Cure Wounds with Magic Initiate. Once we recognize that healing isn’t as intensive, it becomes absurd to gatekeep spells especially druid spells from the druid.
Arcane spells like Magic Missile being restricted makes sense, but you sound like you want druids to be bad so you can outshine them as a wizard without trying. And I say nay to that. Be better.
Caerwyn has been playing for a long while. Longer than me.
I'll vouch for their knowledge even if I don't always get along with them.
Also, if you don't think Druids have enough blaster spells, you need to look at their entire unredacted spell set in canon. You don't need Fireball to be a blaster when Call Lightning exists & is of a less resisted damage type.
Also, burning a Wizard feat for Cure Wounds & Healing Word is not always the tactically prescient move. So that example hurts your case.
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DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I know their list . druids had fire seed and could blast for sure . don't be obtuse. also its a origin feat don't pretend its a big cost. also, they have received healing spells.Alustriel's Mooncloak - D&D 5e (2024)
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
This take shows you lack D&D information. Druids have been blasters since the day they were introduced in D&D. They’ve always had different blasting spells, and they’re more like cousins to the wizard than the sorcerer their source of magic is just nature rather then arcane
Don’t pretend D&D is healing‑intensive especially when any wizard can grab Healing Word or Cure Wounds with Magic Initiate. Once we recognize that healing isn’t as intensive, it becomes absurd to gatekeep spells especially druid spells from the druid.
Arcane spells like Magic Missile being restricted makes sense, but you sound like you want druids to be bad so you can outshine them as a wizard without trying. And I say nay to that. Be better.
Caerwyn has been playing for a long while. Longer than me.
I'll vouch for their knowledge even if I don't always get along with them.
Also, if you don't think Druids have enough blaster spells, you need to look at their entire unredacted spell set in canon. You don't need Fireball to be a blaster when Call Lightning exists & is of a less resisted damage type.
Also, burning a Wizard feat for Cure Wounds & Healing Word is not always the tactically prescient move. So that example hurts your case.
of course, you didn't even read my original statement I want more original druid spells back . if they cant give that ill take the others. I know the entire spells list and in fact referenced call lighting if you read you would have noticed. come back after you have read the page ty.
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In older editions of D&D, druids had several powerful damage spells that gave them a distinct identity without relying on wizard staples like Fireball. Spells such as Fire Seeds, Flame Strike, Creeping Doom, and Spike Stones that let them unleash nature’s destructive side in their own unique way. In 3rd Edition, druids even had Finger of Death, which reinforced that they weren’t just healers .
In 5e, especially with subclasses like the Wildfire Druid, it feels strange that the class doesn’t have access to basic fire magic such as Fire Bolt or even Fireball. A druid themed around wildfire should reasonably be able to wield fire as naturally as a wizard or sorcerer. Right now, the subclass fantasy feels limited by the spell list, and even subclasses like Shepherd don’t function .
I’d really appreciate it if you’d consider giving druids better spell options — either by restoring some of their classic spells or expanding their list with thematic choices like Fire Bolt. Druids should feel like the “cousin” to the wizard when it comes to unleashing powerful magic, even if they do it through their own unique spells. They just need more tools to express that identity.
It also feels like druids have received the least subclass support and UA attention compared to other classes, so a few additions would go a long way toward making them feel complete and satisfying to play.
Modern D&D is generally more balanced than old D&D, so a D8 hit die full caster with blasting, healing, and a bunch of control-utility spells would be absurd.
Seconding what Maruntoryx said above.
It is a common misconception that D&D is balanced around classes being equal. It is not - it is balanced around them having a role in their party. Everyone is designed to have their own niche so every player can shine with their characters. Wizards shine at big splashy spells that do massive areas of damage or reshape the rules of combat. Druids are utility kings - having a number of great buff spells, some heals, the versatility of Wild Shape, and other tricks.
Start giving Druids access to things in the Wizard wheelhouse and the Wizard does not have the opportunity to feel as unique. Same can be said the other way - there is a reason Wizards do not get meaningful healing spells, as that would step on the toes of Cleric and, to a lesser extent, Druid.
Druids are also more circumscribed in their spell pool as a trade off to being able to completely rework their preps based on the full class list for their level, while Wizards will typically only have a small segment of their class list unless they’re in a Monty Haul campaign where the DM gives them a bunch of spellbooks as loot.
Circle of the Land Druid gets Firebolt, burning hands and Fireball when attuned to Arid land type, and spells like Lightning Bolt in temperate land attunement.
What you are asking for is there, in a single subclass that can change up its element after a long rest. You just wont be as nukey as a wizard or Sorcerer but you can do it to some extent.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
the druid should have more mastery of the elements its thematic to their class . go whine about the wizard elsewhere please.
If you don’t have anything nice or constructive to say, you don’t have to comment. There is no good reason druids shouldn’t have more thematic and unique spells. Wizards are already getting healing spells, so don’t try to pull that one on me. Building for AC and HP is not a hard thing, so if you’re going to come at me with that argument, please consider the available options first. Also—Bladesinger.
Okay, now that we’re done with that nonsense, let’s think of some good, cool ideas for druid spells.
Ill go first. maybe a lightning spell that can be used inside . often call lighting doesn't work because ceiling is too short.
This take shows you lack D&D information. Druids have been blasters since the day they were introduced in D&D. They’ve always had different blasting spells, and they’re more like cousins to the wizard than the sorcerer their source of magic is just nature rather then arcane
Don’t pretend D&D is healing‑intensive especially when any wizard can grab Healing Word or Cure Wounds with Magic Initiate. Once we recognize that healing isn’t as intensive, it becomes absurd to gatekeep spells especially druid spells from the druid.
Arcane spells like Magic Missile being restricted makes sense, but you sound like you want druids to be bad so you can outshine them as a wizard without trying. And I say nay to that. Be better.
Caerwyn has been playing for a long while. Longer than me.
I'll vouch for their knowledge even if I don't always get along with them.
Also, if you don't think Druids have enough blaster spells, you need to look at their entire unredacted spell set in canon. You don't need Fireball to be a blaster when Call Lightning exists & is of a less resisted damage type.
Also, burning a Wizard feat for Cure Wounds & Healing Word is not always the tactically prescient move. So that example hurts your case.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I know their list . druids had fire seed and could blast for sure . don't be obtuse. also its a origin feat don't pretend its a big cost. also, they have received healing spells.Alustriel's Mooncloak - D&D 5e (2024)
of course, you didn't even read my original statement I want more original druid spells back . if they cant give that ill take the others. I know the entire spells list and in fact referenced call lighting if you read you would have noticed. come back after you have read the page ty.