The Druid in Dungeons & Dragons is a versatile class, offering unique role-playing opportunities and combat utility that fits many play styles. Choosing your druid circle at level two is by far the most crucial decision you'll make with this class. But choosing yourcantrips begins at the first level, and the choice of which spells to take can be just as important.

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Considering that druid spells are primarily area-of-effect based and require concentration, you'll want damage-focused cantrips to pair. But your druid won't likely be fending off attackers all the time, so cantrips with out-of-combat functionality are necessary, and with a druid, there are plenty to choose from.

Updated March 22, 2025, by Zackary Wiggs: Druids are a great class that balance spells and abilities that not only adhere to boosting your party but also work in situations of utility and combat. As a semi-spellcasting class, druids aren't entirely stuck relying on their spells to get out of hairy situations, but they have enough to use to turn the tide of combat or help the party rather often. Cantrips shouldn't be overlooked either. Spamming a damage cantrip or a well-thought-out utility cantrip can make your adventuring journey that much easier. This list has now been updated with some shocking and fiery cantrips that no druid should go without.

15 Control Flames

Flame On

Setting Up Camp by Matthew Stawicki

Action Cost:

Action

Use:

Utility

Components:

Somatic

Not one that may grab your attention at first glance, but Control Flames is a cantrip that has a surprising amount of utility and flavor to it, especially for druids.

You are able to control an already-lit flame that fits in a 5-foot cube. Doing anything to it from changing the shape, color, and intensity of the flames, or expanding it an extra 5-feet. In combat, the uses are limited. But, outside of combat, it can be a great flavor cantrip for storytelling or even a distraction. Not to mention just making a torch brighter could help exploration as well.

14 Thunderclap

Where There's Lightning...

Arch-hags by Dario Jelusic

Action Cost:

Action

Use:

Damage

Components:

Somatic

Some spells, cantrips including, are as much about how cool they are as the damage they do or the effects they give the caster. Thunderclap is one of those spells that is both cool to use and actually effective in combat.

With this spell you make a large thundering sound that can be heard within a 100-foot radius. In addition, creatures 5-feet from you must make a Constitution save or take 1d6 thunder damage. So not only can it do some damage if you're surrounded, it is pretty fun to use as well. Sort of like a low-level Shatter spell.

The damage also goes up a d6 at 5th 11th and 17th level.

13 Frostbite

An Icy Touch

Icewind Dale: Rhime of the Frostmaiden art via Wizards of the Coast

Action Cost:

Action

Use:

Damage

Components:

Verbal & Somatic

With Frostbite, you can force your target to make a Constitution save or take 1d6 cold damage. Failure to beat the saving throw means the target of this spell takes a disadvantage on the next attack they make, lasting until the end of their next turn.

The secondary effect of the cantrip is reason enough to consider taking it. Keep in mind that the damage this spell deals out is relatively low, though.

12 Create Bonfire

A Nice Campfire

Baba Yaga by Randy Vargas

Action Cost:

Action

Use:

Utility & Damage

Components:

Verbal & Somatic

You concentrate for one minute on spawning a fiery pit inside a 5-foot cube. Creatures in the space of the bonfire immediately make a dexterity save or take 1d8 fire damage.

Depending on your current layout, this spell can be used to blockade a doorway or similarly narrow space. It requires concentration, and you may find a spell at higher levels more effective than this cantrip, but this spell is a great way to practice control-based tactics at lower levels. Utilize other spells at your disposal, like Thorn Whip, or other actions, like Shove, to turn your next fight into an impromptu cookout.

11 Mending

No Worse For Wear

Oswald Fiddlebender by Steven Belledin

Action Cost:

1 Minute

Use:

Utility

Components:

Verbal, Somatic, & 2 lodestones.

Cast Mending to magically repair a break or tear one foot in length. The spell can be used on mundane items, clothes, weapons, magic items, and even constructs, to name a few.

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As most spellcasters can learn this cantrip, ensuring your group is not doubling up on it is important. If not, consider taking this at the fourth or tenth level when you gain access to another cantrip. Mending is invaluable for your party, whether you're resealing broken wax on an important document or repairing broken arrows.

10 Poison Spray

Clouds Of Death

A Druid by Alexander Mokhov

Action Cost:

Action

Use:

Damage

Components:

Verbal & Somatic

Combat-focused cantrips are great for doing a small amount of damage to a target when you may not have a full spell slot to use. This goes double for low-level adventurers when monsters usually don't have that much HP to work with anyway.

Posion Spray is a simple cantrip that sends out a small cloud of poison 10-feet from you. Your enemy must make a Constitution saving throw and if they fail they take 1d12 poison damage, which is fairly solid for low levels.

9 Infestation

Why'd It Have To Be Bugs?

A Druid by Jessica Fong.

Action Cost:

Action

Use:

Damage

Components:

Verbal, Somatic, and a flea.

As the name suggests, Infestation creates a haze of insects, such as fleas or other parasites, that attack a foe within 30 feet. Unfortunately, the target has to fail a Constitution saving throw for it to take the 1d6 poison damage this cantrip causes. If they do fail the save, you roll 1d4. The creature moves five feet in a random direction based on the number you roll.

"Unfortunately" because Constitution saving throws are something almost all creatures will at least be decent at. Furthermore, poison damage is one of the most commonly resisted damage types in the game. Nonetheless, this is an especially poignant cantrip for a druid to cast as far as roleplay is concerned, and forced movement is often quite useful even when you don't have full control of where the creature goes.

8 Thorn Whip

Bring Them In

Froghemoth by Brent Hollowell 

Action Cost:

Action

Use:

Utility & Damage

Components:

Verbal, Somatic, a stem of a plant with thorns.

You yank your target ten feet closer to you on a successful spell attack and deal 1d6 piercing damage. Note that Thorn Whip has a range of 30-feet, so the target isn't necessarily being pulled into melee range.

This cantrip's damage, like Frostbite, isn't ideal. However, as mentioned above, combining Thorn Whip with a preexisting area-of-effect spell, even a simple cantrip like Create Bonfire, creates deadly combos. You should also factor in the surrounding environment or the angle at which you're pulling a target to unlock the potential of what this spell can do.

7 Produce Flame

No Matches Required

Art by Aurore Folny

Action Cost:

Action

Use:

Utility

Components:

Verbal & Somatic

For ten minutes, you can hold a flame in your hand that provides bright light up to ten feet and dim light for another ten. While you're holding it, or even immediately upon casting, you can throw your flame at a creature up to 30-feet away to deal 1d8 fire damage.

Having an open flame whenever you need it is always a handy tool and one that deals 1d8 damage is hard to pass up. If your race lacks the darkvision trait, you'll get a lot of use out of this spell, and the light source is considered magical, which aids against several spells that threaten the light source from an average torch. Druids don't receive a more versatile ranged spell attack.

6 Mold Earth

Who Needs A Shovel?

Art by Robson Michel

Action Cost:

Action

Use:

Utility

Components:

Somatic

This is a rather controversial cantrip as its uses can differ based on Dungeon Master (DM) interpretation. However, D&D designer Jeremy Crawford has weighed in on the topic, saying that its intended uses are for moving earth that could otherwise be moved by a shovel. Mold earth can instantly excavate a five-foot square of loose earth.

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You can also use this cantrip to cause images, words, and shapes on an area of dirt or stone. Lastly, you can turn an area of dirt or stone up to ten feet into difficult terrain. Aside from digging out a new entrance into an underground dungeon that isn't bound by stone, this cantrip is great for creating quick pit traps, assuming you have a couple of rounds before a combat encounter begins.