Create a tiny, harmless sensory effect that predicts weather
- Deception/Intimidation advantage – Act as though this is predicting the approach of a deadly enemy or storm.
- Insight/Persuasion advantage – About to set sail? Or need something from the port master? Offer them weather related insight.
- Stealth advantage – Ensure your stealth mission has cover; wait until you can predict a storm of some kind.
- Add to the imaginative narrative – keep nature and weather in the game by simply queuing the DM/table to what the weather is
Instantly make a flower blossom, seed pod open, or a leaf bud bloom
*The DMs ruling on this ability will highly affect the use of this section. Instantly blooming and coming to fruition can vastly differ. Check with DM on this ruling as some will have fun with the plant use while others are being mindful of abusing it for absurd stretches of the blooming mechanic.
- Improvised attack – Carry watermelon seeds to instantly bloom them for various purposes: eating, throwing, shoving into someone’s ear and then blooming them.
- Improvised trap – Line clothing or accessories with seeds of plants poisonous to touch (eg. Hogweed). Once the target dons the clothing or accessory, bloom the seedlings.
- Improvised trap – Sleight of hand seeds of venomous plants into someones pocket and open them (eg. Nerium oleander) – Or create a wall of these plants for an improvised protective wall.
- Intimidation advantage – Decorate the area, sleight of hand onto someone, or wear the blooming Snap Dragon Seed Pods.
- Deception/Distraction/Intimidation – Use blooming explosive seeds to distract or intimidate others (eg. Squirting cucumbers or Gorse bush seed)
- Create Poison – So long as you can carry a stock pile of seeds, you can always have poison at the ready (eg. Squirting cucumbers, nerium oleander, tobacco, etc.)
- Sabotage – Plant one of the most foul smelling flowers near a targets base or lair (eg. Corpse flower)
- Survival advantage – Mark locations with an unusual blooming flower. (eg. Psychotria elata)
- Persuasion/Performance advantage – Up your romance game by handing someone a bouquet of flowers half bloomed, then while you’re confessing your love, whisper the verbal component of the spell and bloom the rest of the flowers to be the biggest bouquet especially for them.
- Persuasion advantage – Increase the attractiveness of food or flowers to sell.
- Trigger a trap mechanism with the blossoming of a seed pod (eg. tree seeds?)
Create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk (5ft cube)
- Mimic parrot sounds for basic voice lines.
- Illusory advantage – Enhance an existing illusion by adding some sensory effects to it
- Stealth advantage – Are you hiding and need to create a distraction? Create the sound of a small animal in the distance to try to sneak away undetected. Rabid squirrel, rattlesnake, crow caws, etc.
- Persuasion advantage – Create a soothing and calm ASMR effect while speaking to someone.
- Persuasion disadvantage – Make someone fart using puff of wind and follow up with a foul smell (extra points if you cast these on someone while flirting).
- Intimidation advantage – Create the sound of a threatening animal, or ones that make weird sounds (eg. look up “screaming barn owl” or “red fox scream”)
- Is your group separated but you need to set a signal off to them? Create a sensory effect like faint odor to catch on the wind or a bloom of flowers in certain areas to catch attention.
- Attack advantage for an ally – create distracting sensory effects so that an ally can land an attack.
Instantly light or snuff out a candle, a torch, or a small campfire
- Stealth advantage – Need to sneak by a group of enemies at night and you have darkvision? Snuff out their torches and move in.
- Intimidation advantage – Make torches/lights flicker on and off. Combine with the smell of roadkill skunk, blood, or blowing leaves (as though something is approaching).
- Improvised trap – From hiding, extinguish a bonfire, wait for the person to come to re-light it, then light the bonfire.
- Improvised attack – Sleight of hand a candle (or maybe dynamite?!) in someone’s pocket, then light it from a distance. (Given you can still see it)
- Is your campfire wood soaked? Light a small campfire ablaze without using a spell slot.
7 Replies to “Clever Cantrip Uses: Druidcraft”
These are really clever! ^_^
The only person here who got the “Right” answer was Mike K. for the win! Everyone else got sour grapes. Mike has the right idea about gaming, and that is… have fun! If a player comes up with a creative, not-too-far-off-the-mark use for this spell which doesn’t absolutely BREAK the scene, run with it! That way, after the session, everyone can sit around the table and have a good laugh. For those who are all about the RAW, without regard as to whether or not your players are enjoying themselves, well… I suspect your games won’t last too long, as your players will go elsewhere to have… oh yeah… fun! Lighten up already, people, and Mike… Good job! I’d love to play at your table!
Absolutely, I loved the ideas here, and I would totally allow them in the games I DM for. It’s so strange that people usually complain about how useless Druidcraft is, and then someone show some really cool and creative uses for the spell and people now complain that it is too useful now and doesn’t make sense…
these are all pretty fun imaginative ideas!
I was wrong about Druidcraft. I personally feel the watermelon trick is a bit OP for a cantrip and wouldn’t allow it, but 99% of these are great. Also, the range is 30 ft. Pretty sure you can speak low enough with a decent stealth check to not be heard from 30 ft away. And lighting dynamite is functionally the same as lighting a candle. You’re igniting a wick. If you’re worried about abuse, just limit the availability of dynamite. As for the bonfire, that suddenly igniting in your face will 100% burn you. Bob/Robert sound like miserable people to play with. My girlfriend and I both DM and would both allow most of these uses.
These all sound fun! Congrats on the creativity! Some of those animal noises are the stuff of nightmares. I do think the watermelon in the head is a bit over the top; although I kind of want to allow it once just because I have a morbid sense of humour.
I do think Bob and Robert (same person?) think too highly of their interpretation of the rules. TTRPGs are, well, games. Games should be fun. The rules exist to make the game fun in an equitable sense, but it’s up to the DM to bend, amend, and abolish rules that don’t serve the purpose of making the game fun for everyone at the table. Obviously what is fun varies from group to group, which why we have DMs to arbitrate and make the final ruling regardless of what the written rules say.
If you’re worried about your players abusing something, just talk to them. If your player wants dynamite but it doesn’t exist in your world, talk to them. Really. That’s all it takes. Chances are you can find a solution that you both find agreeable, like letting your player invent dynamite with all the resource trouble and investment cost that entails. Doesn’t have to be an all or nothing affair. The important part is that everyone keeps having fun, RAW be damned.