The world of D&D lets adventurers pick and choose between various ranged and melee weapons.
However, some weapons stand out above the rest, fitting an adventurer’s background, build, roleplay, and simply giving more useful stats for that character.
In the case of Druids, their backstories usually include staff-like weapons, very specific one-handed weapons (sometimes in combination with a shield), or lighter one-handed weapons they could use in their off-hand.
Druids don’t usually opt into using weapons, as they’re better off transforming into a beast that deals damage with natural weapons or using spells (Cantrips included).
Contents
Druid Weapon Proficiency
- Specific Simple weapons (clubs, daggers, darts, javelins, maces, quarterstaffs, sickles, slings, and spears)
- One Martial weapon (scimitars)
Best Weapons for the Druid in 5e
15. Greatclub
Cost: 2 SP
Damage: 1d8 Bludgeoning
Weight: 10 lbs
Properties: Two-handed
Explanation
Druids only gain access to a few weapons because of their limited proficiencies. Luckily, there are quite a few options, like the Greatclub, that can be pretty useful to Druids who want to get into two-handed weapons.
Greatclubs aren’t very powerful, and they don’t fit the builds of most Druids, but the club does fit into the Druid theme, and the fact that it deals Bludgeoning damage is a plus.
It doesn’t fit with your spells or any options you have, but if you’re adamant about two-handing, you can always take the War Caster Feat and sling out spells as you wish.
14. Longbow
Cost: 50 GP
Damage: 1d8 Piercing
Weight: 2 lbs
Properties: Ammunition, Range (150/600), Heavy, Two-handed
Explanation
Druids and Rangers are closely affiliated and, at times, are caught working together. The main difference, though, is that Druids are full casters while Rangers aren’t, so they don’t usually pick a Longbow.
However, the Longbow can be a decent weapon for a Dexterity-based Druid, especially if they want to start two-weapon fighting.
You can even take Feats like Sharpshooter or Crossbow Master to improve your ranged attacks or eliminate enemies up close.
It might be a good idea to also take War Caster, but at this point, you’ll be sacrificing a lot of Ability Score Improvements.
Note: The only problem is that it’s a Martial weapon.
13. Trident
Cost: 5 GP
Damage: 1d6 Piercing
Weight: 4 lbs
Properties: Thrown (20/60), Versatile (1d8)
Explanation
Tridents are Martial Spears that fit an aquatic playthrough, which can work well if a Druid decides to become “one with nature,” as they like to say.
Unfortunately, it is a Martial weapon, and the Druid can’t gain access to it without taking a Feat or suffering the proficiency penalty.
There’s no reason not to hand over a Trident to a Druid who wants to play with one, so try asking your DM for a favor if you want a Trident, not a Spear!
12. Dart
Cost: 5 CP
Damage: 1d4 Piercing
Weight: 1/4 lb
Properties: Finesse, Thrown (20/60)
Explanation
The Dart is a Druid’s weakest ranged choice out of all of the others on this list.
It only deals 1d4 Piercing damage, which isn’t bad, but its range is pretty bad, and the fact that it has Finesse means it only works on Dexterity or Strength builds.
Nonetheless, it can turn out to be a good alternative to switch to if you want to pelt enemies without using spells or if your current ranged weapon runs out of ammunition.
11. Sling
Cost: 1 SP
Damage: 1d4 Piercing
Weight: –
Properties: Ammunition, Range (30/120)
Explanation
The Sling is an upgraded version of the Dart and fits the Druid’s theme as well as the Dart does.
It doesn’t have Finesse, which is a bummer, but it does have double the long range compared to the Dart and still works well on Dexterity builds.
Even though the damage might be lacking due to a lower Strength score, your hit chance increases with Dexterity, just like a bow.
10. Sickle
Cost: 1 GP
Damage: 1d4 Slashing
Weight: 2 lbs
Properties: Light
Explanation
When I think about the Sickle, I think about Moon Druids, but that might just be some weird fantasy I have going on in my head.
Sickles are perfect two-weapon fighting candidates for the Druid, working well with Druids who go for more aggressive build and like to dish out damage using weapons.
Dexterity-based Druids will benefit most from this, and it’s recommended that you get the War Caster Feat so that you can still cast spells with ease.
9. Javelin
Cost: 5 SP
Damage: 1d6 Piercing
Weight: 2 lbs
Properties: Thrown (30/120)
Explanation
Javelins are excellent early-game ranged weapons, especially for Druids who aren’t focused on dealing damage with their spells.
If you’re a utility, support, or damage dealer (using weapons), then Javelins will be the best ranged weapon you can pick up.
They’re cheap, deal more damage than you’d expect, and can be thrown pretty far. You can even stuff a few in your rucksack and take them out while hiding behind your shield!
Note: The War Caster Feat is recommended if you stick with this playstyle. Otherwise, you don’t need it.
8. Battleaxe
Cost: 10 GP
Damage: 1d8 Slashing
Weight: 4 lbs
Properties: Versatile (1d10)
Explanation
Battleaxes work best if you’re focused mainly on dishing out damage using a weapon.
The fact that you can two-hand it using Versatile gives you the opportunity to deal more damage if you want to. However, you can always use it with a shield for increased AC.
The issue is that the Battleaxe is a Martial weapon, so you’ll have to get at least two Feats to use it competently, which is fine if your build revolves around it, but only then.
7. Rapier
Cost: 25 GP
Damage: 1d8 Piercing
Weight: 2 lbs
Properties: Finesse
Explanation
Rapiers are some of the most satisfying weapons in D&D to use, especially when you use them correctly.
Dexterity-based Druids will have a blast with this weapon because of Finesse, and it can be ranked higher if it wasn’t a Martial weapon.
Picking up a Rapier, a shield, and the War Caster Feat basically makes you a Paladin, just without the heavy armor.
6. Club
Cost: 1 SP
Damage: 1d4 Bludgeoning
Weight: 2 lbs
Properties: Light
Explanation
Clubs are common Druid weapons, but not because they’re good, only because they’re easy to come by and very cheap.
Clubs also fit into the Simple weapons category, making it easy for Druids to use the weapon without having to get their hands on a Feat.
Luckily, Clubs deal Bludgeoning damage and can work quite well with a shield for increased AC, so that’s a big plus, especially for Druids, who struggle with low AC.
5. Dagger
Cost: 2 GP
Damage: 1d4 Piercing
Weight: 1 lb
Properties: Finesse, Light, Thrown (20/60)
Explanation
Daggers are my all-time favorite Druid weapon, not because they’re that special, but because they just have so many uses.
Much like the Sickle, Daggers are Light and can easily be used for two-weapon fighting. They also have Finesse, which means Dexterity-based builds (as well as Strength-based) will love them, and they can even be thrown.
In other words, they work for almost any build on the Druid, whether they’re your primary weapon, secondary weapon, backup, or only put in your off-hand.
Daggers are definitely not the best Druid weapon, but they fit Druids well and can work for any Druid who picks them up. They’re even Simple weapons!
4. Mace
Cost: 5 GP
Damage: 1d6 Bludgeoning
Weight: 4 lbs
Properties: –
Explanation
Maces are a lot like Clubs, but without the Light property and with increased damage.
Since Maces are Simple weapons, you can easily get a hold of them, and if you want to deal decent damage or use them with a shield, they’re perfect for you.
3. Scimitar
Cost: 25 GP
Damage: 1d6 Slashing
Weight: 3 lbs
Properties: Finesse, Light
Explanation
Scimitars are the ideal weapons for Druids who want to commit to two-hand fighting, and the fact that they have Finesse means they work well with Dexterity-based builds.
It can fit quite well with an aquatic campaign or if you want to be a nature-loving pirate.
Scimitars are the only Martial weapon Druids naturally gain access to, and the effectiveness of Martial weapons is shown just by how high it’s ranked.
2. Spear
Cost: 1 GP
Damage: 1d6 Piercing
Weight: 3 lbs
Properties: Thrown (20/60), Versatile (1d8)
Explanation
The Spear sits atop the list of best Druid weapons with the Quarterstaff, as both are exceptional weapons for the Druid.
However, if you combine Spear with the Polearm Master Feat, it becomes exceptionally powerful. Remember, the Quarterstaff also benefits from it, but the Spear can be thrown, and the Quarterstaff can’t.
Spears, just like Quarterstaffs, also have Versatile, so you always have the choice to deal more damage if you want to.
1. Quarterstaff
Cost: 2 SP
Damage: 1d6 Bludgeoning
Weight: 4 lbs
Properties: Versatile (1d8)
Explanation
The Quarterstaff is the most iconic Druid weapon out there, along with the Spear.
It deals decent Bludgeoning damage, and with the Versatile property, you always have the choice to deal more damage with it.
Quarterstaff works well with Shillelagh and can be used with a shield if you need increased AC.
It’s quite an adaptive weapon and fits well with the Druid’s theme of using nature to protect nature since Quarterstaffs are mainly made out of wood.
Final Thoughts
For the most part, each class in D&D has its most used or beloved weapon that is both iconic and functional.
Though some of these weapons might not be the best D&D weapon overall, they remain the best option for that character at the moment.
A good example would be the Spear (or Quarterstaff), Scimitar, or Dagger decision Druids need to make if they want the most reliable weapon for a Druid.
In the end, whether you decide to take a conventional or unconventional weapon, as long as you like it and it fits your playstyle, you should roll with it!