The Little Green Witch: Spells for a Greener Planet

By admin

Once upon a time, in a small village nestled deep within a dense forest, there lived a little green witch named Willow. Willow was not like the typical image of a witch; she did not have a crooked nose or warts on her face. Instead, she had long, flowing green hair and sparkling emerald eyes. She wore a simple green dress made from leaves and always carried a small wooden wand. Willow loved nature and spent most of her time tending to her herb garden and helping the animals in the forest. She had a special connection with plants and could make them grow stronger and healthier with just a touch.


Let’s start by talking about the most unique healing spell Druid gets. Goodberry is an oddball, granting you ten magic berries you can store and dole out within 24 hours to heal anyone for one hitpoint per berry. It’s certainly interesting, arguably the best out-of-combat heal available to you. 10hp is reliably more than cure wounds or healing word will be doing per cast. It’s also your best bet if multiple teammates are down, as 1hp is enough to get them each conscious again. Another nitpicky strat is to burn all your remaining spellslots on goodberry before a long rest. Technically, 8 hours later you can walk around with an entire cornucopia of healing berries on your next adventure.

For a while, I used to cheekily bypass that restriction by using my owl familiar, who can cast touch spells in my stead and often had nothing better to do in combat. Your damage output in beast form is going to be on the weak side, compared to the full-melee classes, but every attack that it soaks up is an attack that you won t have to spend resources healing later - all that damage just falls off when you shift back.

Druidic healing spell

She had a special connection with plants and could make them grow stronger and healthier with just a touch. The villagers, however, were afraid of witches and believed in the old tales of evil witches who caused mischief and cast harmful spells. So, Willow had to keep her magical abilities a secret.

D&D: Comparing Druid’s Healing Spells

Druid is the second-best healer in the game behind Cleric. This means you should be bringing at least one healing spell to the party. But which one should you prepare? Should you take more than one? Let’s find out! (As always, this guide is designed for early-level players, so we’re only covering the healing spells below 4th level.)

(Author’s note: To read about the one shapeshift form that can heal teammates, check out this article. I would not consider it a meaningful source of healing compared to your spells.)

1. Goodberry

Let’s start by talking about the most unique healing spell Druid gets. Goodberry is an oddball, granting you ten magic berries you can store and dole out within 24 hours to heal anyone for one hitpoint per berry. It’s certainly interesting, arguably the best out-of-combat heal available to you. 10hp is reliably more than cure wounds or healing word will be doing per cast. It’s also your best bet if multiple teammates are down, as 1hp is enough to get them each conscious again. Another nitpicky strat is to burn all your remaining spellslots on goodberry before a long rest. Technically, 8 hours later you can walk around with an entire cornucopia of healing berries on your next adventure.

In practice, though, I have to admit I usually don’t prepare this spell. I’ve never seen a GM track rations closely enough to care about the nourishment part, and the party usually has enough healing abilities to put goodberry to shame. My primary job when healing is usually to revive a teammate in combat, and any other support spell will do a better job of that. Case in point…

2. Cure Wounds

Cure wounds is the archetypical D&D healing spell, the baseline everything else will be compared to. 1d8+Wisdom is a perfectly-fine amount of healing, with the main downside being the requirement that you’re close enough to touch your target. For a while, I used to cheekily bypass that restriction by using my owl familiar, who can cast touch spells in my stead and often had nothing better to do in combat. But eventually I stopped and switched to healing word anyway because…

3. Healing Word

healing word (the spell you’re supposed to use for ranged healing) is a bonus action, whereas cure wounds costs an action. Druids don’t really use their bonus action regularly, so I just found it a lot easier to weave healing word into combat without sacrificing my turn. Sure, 1d4+Wisdom is a lot less healing, but its good enough to get somebody back on their feet, which is your usual job as a healer. And, (owl shenanigans aside), ranged healing is simply more versatile than touch healing. But once I leveled up enough, healing word also bit the dust in favor of…

4. Healing Spirit

Healing spirit is the best druid healing spell, hands down. I cannot recommend it enough. Sure, it costs a 2nd-level spellslot, but you’re gonna get an insane amount of healing from it (and it’s still a bonus action!) You summon a spirit that hovers wherever you placed it and automatically heals anyone under it for 1d6 per round up to 1+Wisdom times. In combat, this is perfect for reviving a downed teammate, not to mention other allies can pass under it and get some heals as well. Out of combat, you can all form a conga line and take turns. And if that’s not enough, you can use your bonus action to move it up to 30 feet! This is just a really versatile style of healing, and pretty much the only healing spell I ever prepare.

5. Lesser Restoration

I figure I should probably mention lesser restoration even though it’s not technically a healing spell. With a touch, you can automatically cure anyone suffering from disease, blindness, deafness, paralysis, or posion. These are all seriously annoying status effects, and D&D doesn’t have many easy ways to remove them. Somebody in the party should really have this prepared, though I openly confess that person is usually not me. All things considered, it’s pretty rare to encounter these status effects at lower levels. But at higher levels, once you have tons of spellslots, you really should consider taking this. It may not come into play often, but you’re gonna regret not having it when the time comes.

The main thing to keep in mind is that D&D 5e doesn’t have ‘dedicated healers.’ There aren’t really “tank, support, DPS” mindsets, and nobody should be healing 24/7, not even Clerics. Healing is mostly important for getting an unconscious ally back on their feet, or topping yourself off using an otherwise-wasted bonus action. In most situations, it’s more important to deal damage to the enemy and remove them from the board faster. But that doesn’t mean you want to skive on being prepared. And picking the right healing spells is a huge part of that!

The littoe green witch

Despite the fear surrounding witches, there was one person in the village who saw the true nature of Willow. His name was Oliver, a young boy with a thirst for knowledge and a love for adventure. Oliver would often explore the forest, and one day, he stumbled upon Willow's garden. He was captivated by the beauty of the flowers and herbs and saw Willow gently touching the plants, seemingly making them thrive. Oliver approached Willow cautiously at first, but soon they became friends. Willow shared her knowledge of plants and magic with Oliver, and in return, Oliver would share stories of the outside world and teach her about the villagers' way of life. They developed a special bond, and Oliver promised to keep Willow's secret safe. One day, as they were exploring a new part of the forest, they came across a wounded fawn. Its leg was caught in a trap set by a hunter. Willow was filled with compassion and used her magic to set the fawn free. Oliver was in awe of her abilities and realized how much good she could bring to the world if people understood her true nature. Together, they decided to show the villagers the kind-heartedness and magic of the little green witch. They organized a grand fair in the village, where Willow would showcase her abilities to heal and nurture. People were skeptical at first, but they couldn't deny the beauty and wonder of Willow's magic. Slowly, but surely, the villagers began to embrace Willow and see her for the kind and loving witch she truly was. She became an integral part of the village, offering her knowledge and healing abilities to those in need. The villagers soon realized that she was not a threat, but rather a valuable asset to their community. And so, the little green witch named Willow changed the perception of witches in the village. She proved that magic could be used for good, and that appearances can be deceiving. Willow's story became a legend, passed down through generations, reminding people to always look beyond the surface and embrace the power of kindness and acceptance..

Reviews for "The Little Green Witch: Inspiring Young Minds to Explore Nature"

1. John - 2/5 stars
I found "The Little Green Witch" to be quite dull and uninspiring. The story lacked depth and the characters felt underdeveloped. The writing style was also quite bland, failing to capture my attention or evoke any emotions. Overall, I was disappointed and wouldn't recommend this book to others.
2. Sarah - 1/5 stars
I couldn't get through "The Little Green Witch." The plot was extremely predictable, and the protagonist lacked any real personality. The dialogue was stiff and unnatural, making it difficult to connect with the characters. Additionally, the illustrations were unremarkable and didn't add anything to the overall reading experience. I would advise skipping this book altogether.
3. Mark - 2/5 stars
"The Little Green Witch" fell short of my expectations. The story felt disjointed, with unnecessary subplots that didn't contribute much to the overall narrative. The pacing was inconsistent, with some parts dragging on while others felt rushed. The writing style was mediocre, lacking the charm and wit that could have made the book more engaging. Overall, I found it to be a lackluster read.
4. Emily - 2.5/5 stars
While "The Little Green Witch" had a promising premise, it didn't quite live up to its potential. The story seemed rushed, and important plot points were barely explored. The characters were one-dimensional, and their motivations were poorly explained. The overall writing style was average, failing to captivate me or make me care about the outcome. I was left feeling unsatisfied and wouldn't recommend this book to others.

The Little Green Witch: Enriching Children's Imagination

The Little Green Witch: A Journey Through the Enchanted Forest