Druids in Baldur's Gate 3 are a way to play the game from an entirely new perspective: the animal perspective. Entrenched in the natural arts, the Druid is a magic class that knows how to humble even the most skilled sorcerers. They excel at support, utility, and as medium damage dealers.
RELATED: Baldur's Gate 3: Complete Guide To Rangers
Thanks to their sheer versatility and the usefulness of all their skills, you can overlook their downsides for this exceptionally balanced and fun class. With great multiclass potential as well, they are a class most worthy of your attention and time. And who wouldn't want to be a spellcasting badger?
Druid Overview
"Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury."
The Druid is primarily a spellcaster who balances utility and support while in their human form and as a damage-dealer in their Wild Shape. Shapeshifters with exceptional versatility in any situation, their lack of feats is made up for in their variety of beasts to transform into.
Their unique backgrounds and access to spells like Speak with Animals open a plethora of unique roleplaying opportunities.
Level | Proficiency Bonus | Feats | Cantrips Known | Spells Slots per Spell Level |
---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|
1 | 2 | Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
---|
2 | 2 | Wild Shape, Choose Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
---|
3 | 2 | Spellcasting Level 2 | 2 | 4 | 2 | - | - | - | - | - | - | - |
---|
4 | 2 | Ability Score Improvement or Choice of Feat | 3 | 4 | 3 | - | - | - | - | - | - | - |
---|
5 | 3 | Spellcasting Level 3 | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
Skills, Proficiencies, And Starting Equipment
A slightly squishy class, the Wisdom-based spellcaster generally sees low investments in their physical stats and has a starting health pool of 8 + their Constitution modifier. At every level past the first, Druids receive 5 + their Constitution modifier for their HP.
Their talents are all rooted in mental skills with many of them leaning toward magical and natural knowledge.
- Saving Throws: Intelligence and Wisdom
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
- Proficiencies: Light armor, Medium armor, Shields (not made of metal); All Simple Weapons except bows, crossbows, greatclubs, and handaxes
- Starting Equipment: Druid's Leather armor and Quarterstaff
They also begin with one of the coolest and most unique armor sets among the classes for that #FashionRolls element.
If you're not happy with that gear, there are very few armor sets you'll be able to wear and a limited number of weapons open to you. This is due to the Druid's limited weapon proficiency pool and the stipulation that Druids cannot wear metal armor.
Feats: Wild Shape
Druids, strangely enough, don't operate in the same way other classes do. Rather than be given a range of feats they are given throughout their levels, druids are primarily given one feat: Wild Shape.
Wild Shape allows you to transform into beasts for a number of hours equal to half your druid's level (rounded down). The number of times and the types of animals you can transform into will depend on your subclass.
Your Wild Shape charges are separate from your spell slots and recharge with short rests. Each animal has its own abilities and skills, meaning you'll want to get a feel for all the animals you can inhabit.
While Wild Shaped, you can automatically speak with animals without needing to cast the spell.
All Wild Shape Animals And Abilities
Level Available
|
Animal
|
Circle(s) Available
|
Stats
|
Actions
|
---|
2
|
Bear
|
|
HP
|
AC
|
Speed
|
- Bear Claws - +4 to hit, 2d6 + 4 Slashing damage
- Multiattack (Claws and Bite) - +4 to hit, 2d6 + 4 Slashing damage and 1d8 + 4 Piercing damage. Can be used once per short rest.
- Goading Roar - Goad enemies into attacking you
|
---|
30
|
12
|
11m
|
Str
|
Dex
|
Con
|
---|
19
|
10
|
16
|
Badger
|
|
HP
|
AC
|
Speed
|
- Bite - +2 to hit, 2d4 + 2 Slashing damage
- Badger Claws - +2 to hit, 1d4 + 2 Slashing damage. On a failed Strength save, struck creatures are pushed 1.5m away.
- Burrow - Burrow and emerge at any position within Movement range. Any creatures present where you emerge must succeed a Strength save or be knocked Prone.
|
---|
13
|
10
|
11m
|
Str
|
Dex
|
Con
|
---|
14
|
10
|
15
|
Cat
|
|
HP
|
AC
|
Speed
|
- Claws - +2 to hit, 3 Slashing damage
- Meow - Attract all nearby creatures to you.
|
---|
2
|
12
|
11m
|
Str
|
Dex
|
Con
|
---|
3
|
15
|
10
|
Spider
|
|
HP
|
AC
|
Speed
|
- Venomous Bite - +3 to hit, 1d8 + 3 Piercing damage
- Web - Shout out a web that covers the ground and can Entangle enemies that begin their turn or are hit by the web on a failed Dexterity save.
|
---|
20
|
14
|
11m
|
Str
|
Dex
|
Con
|
---|
14
|
16
|
12
|
Wolf
|
|
HP
|
AC
|
Speed
|
- Bite - +3 to hit, 1d6 + 3 Piercing damage.
- Exposing Bite - +3 to hit, 1d4 + 3 Piercing damage. If this hits, your next attack against the target within 1.5m will be a Critical Hit.
- Howl - Each ally within earshot gains an additional 3m to their movement on their next turn.
|
---|
18
|
14
|
14m
|
Str
|
Dex
|
Con
|
---|
17
|
15
|
15
|
4
|
Deep Rothe
|
|
HP
|
AC
|
Speed
|
- Gore - Deal 3d4 + 4 Piercing damage and an additional 11 Force damage to any creature with Lesser, Medium, or Greater Toughness.
- Charge - Charge forward and attack all creatures in a 9m line. They take 1d6 + 4 Piercing damage. On a failed Strength save, they are also knocked Prone.
- Dancing Lights - Cast Dancing Lights to illuminate a target
|
---|
23
|
10
|
9m
|
Str
|
Dex
|
Con
|
---|
18
|
10
|
14
|
Dire Raven
|
|
HP
|
AC
|
Speed
|
- Fly - Raven has a flying speed instead of a Jump with a range of 18m.
- Beak Attack - +2 to hit, 1d6 + 2 Piercing damage
- Rend Vision - +2 to hit, attack the target's eyes. Deal 1d6 + 2 Piercing damage and blind the enemy for one round.
|
---|
13
|
16
|
12m
|
Str
|
Dex
|
Con
|
---|
6
|
14
|
8
|
6
|
Owlbear
|
|
HP
|
AC
|
Speed
|
- Beak Attack - +7 to hit, 5ft; deals 1d10 + 5 Piercing damage.
- Claw Attack - +7 to hit, 5ft; deals 2d8 + 5 Slashing damage.
This section of the table is still under construction in conjunction with the official release.
|
---|
??
|
13
|
18m
|
Str
|
Dex
|
Con
|
---|
20
|
12
|
17
|
Illithid Feats
When activating your Illithid Powers enough times, you'll gain a special feat specific to your class.
The Druid's Illithid Power is Aberrant Shape.
It allows you assume the form of a Mindflayer, giving you its incredible stats and the ability to use Psychic powers to deal damage.
Name
|
Type of Action
|
Effect(s)
|
---|
Aberrant Shape
|
Action
|
Assume the shape of a Mind Flayer.
|
Druid Spells
The Druid spellcasting class is unique, having its own spell list to choose from and dabbling here and there within the Cleric and Wizard classes. As a Druid, your spellcasting ability is Wisdom. As such:
- Spell Save DC = 8 + Proficiency bonus + Wisdom modifier
- Spell Attack Modifier = Proficiency bonus + Wisdom modifier
Druids are a Prepared Caster class, this means that you must prepare a certain number of known spells. The number of spells you can prepare at a time is equal to:
Prepared Spells Total = Wisdom modifier + Druid level
You can prepare and move spells at any time while you are not in combat and not moving by selecting your Spellbook in your Character Sheet and pressing Prepared Spells.
Druid spell slots are regained after a Long Rest.
Full Spells List
These are all the druid spells, their casting time and effects.
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
1
|
Animal Friendship
|
1 Action
|
N
|
On a failed WIS save, a beast is friendly toward you and does not attack.
|
1
|
Charm Person
|
1 Action
|
N
|
Gain advantage on ability checks made against the charmed creature and prevent it from attacking on a failed WIS saving throw. Enemies have advantage on their saving throw. At the end of the spell's duration, target may accuse you of having charmed them.
|
1
|
Create or Destroy Water
|
1 Action
|
N
|
Conjure rain or destroy a water-based surface 9m across. Upcasting this spell increases its area of effect.
|
1
|
Cure Wounds
|
1 Action
|
N
|
Touching a creature, heal it for 1d8.
|
1
|
Entangle
|
1 Action
|
Y
|
Vines sprout from the ground in a 2m radius. It counts as difficult terrain, and all creatures that start their turn or enter the area must make a Dexterity saving throw or become Entangled.
|
1
|
Faerie Fire
|
1 Action
|
Y
|
On a failed DEX save, encase all creatures (and objects) within a 15ft radius in light. All attack rolls against these creatures have advantage, and any invisible targets become visible.
|
1
|
Fog Cloud
|
1 Action
|
Y
|
Create a dense 4m fog that Obscures and Blinds enemies. Ranged attacks cannot come in or out of this fog.
|
1
|
Goodberry
|
1 Action
|
N
|
Conjure 4 berries. Each person that eats one restores 1d4HP, totalling 4d4 overall.
|
1
|
Healing Word
|
1 Bonus Action
|
N
|
Heal a creature you can see within 18m by 1d4 + your spellcasting modifier.
|
1
|
Jump
|
1 Action
|
N
|
Triple the Jump distance of a touched creature.
|
1
|
Longstrider
|
1 Action
|
N
|
Increase the Movement of a touched creature by 3m.
|
1
|
Speak with Animals
|
1 Action
|
N
|
Gain the ability to speak and converse with animals until your next Long Rest.
|
`
|
Thunderwave
|
1 Action
|
N
|
Deal 2d8 Thunder damage in an area and push away all creatures and objects within 5m on a failed Constitution save. On a successful save, creatures stay still and take half damage.
|
2
|
Barkskin
|
1 Action
|
Y
|
Increase the AC of a touched creature to 16.
|
2
|
Darkvision
|
1 Action
|
N
|
Grant a touched creature ability to see in the dark up to 12m until next Long Rest.
|
2
|
Enhance Ability
|
1 Action
|
Y
|
A creature gains advantage on one particular type of Ability Check.
|
2
|
Flame Blade
|
1 Bonus Action
|
Y
|
Conjure a flaming scimitar that can deal 3d6 Fire damage that you carry.
|
2
|
Flaming Sphere
|
1 Action
|
Y
|
Create a 2m radius flaming sphere that deals 2d6 Fire damage to all nearby enemies when they fail a Dexterity save or half as much on a success.
|
2
|
Heat Metal
|
1 Action
|
Y
|
Heat a metal weapon or armor to cause a creature to drop their weapon on a failed Constitution save and take 2d8 Fire damage. If they do not (or cannot) let go, they receive disadvantage on all attack and ability rolls.
|
2
|
Hold Person
|
1 Action
|
Y
|
On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.
|
2
|
Lesser Restoration
|
1 Action
|
N
|
Remove one disease or condition from a creature.
|
2
|
Moonbeam
|
1 Action
|
Y
|
Call down a beam to deal 2d10 Radiant damage. Any creature that enters the beam or starts its turn inside it takes damage. Use an action to move the beam each turn.
|
2
|
Pass without a Trace
|
1 Action
|
Y
|
Give you and all companions +10 on Stealth rolls.
|
2
|
Protection from Poison
|
1 Action
|
N
|
Touch a creature to alleviate all poison effects and grant it advantage on saving throws against poison and resistance against Poison damage.
|
2
|
Spike Growth
|
1 Action
|
Y
|
Shape a piece of ground 6m in radius into spikes. Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it. This patch also counts as Difficult Terrain.
|
Subclass: Circle Of The Moon
"Druids of the Circle of the Moon are fierce guardians of the wilds... Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster."
As a Circle of the Moon Druid, you gain benefits to your Wild Shape abilities. As a subclass that prefers to stay within their wild forms, the player of a Druid from this circle will likely spend more time as beast than man or elf.
Those who prefer shapeshifting will enjoy this class the most.
Level | Wild Shape Boons | Boon Effects |
---|
2 | Combat Wild Shape | You can now use your Wild Shape as a Bonus Action rather than a full Action. |
---|
6 | Primal Strike | Your Wild Shape attacks count as magical. |
Subclass: Circle Of The Land
"The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition."
Unlike the Circle of Moon, Land Druids prefer to retain their humanoid form over their beastly ones. They also prefer to use spells far more often than their subclass counterparts, and for that reason, the Land Druid receives the boon: Natural Recovery, allowing you to replenish your spell slots without the need of a Long Rest once per day.
Additionally, Land Druids receive a list of spells unique to their circle. This has deviated slightly from the original Player's Handbook.
At the 3rd, 5th, 7th, and 9th levels, you will earn the right to choose between which land your mystical connection is shared, and that will affect the spells you are capable of learning. These spells will always be ready and do not need to be prepared.
You do not need to choose one to stay with the whole time. You can take the Coast for a Land at level 3 and then Arctic at level 5.
Circle Of Land Spells
Arctic
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Hold Person
|
1 Action
|
Y
|
On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.
|
3
|
2
|
Spike Growth
|
1 Action
|
Y
|
Shape a piece of ground 6m in radius into spikes. Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it. This patch also counts as Difficult Terrain.
|
5
|
3
|
Sleet Storm
|
1 Action
|
Y
|
Create a storm of ice in a 9m radius that leaves ice on the ground, douses fires, and disrupts spell concentrations.
|
5
|
3
|
Haste
|
1 Action
|
Y
|
You or an ally is Hastened, giving them +2 AC, double their movement, advantage on Dexterity saves, and an additional action per turn.
|
Coast
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Misty Step
|
1 Bonus Action
|
N
|
Teleport anywhere you can see within 18m.
|
3
|
2
|
Mirror Image
|
1 Action
|
Y
|
Create 3 illusionary duplicates of yourself that add +3 to your AC each. When you successfully dodge an attack, one of these duplicates disappears.
|
5
|
3
|
Sleet Storm
|
1 Action
|
Y
|
Create a storm of ice in a 9m radius that leaves ice on the ground, douses fires, and disrupts spell concentrations.
|
5
|
3
|
Call Lightning
|
1 Action
|
Y
|
Call down lightning on a 2m radius point. All creatures struck must make a Dexterity saving throw, taking 3d10 Lightning damage on a fail and half as much on a save.
|
Desert
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Blur
|
1 Action
|
Y
|
Attackers have disadvantage on attack rolls made against you so long as they rely on sight or cannot see through illusions.
|
3
|
2
|
Silence
|
1 Action
|
Y
|
Create a soundproof sphere 6m across within 18m of the spellcaster. Inside, all creatures within are Silenced and immune to Thunder damage.
|
5
|
3
|
Protection from Energy
|
1 Action
|
Y
|
Gives resistance to Fire, Cold, Acid, Lightning, or Thunder damage on a touched creature.
|
5
|
3
|
Hypnotic Pattern
|
1 Action
|
Y
|
On a failed Wisdom save, creatures within 9m of your chosen area are hypnotized by a pattern. They cannot move or take any form of actions, bonus actions, or reactions. They are freed after 2 turns or if they are stricken or helped.
|
Forest
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Barkskin
|
1 Action
|
Y
|
Increase the AC of a touched creature to 16.
|
3
|
2
|
Hold Person
|
1 Action
|
Y
|
On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.
|
5
|
3
|
Call Lightning
|
1 Action
|
Y
|
Call down lightning on a 2m radius point. All creatures struck must make a Dexterity saving throw, taking 3d10 Lightning damage on a fail and half as much on a save.
|
5
|
3
|
Plant Growth
|
1 Action
|
N
|
Create dense plant growth 6m in radius that slows enemy movement to 1/4.
|
Grassland
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Invisibility
|
1 Action
|
Y
|
Touch a creature to make it Invisible for 10 turns or until they take damage or make an action.
|
3
|
2
|
Pass without a Trace
|
1 Action
|
Y
|
Give you and all companions +10 on Stealth rolls.
|
5
|
3
|
Daylight
|
1 Action
|
N
|
Enchant an item to dispel all darkness within 15m.
|
5
|
3
|
Haste
|
1 Action
|
Y
|
You or an ally is Hastened, giving them +2 AC, double their movement, advantage on Dexterity saves, and an additional action per turn.
|
Mountain
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Mirror Image
|
1 Action
|
Y
|
Create 3 illusionary duplicates of yourself that add +3 to your AC each. When you successfully dodge an attack, one of these duplicates disappears.
|
3
|
2
|
Spike Growth
|
1 Action
|
Y
|
Shape a piece of ground 6m in radius into spikes. Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it. This patch also counts as Difficult Terrain.
|
5
|
3
|
Call Lightning
|
1 Action
|
Y
|
Call down lightning on a 2m radius point. All creatures struck must make a Dexterity saving throw, taking 3d10 Lightning damage on a fail and half as much on a save.
|
5
|
3
|
Fly
|
1 Action
|
Y
|
Give the ability to fly to yourself or an ally.
|
Swamp
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Darkness
|
1 Action
|
Y
|
Create a magic cloud of darkness that Heavily Blinds and Obscures all within. Ranged attacks cannot be made in or out of this 5m cloud.
|
3
|
2
|
Melf's Acid Arrow
|
1 Action
|
N
|
Shoot an acid arrow that deals 4d4 Acid damage when striking an enemy and another 4d4 at the end of the target's next turn. A pool of acid is left behind where the target was struck, dealing additional damage to creatures who walk through it.
|
5
|
3
|
Stinking Cloud
|
1 Action
|
Y
|
Create an 8m cloud of nauseating gas. On a failed Constitution save, creatures within the cloud cannot take actions.
|
5
|
3
|
Vampiric Touch
|
1 Action
|
N
|
Touch an enemy to deal 3d6 Necrotic damage and regain half as much HP. You can use this as an attack action for 10 turns without expending another spell slot.
|
Underdark
|
---|
Level Learned
|
Spell Level
|
Spell Name
|
Casting Time
|
Concentration? (Y/N)
|
Effect
|
---|
3
|
2
|
Misty Step
|
1 Bonus Action
|
N
|
Teleport anywhere you can see within 18m.
|
3
|
2
|
Web
|
1 Action
|
Y
|
Cover an area in webbing 4m across. On a failed Dexterity save, all creatures that are stricken by this or who try to walk across the web are Entangled.
|
5
|
3
|
Gaseous Form
|
1 Action
|
Y
|
Become a cloud of mist. You become resistant to all types of damage and advantage on Strength, Dexterity, and Constitution saves. Your size is Tiny.
|
5
|
3
|
Stinking Cloud
|
1 Action
|
Y
|
Create an 8m cloud of nauseating gas. On a failed Constitution save, creatures within the cloud cannot take actions.
|
Subclass: Circle Of Spores
"Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form."
The Circle of Spores Druid is a complicated subclass which will have an excess of feats compared to its companions and a list of unique spells. This class specializes in poisons and disease-like effects to deal damage, as well as the zombie-like control of their deceased enemies and the unaware.
This class is not available in the early access and will be further expanded upon in future updates with the game's official release.
NEXT: Baldur's Gate 3: Complete Guide To Clerics