Druid |
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Subclasses |
Circle of the Moon |
Druid Initial Features |
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Druid is a Class in Baldur's Gate 3. The Druid's primary Ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour, and Shields.
The Druid class provides a lot of versatility, making it an excellent support for the group with defensive and healing Spells. Druids can select a Druid Circle as a subclass, making an impact on the interactions within the game.
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
BG3 Druid Class Features
HIT POINTS
- Hit Points at 1st level: 8 + Constitution modifier
- Hit Points at Higher Levels: 5 + Constitution modifier
PROFICIENCIES
- Armor: Light Armour, Medium Armour, Shields
- Weapons: Clubs, Daggers, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Spears
- Saving Throws: Intelligence, Wisdom
- Skills: Choose 2 Skills from - Arcana, Animal Handling, Insight, Medicine, Nature, Perception,
STARTING EQUIPMENT
- Druid Leather Armour, Grovetender Boots
- Quarterstaff
- Health Potion x2, Scroll of Revivify
DRUID SPELLCASTING
- Full Spellcasters: Unlocks new spell level every 2 Druid levels, up to level 6 spells.
- Cantrips: Starts with 2 Cantrips (gains additional cantrips at level 4 & 10)
- Spell Save DC: 8 + your Proficiency bonus + your Wisdom modifier
- Spell Attack Modifier: your Proficiency bonus + your Wisdom modifier
- Known Spells: 1 + Wisdom Modifier + Druid Level
- Spell List: Prepared Casters - Can change spell list freely when out of combat.
- Ritual Casting: Yes - Spells with the Ritual tag do not consume a spell slot when cast out of combat.
UNIQUE CLASS FEATURES
- Druid Spells
- Wild Shape: Able to shapeshift into different beasts.
BG3 Druid Class Progression
- Level 1
- Druid Spellcasting (Class Feature)
- Level 2
- Choose Druid Circle (Circle of the Moon, Circle of the Land or Circle of the Spores)
- Wild Shape (Action)
- Wild Shape: Cat (Action)
- Wild Shape: Badger (Action)
- Wild Shape: Wolf (Action)
- Wild Shape: Spider (Action)
- Level 4
- Pick a Druid Cantrip (Cantrips)
- Wild Shape: Deep Rothe (Action)
- Feat - Choose one from the Feats list
- Level 5
- Wild Strike (Class Feature)
- Level 6
- Wild Shape: Panther (Action)
- Wild Shape: Owlbear (Action)
- Level 8
- Level 10
- Pick a Druid Cantrip (Cantrips)
- Improved Wild Strike (Class Feature)
- Wild Shape: Dilophosaurus (Action)
- Level 12
BG3 Druid Spell Slots
Level | Cantrips Known | I | II | III | IV | V | VI |
Level 1 Druid | 2 | 2 | - | - | - | - | - |
Level 2 Druid | 2 | 3 | - | - | - | - | - |
Level 3 Druid | 2 | 4 | 2 | - | - | - | - |
Level 4 Druid | 3 | 4 | 3 | - | - | - | - |
Level 5 Druid | 3 | 4 | 3 | 2 | - | - | - |
Level 6 Druid | 3 | 4 | 3 | 3 | - | - | - |
Level 7 Druid | 3 | 4 | 3 | 3 | 1 | - | - |
Level 8 Druid | 3 | 4 | 3 | 3 | 2 | - | - |
Level 9 Druid | 3 | 4 | 3 | 3 | 3 | 1 | - |
Level 10 Druid | 4 | 4 | 3 | 3 | 3 | 2 | - |
Level 11 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Druid Tips & Builds
- Druids in wild shapes can't cast verbal Spells while Silenced.
- Unlike in normal D&D 5e, there is no time limit on how long the Druids can retain their Wild Shape.
- Unlike in normal D&D 5e, there are no restrictions upon the type of armour Druids may use (they are not restricted to non-metal armour).
- Prioritize Spells like:
- Guidance for skill checks both in and out of combat.
- Healing Word is a valuable tool for Druids to revive fallen allies from a distance, without consuming your action.
- Moonbeam is a potent AOE spell that can be repositioned with your action.
- Misty Step provides mobility, allowing you to teleport and position yourself effectively.
- Barbarian's Rage cannot be cast during Wildshape, but may be cast prior to entering for full effect (Though may be disallowed on the same turn due to Circle of the Moon Druid requiring both as bonus actions.)
All Druid Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting and Time. Just type into the search box what you are looking for.
Quick Search of All Druid Spells
Name | Level | School | Casting time | Description |
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Cantrip | Divination | Action | The target gains a +1d4 bonus to Ability Checks. Melee Concentration Action |
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Cantrip | Conjuration | Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | Action |
Inflicts Produce Flame A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
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Cantrip | Abjuration | Action |
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
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Cantrip | Transmutation | Bonus Action |
Inflicts Shillelagh Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spellcasting ability for attack rolls. |
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Cantrip | Transmutation | Action |
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. |
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Lv 1 | Enchantment | Action |
Inflicts Charmed (10) Magically charm a humanoid that you can see. A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
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Lv 1 | Transmutation | Action |
Call forth rain. It extinguishes exposed flames and forms a water surface.
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Lv 1 | Evocation | Action |
1d8+[Spellcasting Modifier] hit points A creature you touch regains 1d8+[Spellcasting Modifier] hit points. This spell has no effect on undead or constructs.
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Lv 1 | Conjuration | Action |
Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.
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Lv 1 | Evocation | Action |
Inflicts Faerie Fire (10) Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
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Lv 1 | Conjuration | Action |
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
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Lv 1 | Transmutation | Action |
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points.
The berries appear in the targeted creature's inventory and disappear after a long rest. |
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Lv 1 | Evocation | Bonus Action |
1d4+[Spellcasting Modifier] hit points A creature you can see regains 1d4+[Spellcasting Modifier] hit points. This spell has no effect on Undead or Constructs.
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Lv 1 | Transmutation | Action |
Inflicts Jump (10) Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Inflicts Longstrider (1) Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | Action |
Inflicts Speak with Animals Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | Action |
2d8 Thunder Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. Until Long Rest Melee |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Evocation | Bonus Action Action |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
2d6 Fire |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d8 Fire Range: 18m |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act. 10 turns Range: 18m WIS Save Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Remove one disease or condition afflicting a creature. Melee |
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Lv 2 (Circle of the Land Only) | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. 10 turns |
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Lv 2 (Circle of the Land Only) | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d10 Radiant |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. Until Long Rest Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
2d4 Piercing |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
3d10 Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. 10 Turns 18m 2m DEX Save Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. 18m 15m |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. 10 Turns Melee |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. 18m 6m |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Melee Concentration |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. 18m 9m Concentration |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. 18m |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a dryad to light alongside you. She can use Nature's Step. Entangle enemies. and Summon a wood woad. 18m |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down and they can't be magically Paralysed or Restrained. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures towards itself. 10 turns |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6~40 Damage 2 turns 6m 18m Dex Save |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5~40 Damage Create a blazing wall of fire, burning anyone who dares stand too close.
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. 5 turns 18m WIS Save Concentration |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage 8d8 Necrotic Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. No effect on undead and constructs. 9m CON Save |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, petrified, Stun or curse afflicting it. Melee |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. 10 Turns Target must be a celestial, an elemental, a fey, or a fiend. 18m WIS SaveConcentration |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. 18m |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
6~27 Healing 3d8 + 3 Unleash a soothing lturn ofenetgy that heals you and nearby allies. No effect on undead and constructs. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
7~56 Damage Create a wall of pliable, twisted thorns surrounded by Entangling vines. 1 turn 18m DEX SaveConcentration |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. Until Long Rest 18m |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
8~48 Damage 6d8 Radiant A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. 10 Turns On save: Targets still take half damage. 18m CON Save Concentration |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing No affect on undead and constructs. Melee |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. Until Long Rest While transformed, you won't be able to attack, cast, spells, or talk. 9m |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. 3 Turns 18mCON SaveConcentration |
All Druid Spells Gallery
Cantrips
Druid Lvl 1 Spells
Druid Lvl 2 Spells
Druid Lvl 3 Spells
Druid Lvl 4 Spells
Druid Lvl 5 Spells
Druid Lvl 6 Spells
In Other Languages
- Español (España): Druida
- Anonymous
Really good class if you want to monoclass, but its kinda bad for multiclass.
- Anonymous
This needs updating to cover the 3 sub-class paths, it only seems to cover the first path so it's missing things like Sabertooth Tiger form
- Anonymous
This is way more versatil than wizard, and you dont need to use that much spell slot thanks to wild shape.
- Anonymous
The only class that gets two additional health bars thanks to their wild shape
- Anonymous
The most versatile class in the game without real competition. You can do healing, summoning, direct damage spells like Blight, area spells like Spike Growth or Wall of Fire, you can fight in melee thanks to Shillelagh, do necromancy (circle of spores) and most importantly you can wildshape, which is super fun and powerful (some wildshapes can do AOE damage like owlbear's crushing flight + you get 3 additional attacks in addition to the crushing flight at higher levels, some wildshapes give you invisibility or allow you to pass through narrow openings, etc.)
- Anonymous
Don't believe when people say bards or clerics are the most versatile class. Druids are
- Anonymous
I just want to share my druid build because I've had a lot of fun with it and I've not seen anything remotely similar to it. SPOILERS of course because I will be revealing items of later acts. This build work equally well with Moon or land. Didn't try it with Spore but likely will too. This is a level 8ish build. I chose wood elf for this so I can have access to longbows and shortbows and bonus to movement speed.
Stats: 15 dex, con 13, wis 17. Feats : Ability score increase +1dex+1wis. Resilient Con, Alertness or Sharpshooter
key Gears: 2 Thornblade* (key), Yuanti scale armor, Ring of elemental infusion, boots of elemental momentum, strange conduit ring, Poisoner's glove, Diadem of Arcane Synergy, Darkfire bow
You can get a second thornblade from Damon in act 2 after a long rest or level up when he refresh his shop. Thorblade has a unique mechanics that adds 1d4 poison damage to melee when concentrating on spells. On melee, not on attack with this blade. Wearing two thornblade means dual-wielding this is 2d4 poison damage on both attacks. Mixed with poisoner's glove means you apply status on each attack when concentrating and gain your wisdom to damage with both ranged and melee by the diadem. You also add 1d4 psychic since you're concentrating with the ring and 1d4 of element damage if the spell you cast was something like Flame sphere, fire wall or call lightning. Resilient feat also helps you keep concentration.
You also look swag as hell in this set with Sage dye. I've played druid enough to share my experience now. I find that druids are some of the most ressourceful class in the game. You outlast all spellcasters since you're balancing spellcasting and wild shape in combats. You go through your availlable combat potential MUCH SLOWER than nearly every other classes and this build allows you to handel yourself out of wild shape even in melee or range with spells or even longbow. (I switched to Deadshot in act 3 for higher accuracy.) Using elemental arrows or poisons/oils to increase potential.
This was my two cent on how to make Druids excels at spellcasting, wildshaping, melee combat and ranged combat. Have fun out there.
- Anonymous
Playing Moon Druid is quite a chore. "You are unable to speak" or cinematics choosing other characters than your main character to be the front line talker is annoying.
Especially as a Dark Urge Druid!
Anyways, I demand they change this. Let me be able to talk to anyone and be in the cinematics as a shapeshifted druid. Because it's inconsistent with who you can talk to and not.
For example, you can speak with Astarion as a shapeshifted bear in Act 1. But speaking to Nadira, a Tiefling you can save in the grove while being shapeshifted, is not allowed and will tell you "You are unable to speak " when clearly I can. It's in consistent for no reason and they can change it really easy in one update.
- Anonymous
Hands down the best class in the game because it's most versatile and can do virtually everything other classes can do but also things no other class can do (wildshapes). As a druid, you can do direct damage using spells like Blight, you can do area damage using Spike Growth or Wall of Fire, you can do healing, you can buff your party using Longstrider or Heroes' Feast, you can conjure food using Heroes' Feast or Goodberry, you can summon powerful elemental summons and the dryad that can cast spells like Spike Growth even when you are wildshaped and can summon other summons (Wood Woad) and has a powerful melee attack with Shillelagh and you also get access to wild shapes which are one of the most fun aspects of the game and give you essentially two extra health bars every short rest and can unlock 2 additional attacks like fighters but also can use AOE attacks like owlbears crushing flight and some wild shapes have invisibility too without using spell slots.
All in all, the most versatile and most fun class in the game
- Anonymous
FYI, the druid spell list leans heavily towards control. They get Entangle/Ice Knife/Creat Water at Level 1, Spike Growth at level 2, Sleet Storm at level 3, Ice Storm at level 4, Insect Plague at level 5 and Wall of Thorns at level 6. Along the way you get various utility attack/debuff/summoning spells, and each druid subclass offers something on top of all of that: Circle of Moon lets you trade spellcasting for solid single target damage when required, Circle of Spores gives you more summoning/support options and Circle of Land allows you to switch from control focused +damage/support to damage/support focused +control.
The thing that makes druids stand out is that they combine a solid spell list (some would say OP, because several of these spells can trivialize fights in tactician difficulty) with good survivability (starts with shield/medium armor profs plus other layers of defense) and utility (defensive spell options, Goodberry and even Enhanced Leap, which most of the time is functionally similar to Misty Step). The downside of course is that they cannot pull the same damage numbers as the Sorcerer; they cannot match the versatility of the wizard and they are not quite on the same level as the cleric when it comes to buffing/support spells, but they get the job done regardless because control is ALWAYS useful.
- Anonymous
I don't understand Druids have proficiency in clubs but not great clubs aswell?
Possible bugs when multiclassing between Wizard and Druid:
1) If starting with Wizard: switching to Druid will not correctly get extra weapon proficiencies associated with Druid (net result: can't use Club, Spear, etc., without penalty).
2) If starting with Druid: switching to Wizard (even if just for 1 level and later continue to level up as Druid), Shillelagh will change to use INT in determining weapon attack roll, while the in-game user interface continues to regard WIS as the spellcasting ability.
- Anonymous
- Anonymous
Primal Strike IS NOT working in the game right now, meaning circle of moon wild shape DON'T actually have magic attack which is atrocious. So, if you want to wild shape, you might as well go for Druid of the Land to have haste without spending levels on wizard and loose an extra feat or wild shape hp.
Being an owlbear, it's even better to turn using an action since you can rage at the same turn from bonus action that you saved, getting some temporary hp and controlling enemies before they focus you and kill your owl bear in one turn.
- Anonymous
"Spores druid is only good for melee"
What the hell makes you say that. Damage applies to more than melee, halo is ranged too.
- Anonymous
I tried what some suggested, ranger/druid mix. And honestly it sux. Ranger dual wield depends on bonus action, if u havr planty it will hit with offhand, if not it wont. And build doesn't! It attacks once with both hands, after that its just measly right hand hits. And its pure garbage. Pure druid is way to go.
- Anonymous
"If you engage in conversation while in wild shape, your Druid will change back to humanoid form for the duration of the conversation, and automatically change back to wild shape once it is finished."
fextra at it again
- Anonymous
"their saving throw skill is equal to Intelligence Wisdom" Does that mean they should be increased?
- Anonymous
no mold earth, no druid craft, no conjure animals, no wild companion, they nerfed good berry. and they nerfed wild shape, Wow, out of the gate knee capping druid. That is harsh. Did they have to hand down 6 nerfs out of the gate?
- Anonymous
Can anyone with an account suggest edits for a page? I’m tired of looking through all the spells available for classes only to find out it’s for a certain subclass. I don’t mind doing the work for it, just not sure how to go about it.
- Anonymous
The tip saying "Druids in wild shapes can't cast verbal Spells while Silenced." should probably remove the Silenced part, as wild shaping doesn't make you silenced, just unable to cast verbal spells. If they were silenced, Bear and Wolf forms wouldn't be able to use their roar/howl skills either.
- Anonymous
- Anonymous
So apparently if you have someone cast a spell but leave that character in the camp, then it lasts as long as it's not a concentration spell. That means that if you hire a few druids, they could cast a bunch of all day spells like goodberry, Longstrider, Speak with Animals, Darkvision, Protection from Poison, Daylight, Freedom of Movement, and Hero's Feat. For just two hundred gold, a pair of stay at home druids could make long rests free.
- Anonymous
Is it me or are all 3 druid subclasses absolutely great? Rarely do you see that with a class.
- Anonymous
Just want to say that gold dwarf passive does not work in shapeshift and neither does dragon born breath weapon. I just need to test out half orc or if someone else that is half orc druid see. It would also be nice to see what feats work in shapeshift form. I know in the testing phase there were a lot of odd ones that worked but I dont know if it's still the case in full release.
- Anonymous
My druid is not turning back into it's wildshape after conversations, it's honestly been pretty wasteful to my wildshape charges.
- Anonymous
YO shapeshifted druid seem to not get all the xp as a non shapeshifted druid so if ur shapeshifted in cutscenes you might be missing out on xp.
- Anonymous
So far druids can wear medium armor made from metal and metal shield without problems. This is different from 5e.
- Anonymous
Anyone have any idea how to get their armor sets without killing or pickpocketing them?
- Anonymous
Druids do not get Simple weapon proficiency in BG3 in Patch 4.
- Anonymous
- Anonymous
- Anonymous
this is the class I am most excited for. Druid is my favorite class. So much RP potential. Personally, I think they have the best spells. However, this class is probably going to be hard to balance so I want them to take their time and get it right. When it is available I will start finding out all there is to know about the class.
Yours,
The Gnome Druid main.
Is it me or is it weird how Druids can’t have any flying creatures to turn into naturally? I mean, I know moon is a thing but I don’t wana be moon moon. I wana save my slots and cast magic as birb
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