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 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 | ![]() |
The target gains a +1d4 bonus to Ability Checks.
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Cantrip | Conjuration | ![]() Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | ![]() Action |
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 |
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 |
![]() 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 |
![]() 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 |
![]() 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 |
![]() 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 |
![]() 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 |
![]() Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | ![]() Action |
![]() Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | ![]() Action |
![]() Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | ![]() Action |
![]() 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.![]() ![]() |
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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 |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
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Lv 2 | Enchantment | ![]() Action ![]() Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act.![]() ![]() ![]() ![]() |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Remove one disease or condition afflicting a creature.![]() |
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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. ![]() |
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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.![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
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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.![]() ![]() |
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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 |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
![]() Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. ![]() ![]() ![]() ![]() ![]() |
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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.![]() ![]() |
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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. ![]() ![]() |
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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.![]() ![]() |
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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.![]() ![]() |
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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.![]() ![]() ![]() |
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Lv 4 | Conjuration | ![]() Action ![]() Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you.![]() |
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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.
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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.
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Lv 4 | Evocation | ![]() Action ![]() Level 4 Spell Slot |
6~40 Damage
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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. ![]() ![]() ![]() ![]() |
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Lv 4 | Necromancy | ![]() Action ![]() Level 4 Spell Slot |
8~64 Damage![]() ![]() 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. ![]() ![]() ![]() |
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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, Petrification, Stun or curse afflicting it.![]() |
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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.![]() ![]() ![]() ![]() ![]() |
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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.![]() |
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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![]() 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.
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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.
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
8~48 Damage![]() ![]() 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. ![]() On save: Targets still take half damage. ![]() ![]() ![]() |
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Lv 6 | Evocation | ![]() Action ![]() Level 6 Spell Slot |
70 Healing
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. ![]() ![]() ![]() ![]() |
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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.
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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. ![]() ![]() ![]() ![]() |
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
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.
They fixed Primal Strike in Patch #3
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