Baldurs Gate 3 has 12 classes for you to choose from when you create your character. The Druid is a caster class that focuses on nature magic (or magic from a nature deity).
Druids are a versatile caster class. They have plenty of defensive and offensive spells (and some healing, too), but starting at level 2, they can Wild Shape into animals for melee combat. Their primary stat is Wisdom.
There’s no single best class in Baldur’s Gate 3, and the game gives you as many opportunities for creative problem solving as it does for punching. Finding the best class really just boils down to how you want to play. Even when playing solo, you’ll still manage the rest of your party, so you’ll get to experiment with multiple classes at once.
Read on to find out everything you need to know about the Druid class in Baldur’s Gate 3, and learn all about the best Druid subclass, feats, and build.
Is Druid the best class for you in BG3?
Druids are primarily spellcasters, but they’re not nearly as complicated as other classes like Wizards. The spell list is limited and easy-to-understand, with a good balance of healing and offensive spells. More importantly, at level 2, Druids get the ability to shapeshift into animals. At that point, playing a Druid is less about spells, and more about biting people while in the shape of a wolf.
All of which makes the Druid a great choice for your first caster class if you want to learn how spellcasting works without fully committing to spellcasting-only combat.
Druid class features
- Hit Dice — 1d8 per Druid level
- Hit Points at 1st Level — 8 + your Constitution modifier
- Hit Points at higher levels — 5 + your Constitution modifer per Druid level after 1st
Clerics start with two cantrips, and two level 1 Spell Slots per Long Rest.
- Weapons — Clubs, Daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears
- Armor — Light Armor, Medium Armor, Shields
- Skills — Animal Handling, Insight, Nature, Religion
- Saving Throws — Wisdom, Intelligence
Druids start with two cantrips from the Druid spell list.
Baldur’s Gate 3 Druid Cantrips
|Guidance||The target gains a +1d4 bonus to Ability Checks|
|Poison Spray||Project a puff of noxious gas (CON Save)|
|Produce Flame||A flame in your hand sheds light in a 30ft radius and deals 1-8 Fire damage when thrown|
|Resistance||Make a target more resistant to spell effects and conditions with a 1d4 bonus to Saving Throws|
|Shillelagh||Your staff or club becomes magical|
|Thorn Whip||PUlls the target 10ft closer to you|
Druids also start with two level 1 spell slots per long rest. They can only prepare four spells out of the list of 14.
Baldur’s Gate 3 Druid spells
|Create or Destroy Water||Call forth rain or destroy a water-based surface|
|Charm Person||Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue|
|Entangle||Create a vine surface, slowing down creatures, possibly Entangling them|
|Fog Cloud||Blind and Heavily Obscure creatures within a 15ft radius cloud|
|Goodberry||Conjure 4 magical berries that grant 1d4 hit points of healing|
|Faerie Fire||All targets within the light turn visible, and Attack Rolls against them have Advantage|
|Longstrider||Increase a creature's movement speed by 10ft.|
|Ice Knife||Throw a shard of ice that deals 1d10 Piercing damage, and then explodes with 2d6 Cold damage in a 7ft radius circle|
|Thunderwave||Release a wafe of thunderous force that pushes away all creatures and objects for 2d8 Thunder damage (CON Save)|
|Cure Wounds||1d8+3 healing|
|Healing Word||1d4+3 healing|
|Enhance Leap||Triple a creature's jumping distance|
|Speak with Animals||Gain the ability to comprehend and communicate with beasts|
|Animal Friendship||Convince a beast not to attack you (WIS Save)|
At level 2, Druids choose their subclass (Circle).
All subclasses get the new Wild Shape Action that lets your druid magically assume the shape of a beast from the following list:
- Badger (Burrow into the ground)
- Spider (Enweb enemies)
- Wolf (Incite allies and Distract enemies)
- Cat (avoid attention and Distract enemies)
Circle of the Land
Circle of the Land Druids connect to the magic that flows through the earth.
Circle of the Land Druids get one additional Cantrip and the Natural Recovery Action that allows you to replenish your spell slots once per long rest.
Circle of the Moon
Circle of the Mood Druids are more focused on Wild Shape than the others. Circle of the Moon Druids have an additional Wild Shape, a Polar Bear that can Goad enemies into attacking.
While in Wild Shape, you get the Lunar Mend Action that spends a spell slot in exchange for hit points.
Circle of the Spores
Circle of Spores Druids focus on the return to the earth part of the circle of life.
You gain the Bone Chill Cantrip that deals 1d8 Necrotic damage and imposes Disadvantage on the target’s next Attack Roll. You also get the Halo of Spores (deal 1d4 Necrotic damage as a reaction) and Symbiotic Entity (gain 8 temporary hit points and deal an additional 1d6 Necrotic damage) Actions.
Best Druid subclass and build in BG3
When you’re creating and leveling up your Baldur’s Gate Druid, Wisdom is your most important stat (for spellcasting). After that, though, as a Druid, you have a lot of flexibility in your secondary stat. Put some points into Strength if you want to hit harder, Dexterity to be better with a bow and arrow, or Constitution if you just want to be beefier. During Wild Shape, you’ll take on all the physical stats of the animal you’ve shifted into — Strength, Dexterity, and Constitution — so your choice here won’t affect your shapeshifting abilities.
Druids choose their subclass at level 2. Circle of the Land Druids get a little extra magic, and Circle of Spores Druids have a necromantic flair, but the best Druid subclass when you’re first starting out (and for dealing the most damage) is the Circle of the Moon. That subclass adds a Polar Bear Wild Shape (and you get a Saber-Toothed Tiger a little later).
Best Druids Feats in BG3
Every four levels, you’ll get the option to either increase your stats or choose a Feat. Feats are special talents that add features to your character. If you’re happy with your stats and start taking Feats, nearly any feat can benefit your Druid, like:
- Athlete. Your Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
- Durable. Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
- Elemental Adept. Your spells ignore Resistance to a damage typ eof your choice. When you cast spells of that type, you cannot roll a 1.
- Heavily Armored. You gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20.
- Mobile. Your movement speed increases, and difficult terrain doesn’t slow you down when you Dash. If you move after making a melee attack, you don’t provoke Opportunity Attacks from your target.
- Tough. Your hit point maximum increases by 2 for every level you have gained.
- War Caster. You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range
Like we mentioned, Druids are really flexible in their play style. Just try to match the Feats to how you play.
For more information on the classes in Baldur’s Gate 3, consult our overviews on the Barbarian, Bard, Cleric, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard classes. If you’re stumped by the choice, consult our guide on what class to start with.