Baldur‘s Gate 3: The Ultimate Druid Build Guide

Druid is one of the most versatile and exciting classes to play in Baldur‘s Gate 3. As a druid, you have access to powerful spellcasting focused on controlling the primal forces of nature. You can also transform into various beasts and animals, gaining their unique abilities and traits.

In this comprehensive guide, I‘ll be sharing my insights on creating the ultimate druid build in Baldur‘s Gate 3.

Why Play a Druid?

Here are some of the key strengths of the druid class:

  • Extremely flexible playstyle – you can be a spellcaster, melee fighter or ranged attacker depending on your current form
  • Access to unique Wild Shape transformations with distinct advantages
  • Potent battlefield control and area denial abilities
  • Specializes in evocation and transmutation magic
  • Self-healing while in Wild Shape form

In addition, druids have one of the most extensive spell lists in the game. Whether you prefer blasting enemies with elemental fury or debilitating them with crippling debuffs, druids can do it all.

Race Selection

When creating your druid, choosing the optimal race can provide ability score bonuses that really benefit the class.

Wood Elves are my top recommendation for druids due to the following racial traits:

  • +2 Dexterity, +1 Wisdom – directly complements key druid abilities
  • 35 ft base movement speed – excellent mobility especially in Wild Shape
  • Mask of the Wild – easier to hide when outdoors
  • Fleet of Foot – you can kite enemies with hit-and-run tactics
  • Elf Weapon Training – proficiency with longswords, shortswords, shortbows and longbows

Wood elves make very agile and swift combat druids. You‘ll be harder to pin down and can adapt to ranged or melee situations easily.

Hill Dwarves are another good option providing:

  • +2 Constitution, +1 Wisdom – more tanky with the extra health
  • Dwarven Toughness – additional +1 health every level
  • Poison Resistance – advantage on saving throws against poison
  • Dwarven Combat Training – proficiency with battleaxes, light hammers and warhammers

As a hill dwarf, you can focus a bit more on melee combat while having higher Constitution for concentration checks when casting spells.

Stats Priority

Here are the essential ability scores you want to focus on when leveling your druid:

  • Wisdom (Primary) – Determines the strength of your spells and how hard they are to resist. Boost this as much as possible.
  • Constitution – Governs max health and concentration checks. Very useful for maintaining spell effects.
  • Dexterity – Aids AC, initiative rolls and accuracy with finesse/ranged weapons.

Some secondary stats that are handy depending on your build:

  • Strength – Improves damage with melee strikes if you fight in Wild Shape a lot.
  • Intelligence – Slightly bolsters the power of transmutation and conjuration spells.

Use your level 4 and 8 ability score increases to further improve your Wisdom to 20, followed by Constitution or Dexterity.

Best Druid Subclasses

At 2nd level, you‘ll choose your druidic subclass which grants additional abilities. Here are my top recommendations:

Circle of the Moon

This subclass enhances your Wild Shape feature substantially by removing limits on uses per rest and allowing more powerful beast forms like a bear, panther or spider at lower levels. It‘s fantastic for melee combat druids.

Key Circle of the Moon Features:

  • More uses of Wild Shape without resting
  • Greater variety of beast forms accessible
  • Temporary hit points while transformed
  • Can cast spells in Wild Shape form later on

Circle of the Land

This provides expanded spell options from a terrain domain – Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp or Underdark. More spells known gives you greater versatility.

Key Circle of the Land Features:

  • Extra druid cantrip based on chosen terrain
  • Always prepared bonus spells based on terrain
  • Land‘s Stride – ignore difficult terrain
  • Nature‘s Ward – resistant to damage types based on terrain

Overall both subclasses cater to quite different playstyles. Circle of the Moon makes a mighty shapeshifting dervish while Circle of the Land offers more casting variety.

Best Druid Cantrips

Cantrips are infinite-use minor spells that form your core ranged attacks. Here are my top cantrip picks for druids:

  • Produce Flame – Hurl flaming bolts that deal 2d6 fire damage. Also provides illumination.
  • Thorn Whip – Pull enemies 25 ft towards you while dealing 1d6 piercing damage. Great control ability.
  • Primal Savagery – Make a melee spell attack from 10 ft away, dealing 1d10 acid damage. Use when surrounded by foes.
  • Shillelagh – Imbue a club or staff to deal 1d8 magical bludgeoning damage. Boosts your melee capabilities significantly.
  • Magic Stone – Turn 3 pebbles into magical stones that deal 1d6+Wisdom mod force damage at range. Very reliable attack cantrip.
  • Frostbite – Target has disadvantage on next weapon attack roll due to extreme cold. Good defensive option.

Carefully select cantrips that cover different situations – single target vs AoE, ranged vs melee, damage vs control/debuffs etc.

Best Low Level Druid Spells

At early levels, these exceptional druid spells offer tremendous utility:

Level 1

  • Entangle – Restrain enemies in 40ft cube, slowing movement by 50% and giving attacks disadvantage.
  • Faerie Fire – Outline enemies in 20ft cube with glimmering light. Now have disadvantage on Dex saves and attackers gain advantage against them.
  • Thunderwave – Blast enemies within 15ft cube back 10ft while dealing 2d8 thunder damage, possibly knocking them prone.
  • Absorb Elements – Gain resistance to acid, cold, fire, lightning or thunder damage for 1 round and deal extra damage on next melee attack.

Level 2

  • Flaming Sphere – Create rolling ball of fire that deals 2d6 fire damage to creatures it contacts. Use a bonus action to roll it each turn.
  • Spike Growth – Ground in 20ft radius erupts with sharp spikes. Creatures moving through take 2d4 piercing damage per 5 feet traveled.
  • Moonbeam – Beam of light dazzles and deals 2d10 radiant damage. As an action, you can move the beam up to 60 ft.

These spells allow you to control enemy movements, manifest hazards/difficult terrain and exploit vulnerabilities.

Best Druid Gear

Since druids cannot wear metal armor, prioritize upgrading these equipment pieces instead:

Armor

  • Studded Leather Armor +1 – 12+Dex AC and resistance to non-magical weapon attacks
  • Garl‘s Robe – Gives 14 AC with no Stealth disadvantage. Has drow camouflage properties.
  • Harpell‘s Warding – AC 16 with no max Dex bonus and gives advantage on saving throws vs spells

Weapons

  • Battleaxe +1 – Deals 1d8 slashing damage. Dwarven racial proficiency makes it ideal.
  • Shillelagh Staff/Club – With the cantrip, deals 1d8 magical bludgeoning damage.
  • Wand of Magic Missiles – Auto-hits target for 2d4+2 force damage with unlimited long range missiles. Very reliable.

Accessories

  • Headband of Intellect – Set your Intelligence score to 19, empowering transmutation/conjuration spells.
  • Amulet of Health – Establish your Constitution as 19 to further boost concentration and health.
  • Ring of Evasion – Gain Evasion ability allowing you to take half damage on failed Dexterity saves and no damage on successful Dex saves.

With these equipment recommendations in mind, let‘s look at how to spend each level from 1-12 optimizing your advancement.

Level by Level Analysis

Here‘s an overview of key choices, spells and feats to acquire at each druid level:

Level 1

You start with 2 level 1 spell slots. Take Produce Flame, Shillelagh and Entangle first. Prioritize getting Studded Leather armor and an Explorer‘s Pack.

Level 2

Choose your druid subclass – Circle of the Moon or Circle of the Land work very well. You gain 2 additional level 1 spell slots. Prepare Faerie Fire and Thunderwave.

Level 3

At this point, you have access to level 2 spells along with an extra level 1 slot. Excellent picks are Flaming Sphere and Spike Growth. Choose Garl‘s Robe if available.

Level 4

Boost your Wisdom by 2 points with the ability score increase first. Then take the Resilient (Constitution) feat to gain proficiency in Constitution saving throws – incredibly valuable for maintaining concentration on key spells. Finally, pick up Moonbeam.

Level 5

You now have access to instrumental level 3 spells like Call Lightning, Melf‘s Minute Meteors and Sleet Storm. Your Wild Shape improves into more powerful beasts as well.

Level 6

Another great level for spell gains – take Conjure Animals, Wall of Fire and Wind Wall. You can also learn new Druid cantrips like Frostbite.

Level 7

Polymorph enters your spellbook here – an exceptionally versatile utility ability. You can also snag Reverse Gravity for controlling enemy movements or Bones of the Earth to reshape an area‘s terrain.

Level 8

Boost your Wisdom by another 2 points here. Then consider Magic Initiate (Wizard) to learn Find Familiar and another 1st level Wizard spell, expanding your capabilities.

Level 9

The mighty Conjure Elemental opens up allowing you to summon Earth, Air, Fire or Water elementals under your control. Other picks are Insect Plague to harass enemies and Tree Stride for superior mobility.

Level 10

From here on, you access higher level spell slots while rounding off spell and equipment upgrades. Some great choices are Transmute Rock, Reincarnate, Scrying, Commune with Nature and Awaken.

Level 11

Further improve spell durations and areas of effect. Standouts are Bones of the Earth (60ft width), Primordial Ward (resistance to acid, cold, fire, lightning, and thunder damage) and Investiture of Flame (wreath yourself in flames).

Level 12

At this point, you‘re a master druid with comprehensive capabilities. Learn Earthquake for tremendous damage, Fire Storm to incinerate swathes of foes and Bones of the Earth again but with 100ft width manipulation. You can also reuse Conjure Elementals again.

And that completes this extensive level 1-12 druid guide! Remember to play to your strengths – utilize spellcasting, Wild Shape and terrain manipulation to control combats. Let me know if you have any other questions. Have fun adventuring!

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