"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."

Need to know more about the Druid class? Then you've come to the right place!

*Not all information was available in Early Access - we will update as soon as we can!*

Table of Contents


    Roleplaying as a Druid

    You look at the slain wolf and frown. Its body simply left on the ground; no attempt was made to take its meat or hide. Moving to say something, the bound poacher speaks first. "I ain't done nothin' wrong! It's the law of the land: kill or be killed!" With your staff, you calmly pry the wolf's jaw open, revealing its lack of fangs. You motion to the poacher's pack; again they interject. "I-I got the right to take a trophy..." "Trophy?!" You snarl, vines tightening around the poacher as you feel the animal begin to take over. "Perhaps I'll make a trophy...of your head!"

    If this sounds interesting to you, consider a Druid. With an expansive array of spells and the ability to shapeshift, this class is a powerful force of nature.


    Class Features at 1st Level

    • Starting Hit Points: 8 + your Constitution modifier
    • Proficiencies:
      • Light and Medium armor, Shields, Clubs, Daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears
      • Intelligence and Wisdom Saving Throws
      • Two skills from the following list: Arcana, Animal Handling, Medicine, Nature, Perception, Religion, and/or Survival
    • Druids receive the ability to cast divine spells and a number of spell slots.
      • Additional spells and spell slots are earned as you level in Druid.
      • They use their Wisdom modifier for this spellcasting capability.
      • Druids prepare their spells in advance. You can swap your current spell-list around outside of combat, but are limited in your choices once a battle begins.

    Class Features at Higher Levels

    • Hit Points at Later Levels: 5 + your Constitution modifier
    • At level 2, Druids access their Wild Shape, the ability to shapeshift into various animals.
      • Your Strength, Dexterity, and Constitution are replaced with that of the animal form you take. Intelligence, Wisdom, and Charisma remain the same.
      • You cannot cast spells, but may continue to concentrate on any you already had going.
      • If you drop to 0 Hit Points, you revert back to normal with whatever Hit Points you had originally.
      • Your equipment remains on your person while in animal form; it's just not accessible.
    • Also at level 2, Druids align themselves with a druidic circle, determining their subclass.
    • At levels 4, 8 and 12, you can increase one of your Ability scores by 2, two Ability scores by 1, or choose a Feat, which can provide you bonuses to Ability scores and skills simultaneously.
    • *Not revealed yet.*

    Subclasses

    Druids form friendships and align themselves with other like-minded Druids; this is known as a druidic circle. Druids have access to three such circles: Circle of the Moon, Circle of the Land, and Circle of Spores.

    • Circle of the Moon Druids find themselves changing shape as often as the moon changes its face.
      • At level 2 you gain Combat Wild Shape, the ability to shapeshift as a bonus action instead of a full action.
      • Also at level 2 you gain Lunar Mend, allowing them to spend spell slots to heal themselves.
      • *Not revealed yet.*
    • Circle of the Land Druids are keepers of the land, often protecting a particular spot of geography.
      • At level 2, you gain a charge of Natural Recovery, allowing you to recover used spell slots once per day.
      • At level 3, you choose a terrain type that provides you access to two bonus spells that are always ready.
        • Arctic: Hold Person and Spike Growth
        • Coast: Mirror Image and Misty Step
        • Desert: Blur and Silence
        • Forest: Barkskin and Hold Person
        • Grassland: Invisibility and Pass Without Trace
        • Mountain: Mirror Image and Spike Growth
        • Swamp: Acid Arrow and Darkness
        • Underdark: Web and Misty Step
      • At level 5, you gain two additional spells that are always ready, based on your terrain choice.
        • Arctic: Sleet Storm and Haste
        • Coast: Sleet Storm and Call Lightning
        • Desert: Protection from Energy and Hypnotic Pattern
        • Forest: Call Lightning and Plant Growth
        • Grassland: Haste and Daylight
        • Mountain: Call Lightning and Fly
        • Swamp: Vampiric Touch and Stinking Cloud
        • Underdark: Gaseous Form and Stinking Cloud
      • *Not revealed yet.*
    • Circle of Spores Druids feel that death is not the end of life, but rather a transformation.
      • *Not revealed yet.*

    Preferred Ability Scores

    Druids, like Clerics, use their Wisdom for spellcasting, so it is the most important. Constitution is next, for those valuable Hit Points outside of Wild Shape. Dexterity is good if you want plan to use a bow and/or to compensate for lighter armor. Extra Intelligence and/or Charisma is like a bonus because you keep them while shapeshifted. Strength is usually wasted on a Druid: if they want to be in the middle of melee combat, they can always Wild Shape into a bear or a wolf (unless you don't plan to use that ability).


    Multiclassing Suggestions

    Druid is a class that only gets better the more time you spend in it: much like a Wizard or Cleric, a pure Druid has access to a wide range of spells and abilities that they wouldn't gain elsewhere. As such, there's nothing really wrong with sticking to the class your entire playthrough. That being said, should you wish to, there are a couple options to consider to make things interesting:

    Druid & Barbarian

    Seems strange considering you cannot cast or concentrate on spells while using the Barbarian's Rage, but you *can* Rage while using Wild Shape. If you want to become a ferocious animal of unparalleled savagery, this is the combination to do it with.

    Druid & Ranger

    Can boost the human side of things with archery or melee prowess in the form of Fighting Styles, Favored Enemy and the Ranger's subclass. With potential access to Animal Companion, you can be a bear while also fighting alongside a bear companion, for example.


    More Baldur's Gate 3 Class Guides

    Considering a different class? Choose one of the options below!

       

       

       

       


    Baldur's Gate 3 Character Creation Guides

    When you're ready to continue, head to one of the other sections of this guide; Background would be next!