Druids inBaldur’s Gate 3are a way to play the game from an entirely new perspective: the animal perspective. Entrenched in the natural arts, the Druid is a magic class that knows how to humble even the most skilled sorcerers. They excel at support, utility, and as medium damage dealers.

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Thanks to their sheer versatility and the usefulness of all their skills, you can overlook their downsides for this exceptionally balanced and fun class. With great multiclass potential as well, they are a class most worthy of your attention and time. And who wouldn’t want to be a spellcasting badger?

Updated May 17, 2025 by Alexis Campbell:All subclasses, feats, and spells have been updated to reach level 12 and are up-to-date with the official release.

Druid Using Wild Shape Wolf Howls Over Harpy Body

Druid Overview

“Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury.”

The Druid is primarily aspellcaster who balances utility and supportwhile in their human form and as adamage-dealerin their Wild Shape.

Druid Looks At Leather Armor During Nautiloid Tutorial

Shapeshifters with exceptional versatilityin any situation, their lack of feats is made up for in their variety of beasts to transform into.

Their unique backgrounds and access to spells like Speak with Animals open aplethora of unique roleplaying opportunities.

Druid Wild Shaped As Cat Runs Across The Druid’s Grove By Volo

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Druid Selects Cantrips To Learn At Beginning Of Character Creation

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Circle Of Moon Druid Walks Wild Shaped As Polar Bear

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Druid Wild Shaped As Wolf Walks Through Gate Into Druid’s Grove

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Myconid Colony Dances To Celebrate Nere’s Death

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Ability Score Improvement or Choice of Feat

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Skills, Proficiencies, And Starting Equipment For Druids

A slightly squishy class, theWisdom-based spellcastergenerally sees low investments in their physical stats and has astarting health pool of 8 + their Constitution modifier.At every level past the first, Druids receive5 + their Constitution modifierfor their HP.

Their talents are allrooted in mental skills,with many of them leaning towardmagical and natural knowledge.

They also begin with one of thecoolest and most unique armor setsamong the classes for that #FashionRolls element.

If you’re not happy with that gear, there are very few armor sets you can wear and a limited number of weapons open to you. This is due to the Druid’slimited weapon proficiency pooland the stipulation thatDruids cannot wear metal armor.

Feats: Wild Shape

Druids, strangely enough, don’t operate in the same way other classes do. Rather than be given a range of feats they are given throughout their levels, druids areprimarily given one feat: Wild Shape.

Wild Shape allows you totransform into beastsfor a number of hours equal to half your druid’s level (rounded down). The number of times and the types of animals you may transform into willdepend on your subclass.

Additionally, the amount ofattacks you can make per actionwhile Wild Shaped willimprove via the Wild Strike feat by one at:

YourWild Shape charges are separate from your spell slotsand recharge with short rests.Each animal has its own abilities and skills,meaning you’ll want to get a feel for all the animals you may inhabit.

While Wild Shaped, you canautomatically speak with animals without casting the spell.

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Druid Spells

TheDruid spellcasting class is unique, having itsown spell listto choose from and dabbling here and there within the Cleric and Wizard classes. As a Druid, yourspellcasting ability is Wisdom.As such:

Druids are aPrepared Caster class, which means that you must prepare a certain number of known spells. Thenumber of spells you can prepareat a time is no longer based on your Wisdom modifier and instead on your level, deviating from the official D&D handbook.

You canprepare and move spellsat any timewhile you are not in combat and not movingby selecting your Spellbook in your Character Sheet and pressing Prepared Spells.

1 Action

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On a failed WIS save, a beast is friendly toward you and does not attack.

Gain advantage on ability checks made against the charmed creature and prevent it from attacking on a failed WIS saving throw. Enemies have advantage on their saving throw. At the end of the spell’s duration, target may accuse you of having charmed them.

Create or Destroy Water

Conjure rain or destroy a water-based surface 9m across. Upcasting this spell increases its area of effect.

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Vines sprout from the ground in a 2m radius. It counts as difficult terrain, and all creatures that start their turn or enter the area must make a Dexterity saving throw or become Entangled.

On a failed DEX save, encase all creatures (and objects) within a 15ft radius in light. All attack rolls against these creatures have advantage, and any invisible targets become visible.

Create a dense 4m fog that Obscures and Blinds enemies. Ranged attacks cannot come in or out of this fog.

Conjure 4 berries. Each person that eats one restores 1d4HP, totalling 4d4 overall.

Deal 1d10 Piercing when striking a target. Then, the projectile explodes and deals 2d6 Cold damage to anyone nearby on a failed Dex save (or half as much on a success). Leaves Ice Terrain.

1 Bonus Action

Heal a creature you can see within 18m by 1d4 + your spellcasting modifier.

Gain the ability to speak and converse with animals until your next Long Rest.

Deal 2d8 Thunder damage in an area and push away all creatures and objects within 5m on a failed Constitution save. On a successful save, creatures stay still and take half damage.

Grant a touched creature ability to see in the dark up to 12m until next Long Rest.

A creature gains advantage on one particular type of Ability Check.

Conjure a flaming scimitar that can deal 3d6 Fire damage that you carry.

Create a 2m radius flaming sphere that deals 2d6 Fire damage to all nearby enemies when they fail a Dexterity save or half as much on a success.

Blow a gust of wind that clears clouds and vaporous area effects and pushes back creatures 5m, knocking them Off Balance on a failed Strength save.

Heat a metal weapon or armor to cause a creature to drop their weapon on a failed Constitution save and take 2d8 Fire damage. If they do not (or cannot) let go, they receive disadvantage on all attack and ability rolls.

On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.

Remove one disease or condition from a creature.

Call down a beam to deal 2d10 Radiant damage. Any creature that enters the beam or starts its turn inside it takes damage. Use an action to move the beam each turn.

Pass without a Trace

Give you and all companions +10 on Stealth rolls.

Touch a creature to alleviate all poison effects and grant it advantage on saving throws against poison and resistance against Poison damage.

Shape a piece of ground 6m in radius into spikes. Any creature walking on it takes 2d4 Piercing damage for every 1.5m moved through it. This patch also counts as Difficult Terrain.

Call down lightning for 3d10 Lightning damage on spot 2m across on a failed Dexterity save. Can recast for free for 10 rounds or until Concentration breaks.

Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.

Put ally into a death-like state where they are immune to disease and poison damage and resistant to all other types of damage except psychic.

Create dense plant growth 6m in radius that slows enemy movement to 1/4.

Douse fires, create an icy surface, and disrupt spellcasting concentration in a 9m radius.

Deal 8d8 Necrotic damage on a failed Constitution save with plants having Disadvantage on their Saving Throw.

On a failed Wisdom save, confuse creatures and cause them to randomly attack, walk, and skip turns for 3 turns.

Conjure a dryad to fight with you using Nature’s Step, Entangle, and Summon (Wood Woad).

Force a beast to fight as an ally on a failed Wisdom save, rerolling each time it takes damage.

Snap ally out of a Stun, Paralysis, or Restrained. They cannot be Paralysed, Restrained, or slowed down by Difficult Terrain for the length of a Long Rest.

Summon a vine capable of dragging creatures within 9m toward it.

Crash ice from above on enemies, dealing 2d8 Bludgeoning and 4d6 Cold (or half as much on a successful Dexterity save) on all targets within a 6m radius. Leaves Ice Terrain.

Gain resistance to non-magical Bludgeoning, Piercing, and Slashing until concentration is broken or a Long Rest.

Create a wall of fire within 18m that deals 5d8 Fire damage to creatures that come into contact with it.

Negate any Charm, Petrification, Stun, or Curse afflicting a creature.

A selected target becomes an ally that will follow and fight for you on a failed Wisdom save.

Area becomes Difficult Terrain, deals 4d10 Piercing damage to those inside, and all creatures have Disadvantage on Perception checks. On a failed Constitution save, targets still take half damage.

Heal those in a large area for 3d8 + your Spellcasting modifier.

Heal the target’s wounds, conditions, and diseases. Heals for 70HP.

You and all allies around cannot be poisoned, diseased, or frightened. HP increases, and Wisdom saves are made with Advantage until your next Long Rest.

Create a brilliant, beaming light that deals 6d8 Radiant damage and Blinds creatures within. Can be recast without expending spell slots for 10 turns or until Concentration breaks.

Create wall of Entangling vines that can Restrain enemies and deal 7d8 Piercing damage.

Turn yourself and all nearby allies into tiny clouds of mist. Become Resistant to non-magical damage, Advantage on Constitution, Dexterity, and Strength saves, and are in the Tiny size category. You cannot attack, speak, or cast spells while transformed.

Subclass: Circle Of The Moon

“Druids of the Circle of the Moon are fierce guardians of the wilds… Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster.”

As a Circle of the Moon Druid, you gainbenefits to your Wild Shape abilities.As a subclass that prefers to stay within their wild forms, the player ofa Druid from this circle will likely spend more time as beastthan man or elf.

Combat Wild Shape

you may now use your Wild Shape as a Bonus Action rather than a full Action.

Your Wild Shape attacks count as magical.

Subclass: Circle Of The Land

“The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition.”

Unlike the Circle of Moon, Land Druids prefer toretain their humanoid formover their beastly ones. They alsoprefer to use spellsfar more often than their subclass counterparts, and for that reason, the Land Druid receives the boon:Natural Recovery,allowing you toreplenish your spell slotswithout the need of a Long Rest once per day.

Additionally, Land Druids receive a free extra Cantrip and alist of spells unique to their circle.This has deviated slightly from the original Player’s Handbook.

At the 3rd, 5th, 7th, and 9th levels, you will earn the right tochoose between which land your mystical connection is shared, and that will affect the spells you are capable of learning. Thesespells will always be readyand do not need to be prepared.

Youdo not need to choose one to stay with the whole time. You can take the Coast for a Land at level 3 and then Arctic at level 5.

At Level 6, you gain Land’s Stride: Difficult Terrain, making you immune to penalties from Difficult Terrain.

At level 10, you gain “Nature’s Ward.” You cannot be Charmed or Frightened by elementals and fey. Disease and poison no longer affect you.

Create a storm of ice in a 9m radius that leaves ice on the ground, douses fires, and disrupts spell concentrations.

You or an ally is Hastened, giving them +2 AC, double their movement, advantage on Dexterity saves, and an additional action per turn.

Rain down ice magic that deals 4d6 Cold damage on a failed Dexterity save or half as much on a success. Leaves Icy terrain.

Create a cone of ice magic that deals 8d8 Cold damage on a failed Constitution save.

Poison a target and affleict them with a disease of your choice on a failed Constitution save.

Create 3 illusionary duplicates of yourself that add +3 to your AC each. When you successfully dodge an attack, one of these duplicates disappears.

Call down lightning on a 2m radius point. All creatures struck must make a Dexterity saving throw, taking 3d10 Lightning damage on a fail and half as much on a save.

Attackers have disadvantage on attack rolls made against you so long as they rely on sight or cannot see through illusions.

Create a soundproof sphere 6m across within 18m of the spellcaster. Inside, all creatures within are Silenced and immune to Thunder damage.

Gives resistance to Fire, Cold, Acid, Lightning, or Thunder damage on a touched creature.

On a failed Wisdom save, creatures within 9m of your chosen area are hypnotized by a pattern. They cannot move or take any form of actions, bonus actions, or reactions. They are freed after 2 turns or if they are stricken or helped.

Create a wall of fire that deals 5d8 Fire damage to any who fail a Dexterity save and touch it.

Summon a vine capable of dragging creatures toward itself within 9m.

Touch a creature to make it Invisible for 10 turns or until they take damage or make an action.

Transform a creature on a failed Wisdom save into a sheep.

Give the ability to fly to yourself or an ally.

Gain ressitance to non-magical Bludgeoning, Piercing, and Slashing until concentration is broken or a Long Rest.

Make a beast fight alongside you on a failed Wisdom save, rerolling each time it takes damage.

Create a magic cloud of darkness that Heavily Blinds and Obscures all within. Ranged attacks cannot be made in or out of this 5m cloud.

Shoot an acid arrow that deals 4d4 Acid damage when striking an enemy and another 4d4 at the end of the target’s next turn. A pool of acid is left behind where the target was struck, dealing additional damage to creatures who walk through it.

Create an 8m cloud of nauseating gas. On a failed Constitution save, creatures within the cloud cannot take actions.

Touch an enemy to deal 3d6 Necrotic damage and regain half as much HP. You can use this as an attack action for 10 turns without expending another spell slot.

Summon a cloud of poison that deals 5d8 Poison on a failed Constution save to all creatures within the cloud. This cloud can be moved once per turn.

Cover an area in webbing 4m across. On a failed Dexterity save, all creatures that are stricken by this or who attempt to walk across the web are Entangled.

Become a cloud of mist. You become resistant to all types of damage and advantage on Strength, Dexterity, and Constitution saves. Your size is Tiny.

Turn a creature Invisible. Attacks against it have Disadvantage, and the creature attacks with Advantage. Invisibility breaks when you fail Stealth Checks on attacks, casting spells, or interacting with items.

Subclass: Circle Of Spores

“Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.”

The Circle of Spores Druid is a complicated subclass that has anexcess of featscompared to its companions and alist of unique spells.

This class specializes inpoisons and disease-like effectsto deal damage, as well as thezombie-like control of their deceased enemiesand the unaware.

Halo of Spores

Unleash cloud of spores as a Reaction. It deals 1d4 Necrotic damage on a failed Constitution save.

Symbiotic Entity

Gain 8 temporary HP and deal an additional 1d6 Necrotic damage so long as they are active. While active, Halo of Spores deals double damage.

Fungal Infestation

Raise a zombie from a corpse of a beast or humanoid.

Spreading Spores

While Symbiotic Entity is active, create a cloud of Spreading Spores that deal 2d8 Necrotic damage to all enemies that inhale them for 10 turns.

Deal 1d8 damage to an enemy and prevent them from healing. Undead affected by this have Disadvantage on attack rolls.

On a failed CON save, a creature is Blinded for 10 turns.

Read the thoughts of a creature until your next Long Rest or until Concentration breaks.

Transform yourself and nearby allies into mist. Become Resistant to all damage, become tiny, and gain Advantage on Con

Poison a target and afflict them with a disease of your choice on a failed Constitution save.