Welcome to the Best BG3 Druid Build Guide. The Druid class in BG3 excels as a versatile and powerful choice, offering healing, support, damage, and tanking capabilities. We use the Circle of the Moon subclass because it is the strongest for the BG3 Druid.
Table of Contents for the BG3 Druid Build:
- Introduction to the Druid Build
- Druid Build Character Creation
- Druid Levelling Progression
- Druid Equipment
- Druid Build Extra Info
- Druid Build FAQ
To get an overview of all classes, please visit the BG3 Classes overview page. If you are interested in more Druid subclass builds, check our BG3 Druid Builds category page.
Druids are versatile avatars of nature and pure extensions of their power. Druids focus on supporting the party, ensnaring and destroying foes in Baldur’s Gate 3. The Circle of the Moon Druid Build is great at tanking enemies because of its strong Wild Shape transformations! All animal transformations have their own Hit Points, abilities and attacks. More info is available in the BG3 Druid Wild Shape section of the BG3 Druid Build. The BG3 Circle of the Moon Druid Build was last updated in November 2025. It works on both PC and Console (PS5 and Xbox Series X/S).
Here is a quick pros and cons list for the BG3 Druid Build:
Druid Build Strengths
Druid Build Weaknesses
BG3 Druid Build Overview
Here is a quick overview of the Druid Class and the Circle of the Moon subclass, which we’ll be using for this build. If you’re already familiar with how they work, you may want to skip this section.
Druid Class Summary
These are the most important aspects of the Druid Class in Baldur’s Gate 3:
Wild Shape (Level 2) – You can use a Wild Shape Charge to transform into a beast. When your beast form reaches 0 HP, you return to human form with the HP you had before you transformed. As you level up, you’ll unlock more Wild Shapes. Some Wild Shapes are unique to specific Druid subclasses.
Wild Shape Improvement (Levels 4, 8 and 12) – Wild Shape Attack Damage is increased.
Wild Strike (Level 5) – You can attack twice per Action while in Wild Shape form.
Improved Wild Strike (Level 10) – You can attack three times per Action in Wild Shape form.
In addition to these class features, the Druid gains access to a fairly wide range of spells, with a high portion of Concentration Spells. They are particularly good at channelling AoE damage, buffs and debuffs. They also possess several healing spells. This combination of features makes the Druid quite versatile. On the other hand, the Druid can be tricky to play because you cannot cast spells while in animal form, and you don’t have many non-Concentration Spells or strong Cantrips.
Circle of the Moon Subclass Summary
Now, let’s look at the most important features of the Circle of the Moon subclass.
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Lunar Mend (Level 2) – While Wild Shaped, you can spend a Spell Slot to recover HP by 1d8 per Spell Slot Level.
Combat Wild Shape (Level 2) – You can transform with a Bonus Action instead of a full Action.
Wild Shape: Bear (Level 2) – You can transform into a Bear with high HP and good attack damage. The bear can taunt nearby enemies, encouraging them to attack it.
Wild Shape: Dire Raven (Level 4) – You can transform into a raven that can fly and
Blind enemies.
Primal Strike (Level 6) – Your attacks in Wild Shape forms count as magical, bypassing Physical Resistance.
Wild Shape: Sabre-Toothed Tiger (Level 8) – Transform into a tiger that can shred armour and heal itself.
Wild Shape: Myrmidon (Level 10) – Transform into an elemental Myrmidon, with high HP and magical abilities. You can choose between air, earth, fire and water Myrmidons.
Character Creation (Level 1) for BG3 Druid Build
In this section, we will guide you through the best options in Character Creation for the BG3 Druid Build. While you can deviate somewhat from this if you want, following these steps will result in the most powerful starting point for your Druid Build.
Top 5 Druid Races
The race you select has no bearing on your Ability scores, which are the most important factor at play. This gives players more freedom to choose any race and class combination that they wish, without having to worry about being pigeon-holed into a “meta” race for their class.
However, there are still some useful passive features sourced from your race and subrace, which may be of advantage when it comes to the Druid build. Some interesting options are:
| Race | Strengths | Info |
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Wood Elf |
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Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game, where enemy mages love to spam this spell.
You can also use a Half Wood-Elf for most of the same benefits. |
Duergar |
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With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
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Gold Dwarf |
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The Gold Dwarf is good for beginner players, because it gets some extra HP as you level up. |
Forest Gnome |
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Gnomes gain Advantage on Intelligence, Wisdom and Charisma Saving Throws, a strong bonus which shouldn’t be underestimated.
The three Gnome variants are very similar, but the Forest Gnome is a good thematic choice for a Druid. Like Dwarves, Gnomes are small, so they have reduced Movement Speed. |
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Human |
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Humans are useful for their unrestricted Skill choice. Used wisely, this allows your character to be proficient with a useful Skill that wouldn’t normally be available for your Class.
The extra carrying capacity is a nice boost, too. |
Background & Skills
The following Backgrounds are the best choice for your Druid:
- Acolyte
- Folk Hero
- Outlander
These backgrounds give us the most proficiency with Wisdom-based skills. You will want to have high Wisdom on your Druid, since this is the ability needed for spellcasting on this class . These backgrounds fit nicely with that.
For your Skills, choose any remaining options that are Wisdom or Dexterity-based.
Abilities
For the Druid, Wisdom is the most important ability, followed by Constitution and Dexterity. We want 16 points in Wisdom to improve the efficacy of spellcasting, and 16 in Constitution will improve your HP and your ability to maintain Concentration on your spells. Dexterity helps to improve your Armour Class.
It usually makes sense to keep the ability scores on even numbers as much as possible, since your Ability Modifiers (i.e. Wisdom Modifier) only gets changed for every second point – for example 12 Wisdom = +1 Wisdom Modifier, 14 Wisdom = +2 Wisdom Modifier, etc.
10 Strength
14 Dexterity
16 Constitution
8 Intelligence
16 Wisdom
10 Charisma
Cantrips
You can choose two Cantrips to start the game with. We recommend the following options:
Thorn Whip – Does a modest amount of piercing damage, but its most useful application is its ability to control the position of enemies on the battlefield. If an enemy is entrenched in a strong position and giving you a hard time, you can use Thorn Whip to pull them towards you. This is especially useful on enemies who have an elevation advantage over you. Thorn Whip can pull them down to your level. Depending on how high they are, they may receive additional falling damage.
Shillelagh – Shillelagh imbues your staff or club with magical energy for the next 10 turns, causing it to deal extra bludgeoning damage. This spell might seem fairly mediocre at first glance, but it’s actually a huge blessing for us in the early game, as it also causes our melee attacks to use our Wisdom instead of our Strength, massively improving your attack rolls if you built the Druid as recommended above. This is also a Bonus Action, meaning you can cast it and then perform an attack on the same turn.
- Please Note: In the equipment section later in the guide, we have recommended dual-wield Scimitars for your melee weapons. The Shillelagh staff is mainly intended for the first few levels when there aren’t many good Scimitars available, but you can use it for longer if you prefer to use a staff.
Spells
You also need to select four Prepared Spells to begin the game with. On the Druid, your spells need to be prepared before you can use them. We recommend choosing the following four spells:
Entangle – Entangle is a great spell for messing with groups of enemies and giving them a hard time. You’ll cast an AOE of vines, and enemies inside the AOE or moving through it will need to pass a Strength check. If they fail, they’ll become entangled, which will hinder their movement. Maintaining the spell requires Concentration, as explained below.
Thunderwave – Thunderwave produces a large directional wave originating from your character, knocking back all characters and objects in its path. It also deals some Thunder damage. Not only is this a decent AOE damage spell, it’s also great for creating space, and you can knock enemies off ledges or cliffs, subjecting them to additional fall damage or even an immediate demise.
Faerie Fire – Faerie Fire is an AOE debuff spell, placing an effect on characters in the area that improves Attack Rolls against them. It requires Concentration to maintain the spell, but you’re generally going to have considerably better results from attack rolls as long as you can maintain this on your targets. Just be careful not to place it on your allies by accident. This also pulls targets out of any effects that make them invisible.
Healing Word – Healing Word is a nice healing spell that can be used at long range. At first glance, you might think that Cure Wounds is better, due to its higher potential healing roll. However, this is a mistake. Cure Wounds can only be cast at Melee Range, which gives it a major disadvantage versus Healing Word, and Healing Word is also a Bonus Action, meaning you can still attack or cast another cantrip or spell on the same turn.
Note that the number of Prepared Spells we can have depends on our Character Level and our Wisdom. Each character Level will give another slot, and increasing our Wisdom skill further will also add to this.
Concentration Mechanic Explained
The Concentration mechanic is important to understand for any spellcaster, including the BG3 Druid class. Many spells that leave a lingering effect on an enemy or an area require Concentration to maintain. You can see if a spell requires Concentration on its tooltip.
What this means is that whenever the caster takes damage, they must go through a Concentration Check. Failing the check will break Concentration and put an end to any ongoing Concentration spell that they were maintaining. Having a higher Constitution score improves your chances of passing Concentration Checks.
You can only Concentrate on one spell at a time. Casting another Concentration Spell will end the effects of the first one.
Druid Build Levelling Guide
We will now walk you through the full levelling up process for our BG3 Druid Build.
Early-Game Levelling 2-4 for your BG3 Druid Build
The BG3 Druid Build early-game levelling process consists of levels 2-4. At level two, you can select your Druid Subclass Circle of the Moon and you get new Tier 1 Spells and the Wild Shape forms Bear, Badger, Cat, Wolf, Spider. Level three unlocks Tier 2 Spells and level four allows you to select a Feat and unlock new Wild Shape forms Dire Raven and Deep Rothe.
- Level 2 – Subclasses Selection and Wild Shape forms
- Level 3 – Tier 2 Spells
- Level 4 – Feat + New Wild Shape forms
Level 2 – Subclass Selection and new Wild Shape Forms
When you reach Level 2, you will need to choose which Subclass you want to use for your BG3 Druid Build. You can view more information about the three subclasses here.
For this Druid build, we’ll be using the Circle of the Moon subclass, which gives us greater options with animal transformations, something that makes your character more versatile both inside and outside of combat.
With the Circle of the Moon subclass, you can transform into a Bear, a very tanky animal that also hits quite hard, and has the ability to Goad enemies, effectively turning your character into a tank. The great thing about transforming into an animal is that being “killed” in this form just puts an end to the transformation, turning you back into your normal form. Making good use of the Wild Shape mechanic therefore makes the Druid arguably the most enduring class in the game.
Besides choosing your subclass, you can also unlock a new spell. You may want to get the Goodberry Spell, which lets you conjure consumable berries that heal whoever eats them for up to 16 hitpoints. This is great for keeping your party healthy. Another option is
Speak with Animals, which allows you to talk to animals as though they were humans, unlocking hidden interactions.
Level 3 – Tier 2 Spells
At Level 3, your Druild Build will gain access to second-level spells for the first time (this can be a bit confusing at first, but just try to think of spell levels as a completely separate system from character levels).
You’ll also receive at least one more spot for a Prepared Spell. It’s a good idea to begin adding Level 2 Spells to your arsenal here. Make sure to have a good mix between Level 1 and Level 2 spells on your Prepared Spells. Some good Level 2 options are:
Moonbeam – Moonbeam summons a beam of Radiant damage on a small area of the ground, dealing up to 20 damage per turn to all within while it is maintained. Maintaining the beam requires Concentration. A particularly useful thing about this spell is that you can use a Bonus Action each turn to relocate the beam, allowing you to keep moving it to the new location of enemies without needing to cast the spell again, provided you maintained your Concentration.
Heat Metal – Heat Metal is a damage and debuff spell that can be targeted on an enemy using any metal weapon or armour. The target takes some fire damage and must either drop the weapon or receive a Disadvantage on their Attack Rolls and Ability Checks. If you maintain Concentration, you can apply the effects again on subsequent turns by spending a Bonus Action.
Spike Growth – Spike Growth covers an AOE (6 metre radius) with spikes, dealing piercing damage to enemies who walk through it, every 1.5 metres they move. It also halves their movement speed in the area. Enemies cannot perform Saving Throws to resist this damage, making it particularly useful. You can also maintain the effect for multiple turns, as long as you can keep Concentration.
These spells all provide great options for controlling the battlefield and disrupting your enemies’ plans with troublesome AOEs and debuffs. You can add all three immediately, or just take 1-2 for now and wait until you have more Level 2 Spell Slots before getting the others.
Level 4 – Dire Raven and Deep Rothe Transformation Unlocks
When you reach Level 4 in Baldur’s Gate 3 with your Circle of the Moon Druid Build, you will need to choose a Feat.
For this build, we use the Ability Improvement Feat, which gives you an extra 2 points to allocate to abilities of your choice. Put the points in Wisdom, to further improve Spellcasting. This should give you 18 Wisdom in total.
You’ll also need to choose another Spell and another Cantrip.
For the Spell, the one you choose depends on how many of the second-level spells from the previous section you decided to use. If you didn’t get all of them, then it’s time to add one of the ones you missed. If you already slotted all of them, then get Flaming Sphere. This is a long-range AOE spell that deals fire damage to enemies within and acts as a light source. If you spot a group of tightly packed enemies who haven’t noticed you yet, then you can use this spell to initiate combat and get an immediate edge, as you’ll already have damaged them quite a bit.
For the Cantrip, it’s always a good idea to get the Guidance Cantrip sooner or later in your playthrough, as this gives a +4 bonus in Ability Checks that can apply to both you and your allies. You can choose to activate it in non-combat checks by simply choosing it in the dice roll screen.
Additionally, you also get access to two new Wild Shape forms for your Druid Build at level 4:
The Dire Raven Wild Shape form is great for scouting ahead and reaching faraway places that you can’t jump to normally.
Mid-Game Levelling 5-8 for your BG3 Druid Build
The BG3 Druid Build mid-game levelling process consists of levels 5-8. At level five, you unlock Tier 3 Spells and gain the Wild Strike passive that makes your Wild Shapes more powerful. At level six, you gain the ultimate Wild Shape from Owlbear, which is our main form going forward! At level seven, you unlock Tier 4 Spells. At level eight, you unlock a new Feat and the Wild Shape Sabre Toothed Tiger.
- Level 5 – Tier 3 Spells, Wild Strike Passive
- Level 6 – New Wild Shape Owlbear
- Level 7 – Tier 4 Spells
- Level 8 – Feat, New Wild Shape Sabre Toothed Tiger
Level 5 – Tier 3 Spells and Wild Strike Passive Unlocks
When you reach Level 5 as a Druid, you’ll gain access to third-level spells. The following two spells are great options to slot at this point:
Call Lightning – This is a lightning AOE spell. What’s great about the spell is that you can call lightning again for free on subsequent turns, as long as you keep concentration.
Sleet Storm – Sleet Storm has a large radius of 9 metres and creates an ice surface within that AOE, which can be really bothersome for enemies within, slowing down their movement and possibly making them slip over. It also breaks the concentration of spellcasters, so it’s a good counter for enemy mages. You can keep the Sleet Storm going for several turns, as long as you maintain your own Concentration.
Your Wild Shapes become more powerful as you unlock the Wild Strike passive. Whenever you make a successful unarmed attack in animal form, you get an extra attack on the same turn.
Level 6 – Owlbear Transformation finally unlocks
At Level 6, the BG3 Circle of the Moon Druid Build gains more buffs and options for its Wild Shapes:
Primal Strike – While in beast form, your attacks count as magical for the purpose of overcoming Resistance and Immunity to non-magical damage.
Wild Shape: Panther – Take the shape of a panther that can prowl around invisibly.
Wild Shape: Owlbear – Take the shape of an Owlbear that can rupture the ground and become Enraged.
You also gain an additional Third Level Spell Slot for your Druild Build.
You’ll be able to choose another Spell to Prepare too. We recommend choosing whichever spell from Level 5 that you didn’t get already.
At this point, you might want to consider using the Owlbear rather than the Bear as your main Wild Shape for combat. It has very powerful attacks and can damage or Frighten enemies in an AOE around your character. Make sure to give it a try and see which one you like best.
Level 7 – Tier 4 Spells
At Level 7, you unlock your first Fourth Level Spell Slot and can begin using these Spells in combat. You’ll be able to prepare one more spell too for your Druid.
We recommend choosing the Blight spell for now, which hits a single target with 8-64 Necrotic Damage (halved if the target Saves). This is a great spell when you need a big burst of single target damage, but beware that Undead and Constructs are immune.
There’s not much else to do at Level 7 for the Druid build.
Level 8 – Sabre-Toothed Tiger Unlocks
At Level 8, you can choose another Feat. Once again we recommend choosing Ability Improvement and pushing your Wisdom up to 20.
You unlock a new Wild Shape too – the Sabre Toothed Tiger. It can shred armour and regenerate HP. Be sure to give it a try!
Additionally, you will be able to prepare two more Spells (if you increased your Wisdom to 20). We recommend grabbing the following:
Polymorph – Polymorph is a Concentration Spell that lets you transform a creature into a harmless sheep for up to 5 turns.
Wall of Fire – Create a blazing wall of fire, burning anyone who dares stand too close for 5-40 Fire Damage.
These are both Concentration Spells, so keep in mind that casting one will disable any other Concentration Spell you already had active. Polymorph is great for removing a dangerous enemy from the fight for a while, and Wall of Fire is useful for area denial and dealing AOE damage to enemies with your Druild Build BG3.
End-Game Levelling 9-12 for your BG3 Druid Build
The BG3 Build end-game levelling process starts at level 9 and ends with max level 12. At level nin,e you unlock Tier 5 Spells. At level ten, you unlock the Dilophosaurus and Myrmidon Wild Shapes. At level eleven, you unlock Tier 6 Spells. Level twelve allows you to unlock another Feat.
Level 9 – Tier 5 Spells
At Level 9, the most notable new feature for the Druid Build is the addition of Fifth Level Spells, starting with one Spell Slot of this Level. As usual, you’ll be able to Prepare one more spell too, so you can immediately start trying out the new and more powerful magic at your disposal.
Depending on whether you feel that you need more damage or healing options, we recommend choosing one of the following two Spells at this point:
Mass Cure Wounds – Target up to 6 Creatures, and heal them for (3-24 + Wisdom Modifier) HP.
Insect Plague – Locusts attack everyone within range, dealing 4-40 Piercing Damage, making the area Difficult Terrain, and imposing Disadvantage on Perception Checks. Requires Concentration to maintain.
Level 10 – Dilophosaurus and Myrmidon Wild Shapes Unlock
At Level 10 with your Druid Build, you can Prepare another Spell as usual, so we recommend choosing whichever one you didn’t pick up at Level 9.
The Druid Build also gains access to several new Wild Shapes at Level 10. These are the final Wild Shapes unlocked by the Druid:
Wild Shape: Dilophosaurus – Take the shape of a Dilophosaurus whose Corrosive Spit can dissolve a target’s Armour.
Wild Shape: Myrmidon – Choose from four variants to transform into; Air, Earth, Fire or Water Myrmidon.
You’ll also gain an additional Fifth Level Spell Slot, allowing you to cast two of these spells per Long Rest.
Cantrip selection is up to you; pick the one you think is the most useful.
Level 11 – Tier 6 Spells
Pretty much the only feature you unlock at Level 11 is access to Sixth-tier Spells, the highest tier of magic in Baldur’s Gate 3. These very powerful spells can only be cast once per Long Rest.
A great spell to pick up here is Sunbeam, which conjures a beam of sunlight that deals 6-48 Radiant Damage to all creatures in its path and
Blinds them. Targets who Save will still take half of the damage. While you maintain concentration on the spell, you can recast the effect again each turn.
This is especially good in chokepoints and will be absolutely devastating to undead and unholy targets, who normally take double Radiant damage.
Level 12 – New Feat
At Level 12, you will be able to choose one final Feat for your Druid Build. We recommend using War Caster, which will make it easier for you to maintain Concentration on your spells. Most of the Druid’s good spells are Concentration Spells, so this choice makes a lot of sense.
If you’re spending most of your time transformed into animal form, you may want to choose something else to buff your melee attacks instead, such as Savage Attacker or Tavern Brawler. The latter can be very powerful but will require a respec to be added to a more strength-focused build.
And if you reached this point, then congratulations, you have finished levelling your Druid fully!
Druid Build Best Equipment
Here you will find the best equipment for this Druid Build. You don’t need to get all the items – try to view the lists as a wishlist rather than a precise blueprint. That said, the more you can find, the better the build will perform.
We’ve split this into an early and late game section.
Early Game Gear for the BG3 Druid Build
This is the early-game gear setup that you can use for your Druid. You can find these items in Act 1 or early Act 2.
| Slot | Icon | Item | Location | Benefits |
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| Head | Key of the Ancients | Dropped by Findal in the Underground Passage near the Druid Grove |
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| Cloak | Cloak of Protection | Purchased from Quartermaster Talli at Last Light Inn (Act 2). |
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| Chest | Barkskin Armour | Purchased from Quartermaster Talli at Last Light Inn (Act 2). |
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| Gloves | Gloves of the Growling Underdog | Goblin Camp, inside the chest behind Razglin’s throne room. |
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| Boots | ![]() |
Disintegrating Night Walkers | Looted from True Soul Nere in Underdark – Grymforge |
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| Necklace | Anything you find | None | None | |
| Ring | Ring of Protection | Complete the Steal the Sacred Idol quest inside the Druid Cave. |
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| Ring | The Whispering Promise | Sold by various Merchants: Volo, Grat, Roah Moonglow, Brem |
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| Main Hand | Adamantine Scimitar | Crafted at the Adamantine Forge |
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| Off Hand | Scimitar +1 | Sold by various traders in Act 1 or looted from a crate near Dammon in the Druid Grove. |
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Now let us look at what the gear does and where you can get it in BG3.
Key of the Ancients
The Key of the Ancients headgear can be found in the Underground Passage. It will give you +1 to Nature. You can either get into the Underground Passage outside of the Druid Grove or inside the Druid Grove where the Goblin is caged. The NPC Findal will drop the Key of the Ancients.
The Cloak of Protection is one of the few cloaks in BG3 that you can get right at the start of Act 2. This item can be purchased by Quartermaster Talli in Last Light Inn, it doesn’t cost that much either so it is a good pick. The cloak adds an extra +1 Armour Class and +1 Saving Throw to your character.
You can also read our in-depth guide on How to get the Cloak of Protection in BG3 which explains everything in detail.
Barkskin Armour
The Barkskin Armour is perfect for our Wild Shape Druid Build, this will apply Barkskin permanently on our character, even in the Wild Shape form. This item can be purchased by Quartermaster Talli in Last Light Inn at the start of Act 2.
Breastplate +1 (Alternative)
The Breastplate +1 is an easy-to-get item. This armour will give you 15 Armour Class. The Breastplate +1 is sold by various traders in Act 1 and can also be looted from a crate near Dammon in the Druid Grove.
Gloves of the Growling Underdog
The Gloves of the Growling Underdog allow you to gain Advantage on melee attack rolls while surrounded by 2 or more foes. This will happen often because we are likely using the Bear or Owlbear transformation.
You can find the Gloves of Growling Underdog inside the chest behind Razglin’s throne room. Head to the Goblin Camp, then enter the Shattered Sanctum and make your ways towards the other side of the area to find Razglin and his treasure.
Disintegrating Night Walkers
The Disintegrating Night Walkers make it very difficult for enemies to hinder your mobility. You are immune to slipping on Ice or Grease, and you cannot be immobilised by webs or snares. You can also use the Misty Step spell to teleport.
The boots are looted from True Soul Nere in the Grymforge.
Ring of Protection
The Ring of Protection is a really good ring that you can obtain early in Act 1. The ring gives you a +1 to Armour Class and +1 to Saving Throws. You get the ring by completing the Steal the Sacred Idol quest. To start the quest head into the Tiefling Hideout in the Druids Grove and talk to Mol. She is the gang leader and wants you to steal the Idol of Silvanus. The Idol is used as a ritual in the middle of the Druid, it won’t be easy to steal it.
Whispering Promise
The Whispering Promise ring applies Blessed to a healed creature. Giving them a 1d4 bonus to Attack Rolls and Saving Throws for 2 turns. You can buy them from Grat the Trader inside the Goblin Camp in Act 1 of BG3. Brem inside the Zhentarim Hideout also has the item. Roah Moonglow also has the item. Sometimes traders won’t have all items available at the same time. You can use a Long Rest to reset the trader’s items, might have to do that several times for it to show up.
Adamantine Scimitar
The Adamantine Scimitar is a powerful Scimitar that always deals critical damage and ignores resistance to slashing damage. The Scimitar can be crafted at the Adamantine Forge in the Grymforge Underdark area. Please read our guide on how to get into the Underdark. Once you are in the Underdark you have to take a boat to the Grymforge. Additionally, you will have to find the Scimitar Mold and Mitrhal Ore to craft the weapon at the Adamantine Forge.
Speedy Reply (Alternative)
The Speedy Reply is easy to obtain, it can be looted on a dead body at the Risen Road at x23 y604.
Scimitar +1
The Scimitar +1 is a good starter weapon and is easy to get. You can buy it from Dammon at the Druid Grove. Green items change at traders, you might have to do a Long Rest (Don’t need to spend supplies) for it to show up, then the traders inventory resets. You can do that several times until the right weapon shows up.
Endgame BG3 Druid Build Gear
The endgame gear setup is built together with items from late Act 2 and Act 3. While you don’t need all these items, it is recommended to get as many as possible to increase the overall power of the BG3 Druid Build.
| Slot | Icon | Item | Location | Benefits |
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| Head | Shapeshifter Hat | Sold by Helsik at the Devil’s Fee (After Special Stock unlock). | • +1 Nature. • 1 Extra Wild Shape Charge. |
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| Cloak | ![]() |
Cindermoth Cloak | Aelis Siryasius in the Lower City. | • Burns enemies that damage you in melee. |
| Chest | Armour of Moonbasking | Voiceless Penitent Bareki Merchant in Lower City Sewers near Undercity Ruins Waypoint. | • 22 Hit Points when you transform. • -1 damage from attacks. • +2 Armour Class. • Advantage on Saving Throws against spells. |
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| Gloves | Unwanted Masterwork Gauntlets | Forge of the Nine House basement inside Gilded Chest. | • +1 Attack Rolls. • Strength Saving Throws. |
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| Boots | The Speedy Lightfeet | Under the Mill at Blighted Village inside Heavy Chest. | • +1 Athletics. • When Dashing, gain 3 Lightning Charges. |
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| Necklace | Amulet of Greater Health | House of Hope Archive. | • Boosts Constitution to 23. | |
| Ring | Ring of Regeneration | Sold inside Sorcerous Sundries. | • Restores 1-4 HP beginning of every turn. | |
| Ring | Shapeshifter’s Boon Ring | Dropped by the Strange Ox in the Last Light Inn. | • Adds 1d4 bonus to all checks you do while shapeshifted | |
| Main Hand | Justiciar’s Scimitar | Dropped by Lythindor in the Gauntlet of Shar. | • Chance to blind target if you attack with Advantage. • +2 Enchantment. • Shadowsoaked Blow action. |
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| Off Hand | Belm | In an Opulent Chest in the cellar of Elerrathin’s Home | • +2 Enchantment • Use Whirlwind Attack to make an Attack Roll against all nearby foes • Use Perfectly Balanced Strike to make a full-damage attack with a Bonus Action each turn. |
Now, let’s see what the endgame gear does for our BG3 Bard Build and where you can find it.
Shapeshifter Hat
The Shapeshifter Hat is perfect for our Wild Shape Druid. It gives you +1 Nature and one additional Wild Shape Charge. The item is sold by Helsik at the Devil’s Fee. You need to unlock her “special stock” to be able to see the hat.
Cindermoth Cloak
The Cindermoth Cloak is dropped by Aelis Siryasius in the Lower City. The cloak adds Burning to enemies that damage you in melee.
Armour of Moonbasking
The Armour of Moonbasking applies extra 22 temporary Hit Points to you when you transform. While you have the THP active, you also take 1 less damage from all attacks. You also get +2 Armour Class and have Advantage on Saving Throws against spells.
It can be acquired in Act 3 from Voiceless Penitent Bareki, a merchant located in the Lower City Sewers near the Undercity Ruins waypoint (coordinates X: -157, Y: 939).
Unwanted Masterwork Gauntlets
The Unwanted Masterwork Gauntlets give you +1 to Attack Rolls and Strength Saving Throws. They are located inside a Gilded Chest in the basement of the Forge of the Nine house where Dammon works in Act 3. You can break the wall to enter the basement.
Abyss Beckoners (Risky Alternative)
The Abyss Beckoners are more of a fun item to use than anything else. Because we have plenty of summons active the effects you get can be nice. The Summons gain resistance to all damage except Psychic. However, they must succeed a DC13 Wisdom Saving Throw or they go mad, becoming hostile to everyone in the vicinity. You have to activate the effect on the right-side panel of your skill bars.
The Abyss Beckoners are found inside a chest in the far right side corner of the Zhentarim Hideout in Act 1.
Amulet of Greater Health
The Amulet of Greater Health is another item that is immensely powerful. It will boost your Constitution score to 23, increasing your health tremendously. Like the Gauntlets of Hill Giant Strength and Orphic Hammer it can also be found inside the Archive in the House of Hope that you reach via Devil’s Fee.
You can also read our in-depth guide on How to get the Amulet of Greater Health in BG3.
Ring of Regeneration
The Ring of Regeneration lets you restore 1-4 Hit Points at the beginning of your turn. The ring synergizes well with The Reviving Hands, Hellrider’s Pride, The Whispering Promise and Boots of Aid and Comfort. You could sort of create a chain reaction with all these items if you want to.
This ring can be acquired in Act 3, specifically at Sorcerous Sundries in Baldur’s Gate’s Lower City. The availability of the ring depends on the status of two characters, Rolan and Lorroakan:
- If Rolan is deceased: The ring is sold by Lorroakan’s Projection within Sorcerous Sundries.
- If both Rolan and Lorroakan are alive: The ring is available for purchase from Rolan at Sorcerous Sundries.
- If Rolan is alive and Lorroakan is dead: The ring can be pickpocketed from Rolan in Ramazith’s Tower shortly after Lorroakan’s demise; however, it may disappear from his inventory later.
Please note that the ring’s availability is influenced by your in-game decisions and interactions with these characters.
Shapeshifter’s Boon Ring
The Shapeshifter’s Boon Ring adds 1d4 bonus to all checks you do. This item is dropped by the Strange Ox in the Last Light Inn at the start of Act 2. You can use another ring here too if you don’t want to hurt the Strange Ox for the quest later.
Justiciar’s Scimitar
The Justiciar’s Scimitar is one of the more powerful Scimitars out there, if you attack with Advantage, you have a chance to Blind your target. It also has a +2 Enchantment on it and the Shadowsoaked Blow. This is dropped by Lythindor in the Gauntlet of Shar in Act 2. You have to attack the rats, they will then transform into Lythindor.
Flame Blade
This isn’t actually a weapon until you cast it. The Flame Blade Spell is learned at level 3, so you can already use this in early game if you want. The Flame Blade also uses your Wisdom modifier for attack rolls.
Druid Build Extra Info
Below you will find some extra information and tips to help you get the most out of this Druid Build for Baldur’s Gate 3.
How to Play the Circle of the Moon Druid in BG3
Early Game
During the first few levels, Druids can be a bit tricky to play because their Cantrips are quite weak, and their spells are mostly Concentration spells centred around buffs or debuffs. This makes it difficult to deal reliable damage.
At the beginning of the game, the best way to deal with this is to equip a Quarterstaff and boost it with the
Shillelagh cantrip, increasing its damage and allowing you to roll attacks with Wisdom instead of Strength. Another option is to use your Wild Shapes to attack in animal form – this is an even better option for the Circle of the Moon Druid because you unlock the Bear form at level 2. When in animal form you cannot cast any spells, so try to plan your moves at the beginning of a battle.
When Concentrating on spells, keep your Druid as safe as possible from enemy attacks by utilizing distance and obstructions. Concentration is more important for Druids than any other spellcaster in BG3 – you will quickly burn through your Spell Slots for very little benefit if you cannot maintain it.
One of your most useful spells in the early game is Spike Growth, which covers a large area with spikes that damage anyone who tries to walk through them. With good placement, this spell can turn a difficult fight into an easy one.
Mid Game
When you reach Level 5, you can start using the Call Lightning spell. This is one of the best concentration spells in the game, dealing up to 40
Lightning Damage in an AoE. If you maintain Concentration, you can recast it every turn without spending another Spell Slot. This spell offers great value, as long as you keep Concentration.
You will begin unlocking stronger Wild Shapes as you progress through the game, such as the powerful Owlbear, who comes with a huge HP pool. It can frighten enemies and jump down from a height to deal crushing damage on impact.
Late Game
The Druid’s playstyle remains largely the same into the late game. By now, you may have replaced your Shillelagh staff with Scimitars or other melee weapons, and your spells and Wild Shapes keep getting stronger.
You can use spells like Insect Plague and
Sunbeam to deal devastating AoE damage to foes. Do everything you can to keep your Druid’s Concentration intact, and you can dominate the battlefield with this magic. The Moon Druid also unlocks four Myrmidon variants that can be used as Wild Shapes. I strongly recommend trying these out, they are very fun and pretty strong. It’s a good way to keep your Druid alive in tough fights, because the HP of your Druid’s regular form cannot be damaged while you are taking a Wild Shape.
Top 5 Druid Build Spells in Baldur’s Gate 3
1. Moonbeam Spell
Moonbeam is available at level 3 on your Druid. It is a tier 2 spell. The spell summons a pillar of radiant light that inflicts damage to creatures within its area. You can cast Moonbeam before using your Wild Shape, allowing you to maintain its effect while in beast form.
2. Spike Growth Spell
Spike Growth is also available at level 3 on your BG3 Druid Build. It is also a tier 2 spell. The spell places spikes all over the floor, dealing piercing damage to enemies. Additionally, it also halves their movement speed in the spiked area. Spike Growth can be used strategically to hinder enemies from moving fast in certain areas. You can also cast this before you transform into a Wild Shape form!
3. Sleet Storm Spell
Sleet Storm is unlocked at level 5 on your Druid. It is a tier 3 spell. Sleet Storm has a large radius of 9 meters and creates an ice surface within that AOE, slowing down enemy movement once again and making them possibly slip over. Sleet Storm also breaks the concentration of spell casters, making it an amazing counter against enemy mages.
4. Insect Plague Spell
Insect Plague is unlocked at level 9. It is a tier 5 spell. This powerful endgame ability summons a swarm of locusts within a designated area, dealing damage to all creatures inside. Additionally, it transforms the terrain into difficult ground, hindering movement and imposing disadvantage on Perception checks for those affected. Insect Plague excels in strategic applications, particularly when deployed at choke points to obstruct enemy advances and control the battlefield.
5. Sunbeam Spell
Sunbeam is unlocked at level 11. It is a tier 6 spell. Sunbeam is an exceptional endgame spell that unleashes a devastating beam of radiant energy, dealing significant damage to all enemies in its path. In addition to its raw power, it blinds affected enemies. Sunbeam is particularly effective in chokepoint scenarios, where it can target multiple foes simultaneously that are lined up, maximizing its destructive potential. It is particularly destructive against undead enemies.
Wild Shape Forms List for BG3 Druid
This BG3 Druid Build can use the Wild Shape mechanic to transform into various animals, each with their own abilities, strengths, and weaknesses. The table below shows the available animals, the requirements for unlocking them, and their abilities.
You can find even more details about Wild Shape in the BG3 Wild Shape Druid Guide.
| Wild Shape | Requirement | Abilities |
|---|---|---|
| Badger | Level 2 Druid | Bite, Claws, Burrow |
| Bear | Level 2 Moon Druid Exclusive | Goading Roar, Claws |
| Cat | Level 2 Druid | Claws, Meow |
| Spider | Level 2 Druid | Web, Venomous Bite |
| Wolf | Level 2 Druid | Inciting Howl, Bite, Exposing Bite |
| Dire Raven | Level 4 Moon Druid Exclusive | Beak Attack, Rend Vision |
| Deep Rothé | Level 4 Druid | Gore, Charge |
| Owlbear | Level 6 Druid | Claws, Enrage, Rupture |
| Displacer Beast | Astral Tadpole Powers | Illusory Copy, Displace |
| Panther | Level 6 Druid | Bite, Prowl, Jugular Strike, Pounce |
| Sabre-Tooth Tiger | Level 8 Druid | Shred Armour, Jugular Strike, Bite |
| Diplophosaurus | Level 10 Druid | Bite, Pounce, Corrosive Spit |
| Earth Myrmidon | Level 10 Moon Druid Exclusive | Burrow, Sludgy Sling, Elemental Warp, Muck to Metal |
| Water Myrmidon | Level 10 Moon Druid Exclusive | Explosive Icicle, Hiemal Strike, Healing Vapours |
| Air Myrmidon | Level 10 Moon Druid Exclusive | Invisibility, Raging Vortex, Electrified Flail |
| Fire Myrmidon | Level 10 Moon Druid Exclusive | Myrmidon’s Immolation, Cinderous Swipe, Scorching Strike |
Best BG3 Druid Build Wild Shape Forms
There are plenty of good Wild Shape forms for different situations in BG3. The main forms that we will be using for combat are the Bear and the Owlbear. These are both tanky and deal massive melee damage.
Bear Wild Shape
The Bear Wild Shape form already unlocks at level 2 in BG3. This is also why our BG3 Circle of the Moon Druid is very powerful in the early game already, whereas the other subclasses struggle at the beginning.
The Bear starts with 30 Hit Points, which is incredibly tanky early game.
Owlbear Wild Shape
The Owlbear Wild Shape form unlocks at level 6 in BG3. This is your most powerful Wild Shape Form available from BG3’s mid-game. It has 65 Hit Points and deals massive jump AoE damage.
Utility Wild Shape Forms
The utility Wild Shape Forms aren’t used in combat, they are useful outside of it. Here are a few key forms that can perform amazingly:
- Badger: The badger can burrow underground, allowing you to skip certain doors or walls.
- Cat: With the cat, you can skip enemies unnoticed.
- Dire Raven: Reach hard to get to places by flying there.
BG3 Druid Build Summons
Not only can your Druid transform into creatures, but you can also summon creatures!
Unlock at:
- Level 7 – Conjure Minor Elemental 39HP
- Level 7 – Conjure Woodland Being 22HP
- Level 9 – Conjure Elemental 123HP
At level 7, you will be able to use Conjure Minor Elemental and Conjure Woodland Being. At level 9 you can use Conjure Elemental. This means that our BG3 Druid Build will be able to use three Summons and its Wild Shape at the same time.
The level 7 summons are more of a distraction than anything else because they will be defeated fairly fast due to their low HP. But still, they soak up damage. The Elemental that you unlock at level 9 however, has plenty of HP and won’t immediately be defeated in the end-game.
Druid Build Illithid Powers (optional)
Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Druid Build with the Circle of the Moon subclass:
- Luck of the Far Realms: This ability allows you to convert a successful attack roll into a critical hit once per long rest. Utilizing this power during a Wild Shape attack can result in substantial damage, making it ideal for eliminating high-priority targets.
- Cull the Weak: When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4 psychic damage to nearby enemies. This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
- Fly: This can be used to reach hard to get to places or change positions in combat.
- Black Hole: This power creates an area-based effect that pulls in and slows targets. It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.
- Psionic Backlash: This is a top tier reaction from the Illithid Powers skill tree in BG3. This allows you to deal psychic damage when a nearby enemy casts a spell.
BG3 Druid Multiclassing Highlights
Multiclassing is always an option in BG3. However, Circle of the Moon Druid has a very strong lineup overall and doesn’t particularly need to multiclass or benefit from it greatly. But here are a few options you could consider when you want to multiclass on the BG3 Druid Build with the Circle of the Moon subclass.
- 10 Moon Druid + 2 Fighter
- 7 Moon Druid + 3 Thief + 2 Monk
10 Moon Druid + 2 Fighter Multiclass
This build turns you into a one-round damage machine. By combining Action Surge with the Earth Myrmidon Wild Shape, you can unleash devastating single-target damage in a single turn. Here’s how it works:
- Action Surge: Grants an extra action to use on your turn.
- Wild Shape to Earth Myrmidon: Transform into the powerful elemental form.
- Six Strikes of Fury: Use your two actions to deliver up to six powerful melee attacks, overwhelming your target with massive damage in a single nova round.
This build shines when you need to obliterate a priority target and can recharge quickly with a short rest.
7 Moon Druid + 3 Thief + 2 Monk Multiclass
This creative, high-mobility build turns you into a literal wrecking ball. By leveraging a combination of buffs and the unique mechanics of Wild Shape.
- Pre-Battle Buffs:
- Feather Fall: Prevents fall damage from your high jumps.
- Enlarge/Reduce: Increases your size and damage output.
- Enhance Leap: Maximizes your mobility and jump height.
- Step of the Wind (Dash): Use this Monk feature to double your movement and position yourself strategically.
- Wild Shape: Transform into an Owlbear with your bonus actions, all in the first round.
- Battlefield Dominance: Bunny-hop across the battlefield as a 5000kg Owlbear bomb. Jump from high elevations to crush enemies beneath your weight, dealing massive damage each time you land.
This build emphasizes creativity and chaos, combining high mobility with devastating AoE damage in a way that’s as entertaining as it is effective. It’s ideal for players who enjoy unorthodox tactics and a bit of flair.
BG3 Druid Frequently Asked Questions
Here are some frequently asked questions related to the BG3 Druid Build. Most of these questions have already been answered in the guide itself.
- What is the best Druid Subclass in BG3?
- What are the best Wild Shape Forms for BG3 Druids?
- What are the best BG3 Druid Spells?
- What’s the best race and stat allocation for a BG3 Druid?
- What roles can BG3 Druids Fulfil?
FAQ: What is the Best Druid Subclass in BG3?
We already touched on this in the BG3 Druid Subclass Comparison section.
Choosing the best Druid subclass in BG3 depends on your preferred playstyle, as each offers distinct strengths and focuses. Here’s a breakdown of the available subclasses and why the Circle of the Moon stands out as the most versatile and impactful choice for many players in BG3.
- Circle of the Moon (This Build): Excels in melee combat and tanking with enhanced Wild Shape options like the Owlbear and Earth Myrmidon. It offers unparalleled flexibility, allowing you to dominate in both offense and defense while maintaining spell concentration in beast form. Ideal for players seeking adaptability and raw power.
- Circle of the Land: A spellcasting specialist with expanded spell options for battlefield control and utility. Best for those who prefer a traditional caster role but lacks the combat flexibility of the Moon Druid. Full build can be found on the BG3 Circle of the Land Druid Build page.
- Circle of Spores: A hybrid subclass that combines necrotic damage, melee combat, and undead summoning. It’s unique and flavorful but less durable and impactful than the Moon Druid. You can find a full build on the BG3 Circle of Spores Druid Build page.
- Circle of the Stars: Excelling at buffing and enhancing the power of the whole group. The full build can be found on the BG3 Circle of Stars Druid Build page.
For most players, the Circle of the Moon subclass is the top choice, offering unmatched strength and versatility in any scenario early and late game.
FAQ: What are the best Wild Shape Forms for BG3 Druids?
Wild Shape is the defining feature of the Circle of the Moon Druid in BG3, allowing you to transform into powerful beasts and elementals that excel in combat, tanking, and utility. In BG3 several Wild Shape forms stand out for their effectiveness. Here’s a breakdown of the best forms and when to use them.
- Bear: Early-game tank and melee combatant
- Owlbear: Mid-game tank and melee combatant
- Cat: Walk past enemies undetected
- Badger: Can dig below the surface to skip doors or walls
- Dire Raven: Fly to hard to get to places
The Bear/Owlbear are our main Wild Shape forms in combat. Whereas the other forms are mostly for utility and exploration.
FAQ: What are the best BG3 Druid Spells?
The BG3 Druid Build has plenty of amazing spells at their disposal. Here are some of the best spells that you can use with your Circle of the Moon Druid. Most of them either deal massive damage or are used to hinder your enemies at moving forward or slowing them down.
You can find a more detailed breakdown about this in the Top 5 Druid Build Spells section.
- Moonbeam: The spell summons a pillar of radiant light that inflicts damage to creatures within its area.
- Spike Growth: The spell places spikes all over the floor, dealing piercing damage to enemies and halving their movement speed.
- Sleet Storm: Creates an ice surface, slowing down enemy movement once again and making them possibly slip over. Also interrupts casters.
- Insect Plague: Summons a swarm of locusts within a designated area, dealing damage to all creatures inside and slowing them down.
- Sunbeam: Exceptional endgame spell that unleashes a devastating beam of radiant energy, dealing significant damage and blinding all enemies in its path.
FAQ: What’s the best Race and Stat Allocation for a BG3 Druid?
Hands down the best race for our BG3 Moon Druid is Wood Elf. It offers Movement Speed, great for quickly taking advantageous positions and outrunning enemies. For the Druid, Wisdom is the most important stat followed by Constitution and Dexterity. To start your journey with the Druid we recommend adding 17 Wisdom, 16 Constitution and 14 Dexterity in the Character Creation.
FAQ: What Roles can a BG3 Druid Fulfil?
Druids are incredibly versatile in BG3, adapting to various party needs based on subclass and spell choices. Here are their primary roles:
- Tank:
- Best Subclass: Circle of the Moon.
- Key Abilities: Durable Wild Shape forms (Bear, Earth Myrmidon), Barkskin, and healing spells.
- Damage Dealer:
- Best Subclass: Circle of the Moon.
- Key Abilities: High-damage Wild Shapes (e.g., Owlbear), Insect Plague, and Sunbeam.
- Battlefield Controller:
- Best Subclass: Circle of the Land.
- Key Abilities: Entangle, Spike Growth, and Wall of Thorns.
- Healer and Support:
- Best Subclass: Any.
- Key Abilities: Healing Word, Goodberry, and Mass Cure Wounds.
- Utility Specialist:
- Best Subclass: Any.
- Key Abilities: Pass Without Trace, Speak with Animals, and traversal Wild Shapes.
- Summoner:
- Best Subclass: Spores.
- Key Abilities: Conjure Animals and Conjure Woodland Beings and Conjure Undead.
Other Baldur’s Gate 3 Builds:
- Bard Build – College of Lore
- Ranger Build – Hunter
- Monk Build – Way of Shadow
- Monk Build – Way of the Four Elements
- Monk Build – Way of the Open Hand
- Necromancer Build – Necromancy
- Fighter Build – Battle Master
- Barbarian Build – Berserker
- Warlock Build – Great Old One
- Cleric Build – Light Domain
- Rogue Build – Thief
- Sorcerer Build – Wild Magic
- Wizard Build – Evocation School
- Paladin – Oath of Ancients
- More Baldur’s Gate Guides & Builds














