Welcome to the Druid Build Guide for Baldur’s Gate 3. The Druid class is highly effective, it can heal and transform into different creatures via the Wild Shape action in BG3. Druids have access to three subclasses, the Circle of the Moon, Circle of the Land and Circle of Spores. We are using the Circle of the Moon subclass. Their main attributes are Wisdom and Constitution.

Druids are versatile, they are an avatar of nature, a pure extension of its power. Druids focus on healing the party, ensnaring and destroying foes in Baldur’s Gate 3.  All the different animal transformations have their own Hit Points, abilities and attacks. More info in the Druid Wild Shape section of the BG3 Druid Build. The Circle of the Moon Build works on both PC and Console (PS5 and Xbox Series X/S).


Table of Contents:

You can also find other Subclass Druid Builds on the website here:


Pros BG3 Druid Build – Circle of the Moon

  • Good range of Spells
  • Powerful mid-late game spellcaster
  • Very good at manipulating the environment to restrict enemies
  • Can transform into a wide range of animals and creatures
  • Can be a decent melee fighter in human form

Cons BG3 Druid Build

  • Very early-game spells & cantrips are fairly weak
  • Lacks a decent ranged option unless you choose certain races

Baldur's Gate 3 Druid Circle of the Moon Build for PS5/PC


BG3 Druid Class Guide

Before we start with the build let’s explain how the Druid class works, to get a good sense of how you will play this class in Baldur’s Gate 3. First and foremost the Druid’s main class feature is the different Wild Shape forms you can transform into. You will get access to more Wild Shape forms with higher levels. You can also read our BG3 Druid Wild Shape Forms Guide to see all the different transformations and what they do. You will get new forms at level two, four, six, eight and ten. Of course, the higher-level transformations are more powerful. However, even the early game transformations are still widely used because of their mechanics outside of combat.

The neat thing about the Wild Shape is that you get a free second life. You can start combat as a bear (high Hit Points) and when his hit points are reduced to 0 your Druid will transform back into normal form and still has full hit points. This alone makes Druid super tanky and a good frontline combatant.

One of the early transformations you get is the Cat Wild Shape. The Cat isn’t used in combat, but it is extremely useful to get past NPCs and steal stuff as they won’t pay attention to you. You can also lure enemies into a location with the Meow action. Another great Wild Shape form that is widely used is the Owlbear Wild Shape that you get at level 6. The Owlbear has high Hit Points and because it is so heavy it can knock prone enemies around it with Rupture, one of our favorite transformations for our build.

To transform you will need so-called Wild Shape Charges, these can be replenished during a Short Rest. At level 5 you will gain the passive Wild Strike that allows you to make additional attacks when transformed.

In early game it is also important to use the Barkskin spell on yourself to increase your Armour Class. This buff sticks on you until a Long Rest, then you have to reapply it, new players often forget to do that.

Not only can use transform into creatures, but you can also summon creatures as Druid! 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 build will be able to use three Summons and its Wild Shape at the same time, good luck fighting against this! In the image below you can see the Azer Minor Elemental (39HP), the Woodland Being (22HP), the Fire Myrmidon (123HP) and the Owlbear transformation, which has 122 HP and 22 THP (Temporary Hit Points) with Armour of Moonbasking, more about this in the Druid Build Gear section.

Endgame Druid Build with summons BG3

Circle of the Moon Subclass

We are using the Circle of the Moon subclass for our Druid setup. You have to select your subclass at level 2, don’t miss it! The Circle of the Moon subclass is great because it gives us access to additional Wild Shape transformations such as the Bear, Dire Raven and Sabre-Toothed Tiger. The Bear already unlocks at level 2 and is an amazing tank. Also don’t forget that you can reach 0 Hit Points as Bear and then you will transform back to normal form with full health.

Additionally, at level 6 you gain the Primal Strike passive feature. Your attacks in beast form now count as magical for the purpose of overcoming Resistance and immunity to non-magical damage.


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.

Background

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.

Race

While in Early Access your race choice was a very important component of your build, this is no longer the case. This is because your race now 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:

  • Wood Elf or Wood Half-Elf – Gains very high Movement Speed, great for quickly taking advantageous positions and outrunning enemies.
  • Gold Dwarf – Gets +1 bonus HP per Level.
  • Halfling, Any – Lets you reroll your die whenever you roll a 1. This makes a Critical Miss extremely unlikely.
  • Forest Gnome – Gets Advantage on Intelligence, Wisdom and Charisma Saving Throws, and a cool thematic pick for the Druid.

Don’t worry if you don’t want to go with any of these races. As mentioned above, your chosen race is of fairly low importance in Baldur’s Gate 3 post release.

Skills

It’s not hugely important which skills you choose, for the most part these are used in dialogue and other such actions. However, you’re likely going to have more success choosing skills that fall under Wisdom, as you’ll be building with a high Wisdom score anyway due to its benefit on combat.

Choosing Insight and Perception will work well for us, as these skills are already boosted by our Wisdom and will be boosted by 2 more points by choosing to have proficiency with them. These skills are also great for detecting secrets in dialogue and exploration, which can lead to a richer and more enjoyable playthrough.

Abilities

For the Druid, Wisdom is the most important ability, followed by Constitution and Dexterity. You cannot increase a skill past 17 in Character Creation, so it’s highly recommended to increase your Wisdom to 17, maximising your spellcasting ability early on. As for the rest of your points, you’ll want at least 14 points in Dexterity and Constitution. These skills don’t do anything when you shapeshift into animal forms, but they are very important when in human form. It’s up to you if you want to push them to 16 too, or distribute the points evenly among the other skills for a more rounded character.

If you have below 10 Strength then you’ll be unable to equip some armour in the early game, so it’s a good idea to save a couple of points for that. But other than that, Strength is not important for the Druid.

BG3 Druid Build Starting Abilities

Cantrips

You can choose two Cantrips to start the game with. We recommend the following options:

  • Thorn Whip, Transmutation Cantrip – 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, possibly even killing them immediately.
  • Shillelagh, Transmutation Cantrip – 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.

Spells

You also need to select four Prepared Spells to begin the game with. On the Druid, your spells need to be Prepared in order to use them. We recommend choosing the following four spells:

  • Entangle, Conjuration Spell – 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, explained below.
  • Thunderwave, Evocation Spell – 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, Evocation Spell – 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, Evocation Spell – 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

The Concentration mechanic is important to understand for any spellcaster. 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 spells that they were maintaining. Having a higher Constitution score improves your chances of passing Concentration Checks.

 

Druids can use the following weapons and armour at the beginning:

  • Weapons: Clubs, Daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears, Pikes, Halberds, Glaives
  • Armours: Light Armour, Medium Armour, Shields

Levelling Progression for BG3 Druid Build

Now let us take a look at the levelling progression for the Druid from level two to max level twelve in Baldur’s Gate 3. Subclass selection happens at level 2, make sure to select the Circle of the Moon subclass.

Level 2 & Subclass

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.

Goodberry Spell for Druid Build BG3


Level 3

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, Evocation Spell – 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, Transmutation Spell – 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, Transmutation Spell – 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.

Moonbeam Spell


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 far-away places that you can’t jump to normally.


Level 5

When you reach Level 5, you’ll gain access to third level spells. The following two spells are great options to slot at this point:

  • Call Lightning, Conjuration Spell – 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, Conjuration Spell – 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 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 6 Panther and Owlbear Wild Shape for Druid Build BG3


Level 7

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

At Level 8, you can choose another Feat. Once again we recommend choosing Ability Improvement and pushing your Wisdom up to 20. If you have a spare point after doing this, put it in Constitution.

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 – Quite similar to the Chicken Form spell in Divinity Original Sin 2. 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.


Level 9

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 if 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

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:

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.

BG3 Druild Build Level 10 new wild shape forms


Level 11

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

At Level 12 you will be able to choose one final Feat for your Druid Build. Depending on how things have gone for you so far, we recommend one of the following options:

  • If you are struggling to survive, or failing Concentration checks too often, then pick up Ability Improvement again and put 2 points in Constitution.
  • If you are surviving okay and want to improve your damage output, pick up Spell Sniper. This reduces the roll required for Critical Hits with Spells to 19, effectively doubling your Crit Chance.

And if you reached this point, then congratulations, you have finished levelling your Druid fully!


Wild Shape Druid Transformations for BG3

This Druid Build is able to 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, their stats and their abilities.

You can find even more details about Wild Shape in the Wild Shape Druid Guide.

Wild Shape Requirement Abilities
Badger Level 2 Druid Bite, Claws, Burrow
Bear Circle of the Moon Druid 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 Circle of the Moon 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 Circle of the Moon Burrow, Sludgy Sling, Elemental Warp, Muck to Metal
Water Myrmidon Level 10 Circle of the Moon Explosive Icicle, Hiemal Strike, Healing Vapours
Air Myrmidon Level 10 Circle of the Moon Invisibility, Raging Vortex, Electrified Flail
Fire Myrmidon Level 10 Circle of the Moon Myrmidon’s Immolation, Cinderous Swipe, Scorching Strike

Baldur's Gate 3 Bear


Equipment for the Druid Build in Baldur’s Gate 3 – PS5/PC

Now let us take a look at some of the equipment choices you can make for your BG3 Druid. Don’t sweat it if you can’t find certain gear, the build works just fine with any random stuff you pick up. But of course, if you get some of the Druid-specific gear the Build will perform better.

Early Game Gear

This is the early-game gear setup that you can use for your Druid. You don’t need to get all the items, but the build will perform better if you find some of them. You can find these items in Act 1 or early Act 2.

Equipment Slot Best Early Game Gear
Head Key of the Ancients
Cloak Cloak of Protection
Chest Barkskin Armour (or Breastplate +1)
Gloves Gloves of the Growling Underdog
Boots Spiderstep Boots
Necklace Anything you find
Ring Ring of Protection
Ring The Whispering Promise
Main Hand Weapon Adamantine Scimitar (or Speedy Reply)
Off Hand Weapon Scimitar +1

 

Now let us take a look at what the gear does and where you can get it from.

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.

Spiderstep Boots

The Spiderstep Boots make you immune to being Enwebbed and your movement is not affected by web surfaces. The Spiderstep Boots are found in the Whispering Depths inside a room. You can enter the Whispering Depths via the Well inside the Blighted Village early in the game. Once inside, make your way to the area on the left side to find the boots inside the Gilded Chest.

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 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 Druid Build.

 

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.

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.

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.

Speedy Lightfeet

Location: Can be found inside a heavy chest, under the mill, entrance through Wooden Hatch at the Blighted Village

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 Tips & Tricks for BG3

In the very early game you will have pretty limited options for Spellcasting, and at Level 1 you don’t have Wild Shape unlocked yet either. At these early stages, you can get by with the Shillelagh Cantrip, which will let you roll melee attacks based on Wisdom instead of Strength, resulting in good early melee capabilities. As you level up this will start to become a little redundant however .

Transforming into the Bear is the best combat option for this build, for a couple of reasons:

  • It allows us to Goad (taunt) enemies, gaining breathing room for the rest of the party. If your health is reduced to zero while tanking in Bear form, you simply revert back to your normal form rather than dying.
  • The Bear has a good Constitution Score, so you can cast spells before transforming, and have a good chance of passing Concentration Checks on those spells when you take damage in Bear form.
  • The Bear also has strong melee attacks, making for a formidable melee combatant along with the other benefits.

However, just because the Bear is the most powerful Wild Shape on paper, don’t be afraid to experiment with different shapes and see how they perform in different situations. For example, you can use the Deep Rothé to knock enemies over, and the Spider to hinder them with webs. Some of the Wild Shapes are also great for exploring otherwise inaccessible areas – the Raven can fly and the Badger can burrow under walls. This class really rewards players who think outside the box.

Lastly, it helps to stay mindful of how your abilities interact with Wild Shapes. Your Strength, Dexterity and Constitution will be replaced by that of the animal you transform into, but your Wisdom, Charisma and Intelligence will remain the same. This may impact how you perform in Saving Throws for example.

That’s the end of the Druid Build Guide for now, but we will be adding more to this page when Baldur’s Gate 3 has its full release and the rest of the game and character progression is accessible.


Other Baldur’s Gate 3 Builds

If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.