Baldur's Gate 3


CLASS: DRUID

Level 1:

  • Cantrips (2 / Druid)
  • Spells (All / Druid Level 1)
  • Wildshape Charge (3)
  • Spell Slots (Level 1 / 2)
  • Wildshape
    • Bear
    • Wolf
    • Cat

Level 2:

  • Spell Slots (Level 1 / 2)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 3:

  • Spells (All / Druid Level 2)
  • Spell Slots (Level 2 / 2)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 4:

  • Spell Slots (Level 2 / 2)
  • Feat (1)

Level 5:

  • Cantrips (1 / Druid)
  • Spells (All / Druid Level 3)
  • Spell Slots (Level 3 / 2)
  • Wildshape
    • Sabre Tooth Tiger
    • Deep Rothe
    • Badger

Level 6:

  • Spell Slots (Level 3 / 2)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 7:

  • Spell Slots (Level 4 / 1)
  • Spells (All / Druid Level 4)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 8:

  • Spell Slots (Level 4 / 1)
  • Feat (1)

Level 9:

  • Cantrips (1 / Druid)
  • Spells (All / Druid Level 5)
  • Spell Slots (Level 5 / 1)
  • Wildshape
    • Dilophosaurus
    • Spider
    • Dire Raven

Level 10:

  • Spell Slots (Level 5 / 1)
  • Passives (2)
    • Passives are detailed after class and subclass progressions.

Level 11:

  • Spell Slots (Level 6 / 1)
  • Spells (All / Druid Level 6)
  • Subclass Progression
    • Subclasses are detailed after class progression.

Level 12:

  • Spell Slots (Level 6 / 1)
  • Feat (1)

SUBCLASS: CIRCLE OF THE LAND

Level 3:

  • Nature’s Inertia
    • All enemies within 9m/30ft of you suffer from Disadvantage on Saving Throws.

Level 7:

  • Nature’s Erosion
    • All enemies within 9m/30ft of you suffer from Disadvantage on Ability Checks.

Level 11:

  • Nature’s Blessings
    • All allies within 9m/30ft of you benefit from Advantage on Saving Throws and Ability Checks.

SUBCLASS: CIRCLE OF THE MOON

Level 3:

  • Primal Strike
    • While Wildshaped, your attacks count as magical for the purpose of overcoming Resistances.
  • Wildshape
    • Panther

Level 7:

  • Wild Strike
    • While Wildshaped, make an additional attack for free.
  • Wildshape
    • Owlbear

Level 11:

  • Improved Wild Strike
    • While Wildshaped, make two additional attacks for free.
  • Wildshape
    • Myrmidon

SUBCLASS: CIRCLE OF THE SPORES

Level 3:

  • Proficiencies
    • Martial Weapons
    • Medium Armour
    • Shields
  • Symbiotic Entity
    • Gain +4 Temporary Hit Points per Druid level, and deal an additional +1d6 Necrotic damage while you have them. Halo of Spores deals double damage while active.
  • Halo of Spores
    • Use your Reaction to deal 1d4 Necrotic damage to an enemy.

Level 7:

  • Fungal Infestation
    • Use a Wildshape charge to raise a corpse as a fungal zombie.
  • Extra Attack
    • Make an additional attack for free.

Level 11:

  • Spreading Spores
    • Seed an area, dealing 2d8 Necrotic damage to all enemies who enter or start their turn within.
  • Improved Extra Attack
    • Make two additional attacks for free.

DRUIDIC ROOTS (PASSIVES):


  • Armour of Thorns
    • When damaged by a melee attack, deal Piercing damage to your attacker equal to your WIS Modifier.
  • Combats Harvest
    • At the beginning of any combat encounter, cast Goodberry.
  • Earthen Sentinel
    • Gain Barkskin. You may cast this Spell without expending a Spell Slot.
  • Feral Precision
    • While Wildshaped, gain a +2 bonus to all Attack Rolls.
  • Feral Resilience
    • When you Wildshape, gain Temporary Hit Points equal to your levels in Druid added to your WIS Modifier.
  • Ferocious Stand
    • Gain +1 Armour Class. This bonus is doubled when Wildshaped.
  • Instinctive Transformation
    • The first time that you cast Wildshape in combat will not consume a Wildshape charge.
  • Kindred Instinct
    • Gain Advantage on all Attack Rolls against Beast type enemies.
  • Moonlit Restoration
    • Gain Lunar Mend.
  • Natural Bounty
    • When crafting items, succeeding a DC15 check will allow you to craft double the ammount.
  • Natural Resurgence
    • When Wildshaped and below 50% of your total Hit Points, you regenerate health each turn equal to your WIS Modifier.
  • Nature’s Mercy
    • Gain Resistance to Cold, Fire, and Lightning damage.
  • Nature’s Wrath
    • While not Wildshaped, you may spend your Reaction when making an melee Attack Roll in order to deal additional Cold, Fire, or Lightning damage.
  • Pack Leader
    • Upon entering Wildshape, immediately Dominate all Beasts within 9m/30ft.
  • Primal Bloodletter
    • While Wildshaped, your attacks have a 25% chance to inflict Gaping Wounds on your target.
  • Primal Surge
    • Gain +2 to all damage dealt while Wildshaped.
  • Primal Takedown
    • While Wildshaped, your attacks have a 25% chance to leave your target Prone.
  • Shapechanger’s Versatility
    • Outside of combat, you may Wildshape without expending charges.
  • Territorial Dominance
    • When attacking a target in Difficult Terrain, you attack with Advantage.
  • Wild Stride
    • While Wildshaped, you are not affected by Difficult Terrain.

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HaVeNII7

1 comment

  1. August2003
    August2003
    • member
    • 0 kudos
    I love some of these changes!

    What do you think about opening up Wild Stride to allow Druids to not be affected by Difficult Terrain (regardless of if in Wildshape or not)?

    I think this small change could allow more diversity for Druids (I noticed that there weren't a ton of passives for a non-wild shape build) and also give more options to Spore Druids or Melee Druids with Spike Growth to play around with terrain.