Shapeshift into power and command the wilds with a Druid build that dominates every encounter in Baldur’s Gate 3. From the most potent subclass to the feats that sharpen your magic and claws alike, here’s how to create a Druid who’s as unstoppable as nature itself.
There’s no single best class in Baldur’s Gate 3, and the game gives you as many opportunities for creative problem solving as it does for punching. Finding the best class really just boils down to how you want to play. Even when playing solo, you’ll still manage the rest of your party, so you’ll get to experiment with multiple classes at once.
Read on to find out everything you need to know about the Druid class in Baldur’s Gate 3, and learn all about the best Druid subclass, feats, and build.
Update (April 15): Added details of the new subclass introduced in Patch 8, which also adds cross-play support and a photo mode.
Is Druid the best class for you in BG3?
Druids shine for players who favor shapeshifting into bears, cats, or owls to tank damage, heal allies, or scout ahead while casting nature spells from afar. This class suits versatile combatants who switch between melee brute force and ranged crowd control, especially in tough fights against undead or swarms. Pick it if you enjoy adapting to any scenario without relying on gear, but skip if you prefer pure spellcasting or weapon mastery.

Druids are primarily spellcasters, but they’re not nearly as complicated as other classes like Wizards. The spell list is limited and easy-to-understand, with a good balance of healing and offensive spells. More importantly, at level 2, Druids get the ability to shapeshift into animals. At that point, playing a Druid is less about spells, and more about biting people while in the shape of a wolf.
All of which makes the Druid a great choice for your first caster class if you want to learn how spellcasting works without fully committing to spellcasting-only combat.
Druid class features
Druid class features center on Wild Shape, a core ability that lets you transform into animals or elementals for combat, exploration, and utility. You gain spellcasting from a broad list emphasizing nature magic, with slots that refresh on short rests to maintain momentum in long fights. Circle spells lock in automatically at certain levels, bolstering your kit without preparation choices. Subclass selection at level 2 shapes your focus-combat prowess, summoning allies, or versatile utility-while feats like Tavern Brawler amplify Wild Shape damage through improvised weapons and strength boosts.
Hit Points
- Hit Dice – 1d8 per Druid level
- Hit Points at 1st Level – 8 your Constitution modifier
- Hit Points at higher levels – 5 your Constitution modifer per Druid level after 1st
Spells
Clerics start with two cantrips, and two level 1 Spell Slots per Long Rest.
Proficiencies
- Weapons – Clubs, Daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears
- Armor – Light Armor, Medium Armor, Shields
- Skills – Animal Handling, Insight, Nature, Religion
- Saving Throws – Wisdom, Intelligence
Druid spells
Druid spells shape your battlefield control and damage output in Baldur’s Gate 3. Early picks like Entangle and Faerie Fire lock down foes while boosting ally accuracy. Spike Growth shreds enemies over time as they move, pairing well with forced marches. Level 3 brings Call Lightning for reliable area damage and Plant Growth to halve speeds without concentration. Later, Conjure Woodland Being summons treants for tanking, and Blight hits hard against plants and undead. Circle of the Moon Druids favor combat spells, but Land Druids lean into utility like Pass Without Trace for stealth runs.
Druids start with two cantrips from the Druid spell list.
Baldur’s Gate 3 Druid Cantrips
Druid cantrips in Baldur’s Gate 3 provide reliable spell options that scale with level and require no spell slots, making them valuable in long battles or exploration. Guidance is a staple for boosting ability checks, while Shillelagh allows melee-focused Druids to use their Wisdom for weapon attacks. Produce Flame offers both damage and utility for lighting dark areas, and Thorn Whip helps control the battlefield by pulling enemies closer. Choosing cantrips that match your playstyle ensures your Druid remains useful in any situation.
Name |
Description |
|---|---|
| Guidance | The target gains a 1d4 bonus to Ability Checks |
| Poison Spray | Project a puff of noxious gas (CON Save) |
| Produce Flame | A flame in your hand sheds light in a 30ft radius and deals 1-8 Fire damage when thrown |
| Resistance | Make a target more resistant to spell effects and conditions with a 1d4 bonus to Saving Throws |
| Shillelagh | Your staff or club becomes magical |
| Thorn Whip | PUlls the target 10ft closer to you |
Druids also start with two level 1 spell slots per long rest. They can only prepare four spells out of the list of 14.
Baldur’s Gate 3 Druid spells
Druid spells in Baldur’s Gate 3 reflect the class’s deep connection to nature, offering a balance of healing, control, and elemental power. Early on, spells like Entangle and Healing Word give strong battlefield utility, while Flaming Sphere and Call Lightning add reliable damage options. Higher levels expand this toolkit with area control spells such as Wall of Fire and Insect Plague, allowing Druids to shape the fight’s flow. Every spell choice can reinforce a specific playstyle-whether focusing on support, shapeshifting, or raw elemental magic.
Name |
Description |
|---|---|
| Create or Destroy Water | Call forth rain or destroy a water-based surface |
| Charm Person | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue |
| Entangle | Create a vine surface, slowing down creatures, possibly Entangling them |
| Fog Cloud | Blind and Heavily Obscure creatures within a 15ft radius cloud |
| Goodberry | Conjure 4 magical berries that grant 1d4 hit points of healing |
| Faerie Fire | All targets within the light turn visible, and Attack Rolls against them have Advantage |
| Longstrider | Increase a creature’s movement speed by 10ft. |
| Ice Knife | Throw a shard of ice that deals 1d10 Piercing damage, and then explodes with 2d6 Cold damage in a 7ft radius circle |
| Thunderwave | Release a wafe of thunderous force that pushes away all creatures and objects for 2d8 Thunder damage (CON Save) |
| Cure Wounds | 1d8 3 healing |
| Healing Word | 1d4 3 healing |
| Enhance Leap | Triple a creature’s jumping distance |
| Speak with Animals | Gain the ability to comprehend and communicate with beasts |
| Animal Friendship | Convince a beast not to attack you (WIS Save) |
Druid subclasses
Druid subclasses in Baldur’s Gate 3 offer distinct paths that shape your spellcasting and Wild Shape options. Circle of the Moon stands out for melee combat, granting powerful beast forms like bears and elementals early on, paired with Combat Wild Shape for quick healing and bonus actions. Circle of the Land boosts spell slots and provides terrain-specific cantrips for sustained damage or control, such as firebolts in deserts. Circle of Spores taps into necrotic energy with Halo of Spores for consistent damage and fungal Wild Shapes for tankiness. Pick Moon for frontline brawling or Spores for a risky, high-reward undead twist.
At level 2, Druids choose their subclass (Circle).
Actions
All subclasses get the new Wild Shape Action that lets your druid magically assume the shape of a beast from the following list:
- Badger (Burrow into the ground)
- Spider (Enweb enemies)
- Wolf (Incite allies and Distract enemies)
- Cat (avoid attention and Distract enemies)
Circle of the Land
Circle of the Land Druids connect to the magic that flows through the earth.
Circle of the Land Druids get one additional Cantrip and the Natural Recovery Action that allows you to replenish your spell slots once per long rest.
Circle of the Moon
Circle of the Mood Druids are more focused on Wild Shape than the others. Circle of the Moon Druids have an additional Wild Shape, a Polar Bear that can Goad enemies into attacking.
While in Wild Shape, you get the Lunar Mend Action that spends a spell slot in exchange for hit points.
Circle of the Spores
Circle of Spores Druids focus on the return to the earth part of the circle of life.
You gain the Bone Chill Cantrip that deals 1d8 Necrotic damage and imposes Disadvantage on the target’s next Attack Roll. You also get the Halo of Spores (deal 1d4 Necrotic damage as a reaction) and Symbiotic Entity (gain 8 temporary hit points and deal an additional 1d6 Necrotic damage) Actions.
Circle of Stars
Added in April 2025’s Patch 8, the Circle of Stars subclass gives your Druid three constellation-themed Starry Forms to call on. The Archer deals radiant damage with its astral arrow spell attack, the Chalice focuses on healing, and the Dragon buffs your rolls.
Best Druid subclass and build in BG3
The Circle of the Moon is the best Druid subclass in Baldur’s Gate 3 for players who want to focus on shapeshifting and frontline combat. Its ability to transform into stronger beasts early on makes it far more durable in melee battles than other circles. Pair this subclass with feats like War Caster for smoother spell concentration and Alert for improved initiative. Prioritize Wisdom for spellcasting, followed by Constitution for survivability, to create a versatile build that dominates both wild shape and spell-based encounters.

When you’re creating and leveling up your Baldur’s Gate Druid, Wisdom is your most important stat (for spellcasting). After that, though, as a Druid, you have a lot of flexibility in your secondary stat. Put some points into Strength if you want to hit harder, Dexterity to be better with a bow and arrow, or Constitution if you just want to be beefier. During Wild Shape, you’ll take on all the physical stats of the animal you’ve shifted into – Strength, Dexterity, and Constitution – so your choice here won’t affect your shapeshifting abilities.
Druids choose their subclass at level 2. Circle of the Land Druids get a little extra magic, and Circle of Spores Druids have a necromantic flair, but the best Druid subclass when you’re first starting out (and for dealing the most damage) is the Circle of the Moon. That subclass adds a Polar Bear Wild Shape (and you get a Saber-Toothed Tiger a little later).
Best Druids Feats in BG3
Tavern Brawler stands out by doubling Strength modifiers on unarmed strikes and thrown objects, boosting Wild Shape forms like Owlbear for massive melee output. War Caster ensures concentration on spells such as Flaming Sphere persists through combat chaos, while Alert grants a +5 initiative to unleash Wild Shapes early. Mobile adds speed and ignores difficult terrain, letting Druids reposition freely, and Resilient (Constitution) bolsters saves against control effects.โ
Every four levels, you’ll get the option to either increase your stats or choose a Feat. Feats are special talents that add features to your character. If you’re happy with your stats and start taking Feats, nearly any feat can benefit your Druid, like:
- Athlete. Your Strength or Dexterity increases by 1, to a maximum of 20. When you are Prone, standing up uses significantly less movement. Your Jump distance also increases by 50%.
- Durable. Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
- Elemental Adept. Your spells ignore Resistance to a damage typ eof your choice. When you cast spells of that type, you cannot roll a 1.
- Heavily Armored. You gain Armor Proficiency with Heavy Armor and your Strength increases by 1, to a maximum of 20.
- Mobile. Your movement speed increases, and difficult terrain doesn’t slow you down when you Dash. If you move after making a melee attack, you don’t provoke Opportunity Attacks from your target.
- Tough. Your hit point maximum increases by 2 for every level you have gained.
- War Caster. You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range
Like we mentioned, Druids are really flexible in their play style. Just try to match the Feats to how you play.
Best feats to pair with Circle of the Moon Druid
War Caster, Alert, and Resilient (Constitution) top the list for Circle of the Moon Druids. These feats enhance concentration on battlefield control spells, boost initiative for quick Wild Shapes, and improve saves while out of beast form.โ
Core Feats
Prioritize these for frontline tanking and spell synergy in Wild Shape.
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War Caster: Advantage on concentration checks keeps Moonbeam or Flaming Sphere active during heavy hits; cast spells as opportunity attacks pre-shapeshift.โ
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Alert: +5 initiative ensures first-turn Wild Shape into Bear or Raven, avoiding enemy surprises.โ
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Resilient (Constitution): Proficiency in Con saves bolsters HP and concentration reliability, vital between shapes.โ
Level Progression Picks
Tailor feats to Druid levels for optimal scaling.
| Level | Recommended Feat | Benefit |
|---|---|---|
| Alert or ASI (Wisdom) | Early initiative or spell DC boost.โ | |
| War Caster | Lock in concentration for mid-game.โ | |
| Resilient (Con) or Savage Attacker | Survivability spike; melee crits in forms.โ |
Alternatives
Consider these for specialized playstyles.
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Sentinel: Lock down foes in tank forms like Giant Crocodile.โ
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Tough: Extra HP per level for caster form durability.โ
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Shield Master: Shove synergy with Shillelagh or beast athletics.โ
This selection maximizes Moon Druid’s Wild Shape tanking while supporting spell utility.โ
Which feats maximize Wild Shape combat effectiveness
Tavern Brawler, War Caster, and Savage Attacker best maximize Wild Shape combat effectiveness. These feats boost unarmed damage, maintain spell concentration, and amplify melee output in beast forms like Bear or Myrmidons.โโ
Top Feats for Damage
Focus on feats that enhance natural attacks and persist in Wild Shape.
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Tavern Brawler: Doubles Strength modifier for unarmed strikes, turning claws/bites into high-damage powerhouses; ideal for Patch 5+ where it explicitly benefits non-weapon shapes.โ
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Savage Attacker: Reroll damage dice for beasts, often doubling output on multiattacks (e.g., Giant Elk hooves); crit synergy shines in high-CR forms.โ
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Great Weapon Master (if accessible): Bonus action attacks on crit/kill, stacking with Wild Strike for burst potential in later forms.โ
Survivability Boosts
Keep concentration spells like Spike Growth active while tanking.
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War Caster: Advantage on concentration saves during heavy hits; pre-shapeshift opportunity spells remain viable.โโ
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Resilient (Constitution): Proficiency shores up saves between shapes, preventing early drops.โ
Optimal Progression
Pick at key levels to scale Wild Shape from early Bear to Elemental Myrmidons.
| Level | Feat Priority | Wild Shape Synergy |
|---|---|---|
| Tavern Brawler | Early unarmed scaling in Bear/Tiger.โ | |
| War Caster | Mid-game control spells persist.โ | |
| Savage Attacker | Endgame multiattacks/crits explode.โโ |
Alternatives like Sentinel add lockdown via opportunity attacks in large forms. This setup turns Moon Druids into sustained melee threats.โ
