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Druid
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Main Page > Character Creation > Playable Classes > Druid
"Druids channel the elemental forces of the nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts all over the Realms."
Druid is one of the Playable Classes of Baldur Gate's 3. Druids are closely attuned with nature and the animals that live in it. They ultilize the power of nature to cast Spells and have the ability to transform into various creatures. Druids use Wisdom as their primary ability score.
Class Information
Hit Points
- Level 1 Maximum Hit Points:
8 + Constitution Modifiers
- Hit points at higher levels:
5 + Constitution Modifiers
- Hit points at higher levels:
Class Features
- Spellcasting:
- Spellcasting Ability:
Wisdom
- Spellcasting Ability:
- Saving Throws Proficiency:
Wisdom, Intelligence
- Armors Proficiency:
Light Armors, Medium Armors
- Shield Proficiency
- Weapons Proficiency:
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Skills
Level 1 Proficiency Bonus: +2
- Inherited Skills: Granted by Races and Backgrounds
- Skills with Proficiency (Choose 2):
- Skills without Proficiency:
Level Progression
"Through experience, you acquire new power. You gain the following trait:"
Level 1
- Level 1 Spell Slots Unlocked: You gain two Level 1 Spell Slots
- Cantrips (Choose 2):
- Choose a number of Prepared Spells =
1 (Druid's level) + Wisdom Modifier
(minimum of 1 spell):
Level 2
- Level 1 Spell Slots Unlocked: You gain an additional Level 1 Spell Slot
- Choose a number of Prepared Spells =
2 (Druid's level) + Wisdom Modifier
(minimum of 1 spell): - Wild Shape
- Subclass (Choose a subclass):
Circle of the Land | Circle of the Moon |
Level 3
- Level 1 Spell Slots Unlocked: You gain an additional Level 1 Spell Slots
- Level 2 Spell Slots Unlocked: You gain two Level 2 Spell Slots
- Choose a number of Prepared Spells =
3 (Druid's level) + Wisdom Modifier
(minimum of 1 spell):
1st Level Spells | 2nd Level Spells |
---|---|
|
- Circle Spells (Circle Of The Land): Gain access to Spells associated with the Land that you became a Druid in (even if those Spells are not Druid Spells), these Spells are always Prepared and they do not count against the number of Spells you can Prepare.
- Artic: Hold Person, Spike Growth
- Coast: Mirror Image, Misty Step
- Desert: Blur, Silence
- Forest: Barkskin, Hold Person
- Grassland: Invisibility, Pass without Trace
- Mountain: Mirror Image, Spike Growth
- Swamp: File:Melf's Acid Arrow.jpg Melf's Acid Arrow, Darkness
- Underdark: Web, Misty Step
Level 4
- New Feat (Choose 1)
- Cantrip (Choose 1):
- Level 2 Spell Slots Unlocked: You gain an additional Level 2 Spell Slots
- Choose a number of Prepared Spells =
4 (Druid's level) + Wisdom Modifier
(minimum of 1 spell):
1st Level Spells | 2nd Level Spells |
---|---|
- Subclass Features: New Wild Shape!
Circle Of The Land | Circle Of The Moon |
---|---|
Druid Spell List
Cantrips | 1st Level Spells | 2nd Level Spells |
---|---|---|