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Baldurs Gate 3 Guide, Walkthrough by gamepressure.com

Baldurs Gate 3 Guide, Walkthrough

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Baldur's Gate 3: Best Druid Spells Baldurs Gate 3 guide, walkthrough

Wondering what spell set to arm your Druid with? This guide will help you decide.

Last update: 03 August 2023

Druids are powerful magic users with a special, close relationship with the forces of nature. This class gains access to a wide repertoire of offensive, defensive, and utility spells. The following list will help you choose the right spell for the right occasion.

Druids, like Clerics or Mages, prepare their spell repertoire from the list available to them every day. This means that you are able to manage the spells you have available for you during a given period, depending on the upcoming challenges of the day.

Cantrips - Baldurs Gate 3: Best Druid Spells - Druid - Baldurs Gate 3 Guide, Walkthrough

The best offensive spells for the Druid

Cantrips:

  1. Summon Flame (Produce Flame) - The Druid creates a flickering flame that illuminates the space. You may then throw this type of projectile dealing 1d8 damage on hit. An immediate throw after creation doesn't consume an action, but holding the flame for subsequent turns will require actions to throw it at enemies.
  2. Shillelagh - A useful spell that transforms the club or staff wielded by a Druid into a magical weapon dealing 1d8 2 damage. Additionally, the ability responsible for casting spells in a Druid (Wisdom) is used during attack rolls. A mandatory part of the repertoire for a hero using blunt weapons.
  3. Poison Spray - a cantrip that deals impressive (especially in the early stages of the game) 1d12 poison damage.
  4. Thorn Whip - the enemy takes 1d6 damage on hit and is pulled 3 meters towards you. A skill that is useful for controlling the combat field in addition to forcing a specific set-up of the opponents.

Level 1 spells:

  1. Thunderwave - a powerful wave deals 2d8 damage to enemies from sound and pushes them away from the hero. A useful spell when you need to force your opponent to extend the gap. Goals that pass the constitution test will still receive half damage.

Level 2 spells:

  1. Flaming Blade - A spell that creates a magical, burning saber dealing 3d6 damage upon hitting an enemy. Weapons can be freely taken up and holstered by the Druid and remain active until a long rest. This type of weapon may be useful when the Druid is forced fight directly.
  2. Flaming Sphere - an area-based, fiery zone dealing 2d6 fire damage. It can also be used to illuminate the darkness. The uninterrupted spell will last for 10 turns, but like many similar spells, Fireball requires the caster to maintain concentration.
  3. Moonbeam - Another area spell dealing up to 2d10 damage to creatures within. As part of the action, the Druid can move the zone by 18 meters.

Level 3 spells:

  1. Call of Lightning - an offensive spell that deals 3d10 damage to targets within range. By maintaining concentration, Druid is able to summon another deadly lightning bolt without using another spell slot. This spell is particularly useful against soaked opponents, as a wet target receives double damage from electricity.

The best defensive and support spells for the Druid.

Level 1 spells:

  1. Entangle - the area of the spell's effect becomes densely overgrown, which slows down the creatures within it. Enemies who fail their Dexterity saving roll become entangled and immobilized.
  2. Faerie Fire - a magical light reveals previously invisible enemies and offers an advantage on attack rolls against them. Especially useful when facing monsters that are hard to see or in dark environments.
  3. Healing Word - a basic healing that spell recovers 1d4 health points. Its utility comes from the fact that it works at a line of sight distance, and can also be activated in a bonus action. Extremely useful in a critical situation where the team's main healer falls.
  4. Longstrider - A Druid or his ally receives a movement bonus (3 meters) until the next long rest.
  5. Create or Destroy Water - The Druid summons rain or dries up a certain area. It's worth remembering that wet enemies receive double damage from frost and electricity.

Level 2 spells:

  1. Immobilizing a person (Hold Person) - a creature that doesn't pass the saving throw on Wisdom becomes paralyzed, and cannot take actions or move. However, the spell requires the Druid to maintain concentration.
  2. Protection from Poison - the target is instantly cured from the negative effects of active poisons, receives an advantage on saving throws against subsequent poisonings, and also gains resistance to poison damage. The effect lasts until a long rest.
  3. Mirror Image - creates 3 illusory copies of the Druid, which are distracting the opponent. Each duplicate increases Armor Class by 3. Available after selecting Circle of Mountain Spells at level 3 (sub-class of the Earth Circle).

Level 3 spells:

  1. Plant Growth - a chosen area becomes covered with lush vegetation, and any units within its range move at 1/4 of their original speed.
  2. Sleet Storm - A severe storm that extinguishes fires and creates an ice layer over a selected area. Creatures within range lose concentration. A spell useful during encounters with other magic users.
  3. Haste - the target is accelerated, gaining an additional 2 armor points, an advantage on Dexterity rolls, double movement speed, and able to take an additional action during their turn. However, it should be remembered that when the spell ceases to have effect, the previously accelerated unit becomes tired - for 1 turn, and he cannot move or take actions. A spell available for the Earth Circle Druid, who at level 5 chooses the Arctic Circle of Spells.

The best utility spells for the Druid

Cantrips:

  1. Guidance - the ally receives a 1d4 bonus on rolls related to the chosen ability.

Level 1 spells:

  1. Goodberry - The Druid creates 4 fruits that restore 1d4 health points. Berries can also serve as provisions while your party is in the camp (providing one unit of Camp Supply).
  2. Jump - the target's jump range is tripled. Useful when you want to get to a hard-to-reach place or during a fight for dynamic movement.

Level 2 spells:

  1. Pass without Trace - the hero and his companion gain a massive bonus of 10 to their Stealth rolls. Incredibly useful when you want to sneak somewhere unnoticed with the entire team.
  2. Enhance Ability - The target receives advantage on rolls related to the chosen trait. Useful during rolls when you want to reduce the probability of failure.
  3. Seeing in the Dark (Darkvision) - the creature receives the gift of seeing in the dark within a 12 meter range. A useful spell when a companion lacks the natural ability to see in the dark.

Level 3 spells:

  1. Daylight - a selected object is filled with burning light, which glow disperses darkness, including the magical ones.
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