Land Druid Build - Nature's Guardian - Baldur's Gate 3 (BG3)
Contents
Land Druid Build - Nature's Guardian
Land Druids are amazing powerhouses both from class and subclass perspectives. They may seem weak initially, especially if you come from a class like Sorcerer. However, they come with amazing versatility.
At first, I was hesitant, with the Land subclass. Well, you get some spells, that most of the other classes get, so what? Interestingly, your spells are both prepared and selected, so you can switch them when preparing for the encounter.
Cast Sleet Storm or Plant Growth and make enemies either walk slowly or skip their turns altogether. You also get a variety of control spells like Confusion, Ice Storm, and Heat Metal which can be utilized based on the situation.
And I am just beginning. You can also access Conjure Woodland Being, Conjure Minor Elemental, etc. The former allows summoning a Dryad, that can cast free Spike Growth. So with your spells and Dryad, you can have full control. Well, that's not all, the Dryad can also summon another fighter, which is a great distraction and can entangle enemies.
To top it all off you can use various beasts to Wild Shape depending on the situation. Need a heavy hitter? Go for Owlbear. Need something nimble? Take Panther or Wolf. This is amazing as you get another layer of HP. Just don't expect too much out of them as Land Druid shines when using spells.
Credits: Greg758 from BG3 Discord for ideas and improvement suggestions.
Class Contribution
So with this build, I will be doing 1 level dip for some multiclassing. To be fair, there are a few options that you can choose, based on your requirements.
11 Level Druid
So Druid is the core of this build and it comes with plenty of good stuff:
- Control spells - Druid comes with plenty of control spells - Sleet Storm, Plant Growth, Confusion, Web, etc. These are excellent options to be used to weaken foes and unlock the full potential of the party for Advantage on attack rolls.
- Summons like Conjure Woodland Being, offer additional free Spike Growth, that damages enemies and slows them down. You can also get Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning and Cold spell casters.
- Wild Shape - the iconic action of Druids allowing them to change into different animals. They are not very powerful, however, they do provide a decent layer of HP. Of course, picking something like an Owlbear is still a strong option as it can hit multiple enemies and get them Proned.
1 Level Sorcerer
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration. Moreover, this also works in Wild Shape. So you can cast control spells, and continue the fight in an animal form.
- Access to Shield, which is an excellent cheap survivability boost if the situation demands it. The +5 Armour Class is a huge boon, allowing you to avoid deadly attacks.
- Access to a variety of cantrips like Friends, which are especially useful if you are the main character, as you can win over some of the dialogues with low charisma.
- Sorcerer subclass - if you pick Storm Sorcerer you get access to Tempestuous Magic: Flight which gives a big boost in mobility after you cast a spell. On the other hand, Draconic Bloodline gives access to Draconic Resilience, together with some bonus spells like Armour of Agathys, which can work perfectly with Wild Shape.
There are other dips that I cover in the build variation section at the end of the build, but this is the one that fits my needs the best.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Druid 1 | STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
Skills: Perception, Medicine | ||
Cantrips: Shillelagh, Guidance or Resistance | ||
Recommended Prepared Spells: Healing Word, Create or Destroy Water, Ice Knife, Faerie Fire. | ||
2 | Druid 2 | Subclass: Circle of the Land |
Cantrips: Produce Flame | ||
3 | Druid 3 | Circle of Land: Underdark |
Recommended Prepared Spells: Moonbeam, Spike Growth, Heat Metal, Enhance Ability. | ||
Scribe Spells: Cloud of Daggers |
||
4 | Druid 4 | Cantrips: Thorn Whip |
Feat: Ability Improvement +2 Wisdom or War Caster: Concentration. | ||
5 | Druid 5 |
Circle of Land: Desert or Mountain |
Recommended Prepared Spells: Sleet Storm, Call Lightning, Plant Growth | ||
6 | Druid 6 | - |
7 | Druid 7 | Circle of Land: Underdark |
Recommended Prepared Spells: Conjure Woodland Being, Grasping Vine, Confusion, Ice Storm | ||
8 | Sorcerer 1 (respec as first level) |
Cantrips: Friends, Minor Illusion, Mage Hand, Blade Ward |
Spells: Shield, Magic Missile/Mage Armour | ||
Subclass: Storm Sorcerer | ||
9 | Druid 8 | Feat: Dual Wielder, Alert or Ability Improvement +2 Wisdom |
10 | Druid 9 | Circle of Land: Arctic or Swamp |
Recommended Prepared Spells: Conjure Elemental, Insect Plague. |
||
11 | Druid 10 | Cantrips: anything |
12 | Druid 11 | Recommended Prepared Spells: Heroes' Feast, Sunbeam |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Land Druid build. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.
Race | Features | Description |
---|---|---|
Halfling | The best option for Concentration heavy builds. As you will be using Sleet Storm, Web, etc. Avoiding its cancellation will be a huge boon. Of course, this does have negative aspects of lower movement speed while in Wild Shape. | |
Wood Half-Elf |
|
It comes with improved movement speed and Shield proficiency, which is especially useful early in the game. |
Wood Elf |
|
It comes with improved movement speed which bonus also works in Wild Shape. |
Class
Overview | |
---|---|
Druid | |
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms. | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
You can choose two options for the 1st level. You will be able to pick more later on.
Cantrip | Description |
---|---|
Guidance | Pick this if you do not have a cleric in the group. This is the most useful cantrip in the game that helps with almost all ability roll checks. |
Shillelagh | It is a good early game, damage cantrip, but it requires you to enter melee range. Perfect for an early game. |
Resistance | It can be used in a situation where you do not have a way to effectively attack. Use this to buff yourself or a party member. Be careful as it will cancel any other spell concentration. |
Prepare Spells
I will cover my recommended prepared spells to include for each Spell level. Pick the ones that are interesting or fit your playstyle.
Spell | Description |
---|---|
Healing Word | Excellent spell for the early game, where you might need an instant recovery of an ally. However, it loses value on Druid as you progress. |
Create or Destroy Water | One of the S-Tier spells, that is good to have in your arsenal. You can use it to weaken enemies for Ice and Lightning spells. |
Ice Knife | Excellent spell early in the game, that can deal decent damage and apply Ice surfaces for enemies to slip. |
Faerie Fire | Excellent early game spell, where getting Advantage for your party members might be difficult. Use this to improve their hit chances. In the mid-game, I would remove this. |
Longstrider | If you do not have another buffer in the group, having this spell is a great way to improve your and allies' movement speed. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Wisdom.
Background | Skills | Description |
---|---|---|
Guild Artisan | Insight Persuasion |
A great choice, especially as you also get persuasion for better dialogue outcomes. |
Folk Hero | Animal Handling Survival |
Useful choice, that gives two wisdom-related skill proficiencies. |
Acolyte | Insight Religion |
A somewhat mixed bag. Insight is good, for some game situations, but religion is not related to many impactful things. |
Abilities
Now let's take a look at the abilities of the Land Druid build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 8 | Not relevant for the build. |
Dexterity | 16 (15+1) | Very important ability. It will give a higher Armour Class and improve initiative, allowing you to go earlier in combat. |
Constitution | 15 | You could also leave this at 14. However, with Ability improvement you could round this to 16 and wisdom to 18 if not using Auntie Ethel Hair. This would leave you very effective in sustaining spells. |
Intelligence | 8 | Least important stat for the build. |
Wisdom | 17 (15+2) | The main spellcasting ability of Druid. If you do not plan on getting Auntie Ethel's Hair, I would still leave it at 17 and round it with Ability Improvement Feat. |
Charisma | 8 | If you will leave Constitution at 14, put the 2 points here. Otherwise, leave it at 8. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Wisdom-related.
- Perception
- Insight
- Medicine
- Survival
- Animal Handling
Leveling Progression - Levels 2-12
Here is the detailed progression for the Land Druid to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Subclass
Now you are ready to pick the subclass. As you can expect:
Overview | |
---|---|
Circle of the Land | |
Features | |
Wild Shape Charge | Allows transforming into a beast using Wild Shape. |
Wild Shape | Take the form of an animal. As you progress to higher levels, new options are unlocked. |
Natural Recovery | Excellent way to restore spell slots, to extend the combat capabilities for the next encounter. |
Cantrips
Spell | Description |
---|---|
Produce Flame | Excellent cantrip that can be used both to deal damage and light up dark areas. |
Level 3
First level 2 spells become available
Circle of the Land
This is a unique feature to land druids giving additional spell access besides the one in the prepared list. Generally, I recommend taking those picks that have spells that you cannot prepare.
Options | Description |
---|---|
Underdark | Accessing both Web and Misty Step are excellent spell options. The latter gives much-needed mobility while not in wild shape form. |
Prepare Spells
As second-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
Spell | Description |
---|---|
Moonbeam | Excellent spell, that can be reused multiple times during a fight, saving spell slots. |
Spike Growth | This can be used to make enemies slow down and get damage in the meantime. After you obtain Conjure Woodland Being, this becomes somewhat redundant as Dryad can cast it for free. |
Heat Metal | Very useful control spell, for the early game. You can use it to make targets drop their weapons, disabling some very strong early-game opponents. |
Enhance Ability | Usually, I reserve this spell for Bard. However, if you do not have it, Enhance Ability can be a lifesaver in important ability checks. |
Level 4
Now, you get some other great choice picks - the first feat is unlocked.
Cantrips
Spell | Description |
---|---|
Thorn Whip | Did not use it much, but could be useful in some situations where you could pull enemies closer to your group. |
Feat
Feat | Description |
---|---|
Ability Improvement | Get +2 Wisdom, as this is Druid's main spellcasting modifier. For now, I do not recommend anything else even if you are heavily shapeshifting. |
War Caster: Concentration | There is a case for the War Caster feat. At least, until you obtain the Sorcerer multiclass as this Concentration advantage will make it difficult for enemies to cancel your spells. |
Level 5
Level 5, is a big step for any caster and especially Druid. Not only do you unlock level 3 spells, but get improvements to the Wild Shape forms.
Feature | Description |
---|---|
Wild Strike | Allows making a second attack with Wild Shape transformation. |
Circle of the Land
This is a unique feature to land druids giving additional spell access besides the one in the prepared list. Generally, I recommend taking those picks that have spells that you cannot prepare.
Options | Description |
---|---|
Arctic | Although Haste is not a spell that would be the most efficient use for Druid, it is still a good option to have. |
Desert | Hypnotic Pattern is an excellent control spell that can outright disable groups of enemies. It does work on allies, so be careful. |
Mountain | Both of the spells here are not accessible to Druid. However, Lightning Bolt is an excellent pick especially if you are using Create or Destroy Water. Or you want just a strong blasting spell that does not use Concentration. |
Prepare Spells
As third-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
Spell | Description |
---|---|
Sleet Storm | This spell is a sleeper and is overlooked by many people. It is ridiculously strong, allowing you to make enemies skip their turns as they fall. Follow up with attacks with allies for Advantage. Use it together with Hunger of Hadar to create the ultimate trap for your foes. |
Call Lightning | If you need a blaster spell, this is a great option, however, it will require Concentration, so be careful not to cancel other spell effects. Also, Call Lightning deals double damage on wet enemies. It works similarly to Moonbeam, which could be replaced once you get it. |
Plant Growth | This spell does not use any concentration spell and can slow down enemies to a stop. It can also work well in Hunger of Hadar, making foes just barely move. |
Level 6
This is a major step for Druid. You unlock a few class features, that will pair well with terrain control spells:
Feature | Description |
---|---|
Land's Stride: Difficult Terrain | You can now easily move on that difficult terrain that you can summon |
New Wild Shape options are unlocked:
Action | Description |
---|---|
Wild Shape: Panther | Can become invisible and attack with bonus damage. |
Wild Shape: Owlbear | The most powerful wild shape in my opinion. Owl Bear has a decent attack with bonus action, and tons of HP and can be used to crush enemies. |
Level 7
Level 4 spells are unlocked and some of them give unique Druid aspects.
Circle of the Land
To be fair, I would pick any of the choices here. Check the next section on recommended spells. Druid can prepare all of them except one:
Options | Description |
---|---|
Underdark | Greater Invisibility can be situationally useful. If you have a character that has high stealth rolls, this can be used to make them kill enemies without ever being detected. If not, just take any other option. |
Prepare Spells
Level 4 spells are plentiful and all of them bring something unique, here are my picks:
Spell | Description |
---|---|
Conjure Woodland Being | This spell is almost a mandatory pick. The Dryad can cast Spike Growth for free. It can also summon a special beast, that can Entangle and act as a decoy. |
Grasping Vine | Although it may not seem special, the spell only costs bonus action and has no Concentration requirement. It's a perfect control addition to an already strong arsenal of Land Druid. |
Confusion | One of the most powerful control spells, that can outright win encounters for you. |
Ice Storm |
Deals decent damage, but most importantly create Ice surfaces that will leave enemies Prone. |
Wall of Fire | A very strong spell, that if placed correctly can destroy foes. It does hit them multiple times - at your and your enemy's turn. |
Blight | This spell can be used for free with the special effect of Staff of Cherished Necromancy. |
Level 8 - respec for Level 1 Dip
Now, I recommend doing a respec if you plan on taking level 1 dip for Sorcerer or any other class. I will be taking Sorcerer, as I do not see a need for a third feat. So from level 1, take Sorcerer. Here are a few reasons:
- Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells while being hit.
- Access to defensive spells.
- Have the correct spellcasting modifier on items, which depends on the last class taken via multiclassing (it will be Druid).
Class
Overview | |
---|---|
Sorcerer | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Take those cantrips that do not rely on damage as they will be using the Charisma modifier, which will be low for Druid.
Cantrip | Description |
---|---|
Friends | If you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during rolls. |
Blade Ward | Can be useful in some situations, where you do not have a use for your action and you are out of spell slots. |
Minor Illusion | You can use this cantrip to pull enemies together before an encounter. |
Spells
Spells | Description |
---|---|
Shield | Very good spell that can ensure +5 Armour Class giving a good survivability boost. |
Magic Missile | I recommend this spell. It is not very powerful, but it can hit multiple enemies and does not miss. You can easily finish off a straggler with a few HP and damage the second foe. The missiles scale with higher spell slots, and are useful throughout the game. |
Mage Armour | This spell will give 13 Armour Class. Pair this with a dexterity bonus and you have 16 Armour Class at the start of the game. It's more than a heavy armor user. Moreover, getting a shield will also net 18. Only take this with Storm Sorcerer, Draconic Bloodline does not need it |
Subclass
Subclass | Description |
---|---|
Draconic Bloodline | Draconic Bloodline is perfect if you want free Mage Armour and access to spells like Armour of Agathys from your Dragon Ancestor. Otherwise, at level 1 it does not give anything unique. |
Storm Sorcerer | The Tempestuous Magic: Flight feature is a good addition, giving improved mobility and a way to use bonus action effectively in some specific situations. |
My recommended pick:
Overview | |
---|---|
Storm Sorcery | |
Features | |
Tempestuous Magic | After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. |
After you are done picking Sorcerer, multiclass back into Druid and go through levels 1-7:
Level 9 - Druid Lv 8
The main highlight of this level is the feat.
Feats
Now you have plenty of choices here that you can pick based on your preferences.
Feat | Description |
---|---|
Alert | I think having one caster in a party who can always go first is important, especially on Honour Mode. |
Dual Wielder | Generally, this is mandatory on any caster as there are really good spellcasting weapons. However, if you are wildshaping often, the bonus Spell Save DC may become redundant. I would also skip this if you have another caster like Sorcerer in the group. |
Ability Improvement | If you have started with 16 Wisdom, because you have no access to Auntie Ethel's Hair, then second +2 Wisdom is a good boost. |
Level 10 - Druid Lv 9
Now you get access to level 5 spells.
Circle of the Land
To be fair, I would pick any of the choices here. Check the next section on recommended spells. Druid can prepare most of them with a few exceptions:
Options | Description |
---|---|
Arctic | Cone of Cold is an excellent spell that allows dealing substantial damage on wet enemies. Druid cannot access it otherwise. |
Swamp | Offers two great area control spells - Cloudkill and Insect Plague. These can then be used with other actions like Plant Growth for total battlefield control. Cloudkill also works well with the next level's feature Nature's Ward. |
Prepare Spells
Compared to previous levels, there are fewer spells to pick and even fewer that I think are useful. However, they are still worthy of consideration.
Spell | Description |
---|---|
Conjure Elemental | With level 5 spell slots, this spell is okay. But it starts shining once you get access to Level 6 spell slots. You can then summon Conjure Elemental: Water Myrmidon which can cover the whole area in water. You know what comes next? You or your party members can use Cold or Lightning spells to shred everyone to pieces. |
Insect Plague | If you did not obtain this one from the Circle of Land picks, it is a perfect choice. These locusts deal a good amount of damage, and can also work together with other control spells like Spike Growth or Plant Growth. |
Greater Restoration | Nothing spectacular, however, there are a few situations where removing curses can help. |
Level 11 - Druid Lv 10
This level is important as you will get some subclass features which will also greatly improve Wild Shape.
Feature | Description |
---|---|
Improved Wild Strike | Gives your wild shape forms a third attack, which is a huge improvement. Not many other classes get access to this. |
Nature's Ward | Remember, you obtained Cloudkill? Well, this passive feature works well with it. In addition, you get some other good resistances. |
Wild Shape: Dilophosaurus | Another Wild Shape form to pick from. |
Cantrips
To be fair, pick anything, you already have everything covered that is needed for Land Druid.
Level 12 - Druid Lv 11
The last level gives access to level 6 spells from the Druid spell list.
Prepare Spells
Level 6 spells offer some good additions. Pick based on your preference and test them out after each long rest.
Spell | Description |
---|---|
Heroes' Feast | This may seem a bit disappointing, however, as Druid gets multiple summons, each of them would get buffed by this. Moreover, you gain an advantage on Wisdom saves, and the strongest spells in the game target this ability. |
Sunbeam | Although it is not a groundbreaking spell, it deals decent damage, can target multiple enemies, and makes them blind. The most attractive part is that it can be recast without expending another spell slot. |
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Wisdom if you pick this choice.
- Feat - Ability Improvement - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
This will allow you to reach 22 natural Wisdom.
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus | Another good choice that allows to better maintain spell Concentration. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert this becomes redundant. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. Sadly, they do not work well with Wild Shape, so most of them should used in normal form or just skipped.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers.
Illithid Power | Type | Description |
---|---|---|
Favourable Beginnings | Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. |
Psionic Backlash | Base | A decent use for reaction to deal some bonus psychic damage. |
Ability Drain | Base | This power works in Wild Shape, making it excellent for weakening enemies. |
Cull the Weak | Base | Can help to kill an enemy faster if it is left with a few HP. |
Displace | Base | While in Wild Shape: Owlbear form you can easily knock back enemies, which can result in them receiving additional psychic damage. |
Illithid Expertise | Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. |
Black Hole | Elite | One of the most powerful illithid powers, that works well with Druid's area control spells. |
Mind Sanctuary | Elite | Extremely strong action that can be used by your allies. |
Freecast | Elite | Remove the cost of spell slots or charges. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Land Druid Build. Items are especially important as they take the build to the next level thanks to their unique effects.
The main aspect of Druid is that they can wear both Light and Medium Armor. Generally, I would recommend robes with Spell Save DC. If you cannot use those, then take something sturdier.
The biggest downside with Druid is that much gear works both in normal and in Wild Shape form. Also, some spells like Moonbeam don't work with some radiant items, making it not as powerful as it could be.
Act 1
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | Melf's First Staff | The best staff for caster in Act 1 as it gives bonus Spell Save DC, improving spell success. |
The Spellsparkler | If this is free, you could use it to get some bonuses from The Protecty Sparkswall armor. | |
Torch | Do you think I am joking? Fortunately, no. With Shillelagh spell this becomes one of the strongest early-game weapons able to surpass in damage all two-handed weapons. You can even dual-wield these. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat. I recommend this for the early games, as you will have low dexterity. |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. This is a great way to get some bonus damage, especially if you cannot reach the target. | |
Head | The Shadespell Circlet | The only truly relevant headwear for Act 1. There are other options but they are just side bonuses. |
Cloak | - | Nothing really of note here. |
Armor | The Protecty Sparkswall | The best caster armor in Act 1. |
Githyanki Half Plate | The most relevant early-game armor, that you can take from Lae'zel | |
Gloves | Bracers of Defence | The +2 Armour class is a big boost especially if you do not have access to a shield. |
Gloves of Dexterity | To be fair these gloves can be a decent option if they are free. You will get a bonus Armour Class from increased Dexterity. | |
Winter's Clutches | These gloves can be useful when using spells like Ice Knife and later Ice Storm. Although this is not a dedicated Cold build the Encrusted with Frost effect is very useful for weakening enemies and getting them prone. | |
Boots | Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Misty Step to increase that mobility. |
Boots of Stormy Clamour | This is a very powerful item, however, I would only wear it if you do not have another dedicated controller like Cleric or Sorlock. | |
Boots of Speed | Excellent boots, although I would leave them for frontline character if their slots are free. Can be used to avoid getting hit while running away. | |
Amulet | Amulet of Branding | I like this amulet as it gives another use for bonus action, which can be epxloited by your allies. |
Pearl of Power Amulet | Can be used to restore spell slots | |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Ring of Protection | The best option for Act 1. The bonus Armour Class is a great boost for survivability. |
The Whispering Promise | I would say there is a niche use of this early in the game when you can cast Healing Word with bonus action to buff your allies. |
Act 2 - mid-game
For Act 2, you will be dropping that heavy armor for some great medium ones. Some of the items will still be the best ones even if they are from Act 1.
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | - | use the ones from Act 1. |
Ranged | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. Otherwise, stay with bows from the previous act. |
Head | Fistbreaker Helm | The best caster headwear in Act 2. |
Coldbrim Hat | Although this works only once per turn, it works well with spells that target Dexterity like Sleet Storm. | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
Fleshmelter Cloak | Deal additional damage to the attackers. | |
Armor | Yuan-ti Scale Mail | If you need a higher Armour Class and The Protecty Sparkswall is taken, this is a perfect alternative. |
Robe of Exquisite Focus | You can wear this if The Protecty Sparkswall is taken. | |
Gloves | - | Specifically, for the Land Druid build, Act 2, does not bring many options. So reuse gloves from Act 1. |
Boots | Disintegrating Night Walkers | The boots are still the best ones you can equip. |
Evasive Shoes | Optional boots if you need a little bit more Armour Class. | |
Boots of Striding | I recommend these shoes if you use Wild Shape heavily. This will allow you to walk on the ice surfaces that you can create with Sleet Storm. | |
Amulet | Amulet of the Harpers | Allows casting a Shield spell, and can be a lifesaver if attacked heavily for one turn. |
Rings | Eversight Ring | If you have a Darkness party, or members who use this spell, being able to see inside, can make you extremely sturdy. |
Ring of Mental Inhibition | Excellent ring, that you can activate its effects with your control spells. | |
Ring of Twilight | Improves Armour class while obscured, also works in Wild Shape. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
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Melee (One-Handed) | Markoheshkir | The most powerful stave in the game. If it is free, feel free to use it and activate relevant Kereska's Favour based on the spells you use. My favorite picks are Frost of Dark Winter and Bolts of Doom. |
Staff of Spell Power | Very powerful stave that also gives access to Arcane Battery, giving a free (including level 6) spell cast. | |
Staff of Cherished Necromancy | The staff can be used to cast Necromancy spells for free. One of them is Blight. | |
Woe | Gives additional effects like healing. | |
Ranged | Hellrider Longbow | The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
Head | Hood of the Weave | The best caster headwear, that gives +2 Spell Save DC. |
Helldusk Helmet | The helmet can be used to be able to see in Darkness if your group utilizes this spell. | |
Shapeshifter Hat | Mentioning this as a goodwill. To be fair, I find the additional charge not as important, especially when long resting in Act 3 is easy. | |
Cloak | Cloak of The Weave | The best cloak in the game for casters. |
Cloak of Displacement | Great way to avoid attacks and reduce the chance of enemy attacks landing. | |
Armor | Armour of Landfall | One of the best caster items in general, as it gives Constitution Saving Throw an advantage, resulting in less spell cancelation. Moreover, it improves Spell Save DC. |
Robe of the Weave | Gives bonus Armour Class and improves Spell Save DC. | |
Gloves | Helldusk Gloves | Gives bonuses to Spell Save DC, which will increase spell success chance. |
Quickspell Gloves | Allows casting spells with bonus action once per short rest. | |
Boots | Helldusk Boots | You can avoid failing a saving throw, which might break your concentration using a reaction. |
Bonespike Boots | Gives bonus armor class and increased saving throw rolls. | |
Amulet | Amulet of The Devout | This amulet is in high demand, I would recommend it on cleric, if you don't have one, then put it on the Druid. |
Spellcrux Amulet | It allows restoring spell slots easily. | |
Fey Semblance Amulet | It gives a huge bonus against most control spell effects, reducing the chance that their effects would land. | |
Rings | Ring of Feywild Sparks | This ring has a hidden bonus of +1 Spell Save DC. Use it if you don't have any other dedicated casters like Sorcerer. |
Ring of Mental Inhibition | The ring is still an excellent option for applying negative status effects. | |
Eversight Ring | It can be used if you have the Darkness effect party setup and need to see in magical darkness. |
Build Mechanics
In this section, I would like to dive deep into how to play the Circle of Land Druid. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to effectively use the build.
Using different area Control spells
The interesting part of Land Druid is that it has access to plenty of area-of-effect spells. For example, you can use two types of controls, one for the air and another for the ground. So for example - Plant Growth and Insect Plague, making the area inaccessible and enemies getting destroyed.
The strongest combo in my opinion would be Sleet Storm together with Hunger of Hadar (that you need Bard or Warlock to cast). This outright makes enemies skip their turn and get damaged by the killing of dark clouds.
So the main two categories:
- Ground - Sleet Storm, Spike Growth, Plant Growth, Ice Storm, Grasping Vine (be careful as it can get damaged by air effects), and so on
- Air - Insect Plague, Cloudkill, Hunger of Hadar (obtained from other class)
Sanctuary + Moonbeam
Although this applies if you were multiclass into cleric, I still wanted to mention this combo. It allows you to cheese most of the fights while you stay safely under the Sanctuary effect. Then use Moonbeam to move it around and damage enemies.
Wild Shapes forms
Although Druid can pick various Wild Shape forms, I mostly use Owlbear. It is great because you can turn into it and already attack using bonus action. This attack also can Prone enemies, giving your allies attack roll advantages.
Another important aspect is that these forms give a new layer of HP, making Druid extremely sturdy multiclass. The negative aspect is that most of the bonuses from gear do not translate into the animal form.
These forms also retain spell concentration, so you can have something like Sleet Storm active, while you pummel your foes with Owl Bear form.
But remember, they do not replace your casting capabilities, and by using them you are sacrificing some of your potential. Still, I liked using them when I wanted to save spell slots, or on some simple fights.
Maximizing Companion amount
Druid can summon plenty of minions that result in its small army. This can become tedious to manage, but they do offer plenty of bonuses and distractions for enemies.
- Conjure Minor Elemental - either Mud or Ice Mephits
- Conjure Woodland Being - summons a Dryad, that has free Spike Growth.
- Drayd's special action Fallen Lover, summons a Wood Woad to fight by your side.
- Conjure Elemental - summoning one of Myrmidons especially Water can cover the whole battlefield in Water, making enemies weak to Ice and Lightning.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- You can use a simple Torch with Shillelagh to deal more damage than all of the early-game weapons.
- Early in the game, you can use Healing Word together with The Whispering Promise ring, to buff up your allies using bonus action.
- Cast control or Concentration spells like Faerie Fire, Spike Growth, etc. On the next turn, you can either go attack with another offensive spell that does not use Concentration like Ice Knife. Or use Wild Shape to turn into a beast to attack on the next turn.
- On the other hand, if an encounter is pretty easy, you can cast Moonbeam and use it to pick off weak foes each turn, saving spell slots.
- Once your concentration slot is filled, you can use Plant Growth which does not use it, and will further slow down foes, to be picked down by your companions.
Late Game Combat
For the late game, Land Druid gets a wider variety of control spells and can summon better beings and elementals, which can be huge lifesavers:
- Now you will have a wider variety of casting options. For example, Grasping Vine has been buffed up recently, and it does not use a concentration slot. It can be utilized with other control spells to disable groups of enemies.
- Conjure Woodland Being - already mentioned, this is an amazing summon, that can cast Spike Growth for free. This saves you a spell slot, and you can follow up with something more deadly like Insect Plague.
- The top dog is Conjure Elemental: Water Myrmidon which is available once you have access to level 6 spell slots. This can cover the area in water, and apply wet status. Do you know what to do next? Cast lightning or ice spells with double damage, both yourself and with allies, to clear encounter in one or two turns.
- Confusion is one of my personal favorites, and you can use it together with the already-mentioned Plant Growth or Grasping Vine.
- Heroes' Feast can be used to buff you, your summons, and your allies with a significant HP increase. Moreover, it gives resistance and other goodies, making late-game encounters easier.
- Wild Shape is still relevant and you can now hit 3 times with the main attack. Of course, your late-game spells have big opportunity costs, so I would only use animal forms if it's an easier encounter.
Build Variations
There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.
Setup | Description |
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With this setup, you gain access to Sanctuary which you can combine with Moonbeam. |
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This is a Lightning-focused build, that is mainly there as a caster. The cleric gives access to Destructive Wrath and Sanctuary, which can be used to outright cheese most of the game encounters. |
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Another Druid/caster-focused build, but this time you obtain Metamagic: Quickened Spell that will allow casting strong spells with bonus action. |
Conclusion
Thank you for reading the best Land Druid build for Baldur's Gate 3. This is an extremely versatile build that I had a lot of fun making. It offers strong area control, plenty of summons and unique Wild Shape action to turn into animals with another layer of HP.
Cheers!
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