Spore Druid Build - Sporekeeper - Baldur's Gate 3 (BG3)
Contents
Spore Druid Build - Sporekeeper
So the Spore Druid was the hardest build to make of all Druids. The main reason is that its features, are pretty hard to utilize fully for a caster, especially when the class already has plenty of good spells.
Still, Spore Druid does offer a unique playstyle in my opinion, thanks to its features. You will be able to boast a small army of summons - skeletons, fungal zombies, dryad, and elementals. This does come with some pros and cons, but you should still get an enjoyable setup.
That's not all, Circle of Spores has a special mechanic Symbiotic Entity. This makes Spore Druid tanky, with a significant layer of temporary HP. To top it off you will get a necrotic damage rider, but as a spellcaster, it is mostly redundant. Sure you can use it on off-hand hand crossbow attacks or Shillelagh, but this is effective mostly in Act 1.
Symbiotic Entity is also followed by Halo of Spores giving a unique reaction, able to deal 2d6 damage, and sometimes finish off foes if your spells cannot do that.
So as you can see, Spore Druid does offer something unique, on top of the already versatile Druid class. Even if you will not utilize these features, the base class gives plenty of control and damage spells to make this a worthwhile pick for your playthrough.
Class Contribution
The build can be made as a pure, with access to 3 feats, or take a dip in one of a few classes. I prefer Sorcerer as you will use plenty of Concentration spells and Constitution Saving Throw proficiency helps with that immensely.
11 Level Druid
So Druid is the core of this build and it comes with plenty of good stuff:
- Control spells - Druid has plenty of control spells - Sleet Storm, Plant Growth, Confusion, etc. These are excellent options 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.
- As Spore Druid, you can access multiple fungal zombies via Fungal Infestation. They cost reaction to summon and are free meat shields.
- Symbiotic Entity - the unique feature of Spore Druid, giving a layer of temporary HP based on Druid level and providing additional damage rider on weapon attacks.
- Halo of Spores, is an interesting action accessible for Spore Druids. You can deal additional damage using your reaction. This can help you finish off some foes in case you or your allies cannot do that.
- Wild Shape - sadly, this Druid feature does not work with Symbiotic Entity, so in my opinion you should forgo it, or go with another subclass if you want to use it.
1 Level Sorcerer
This is an optional dip if you do not need more than 2 feats.
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration.
- Access to Shield spell that can be situationally good. However, as Spore Druid, you already have plenty of uses for your reactions.
- Depending on your subclass you can access Tempestuous Magic or Draconic Resilience, for additional boosts and actions.
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 Spores |
3 | Druid 3 | Recommended Prepared Spells: Moonbeam, Spike Growth, Heat Metal, Enhance Ability. |
4 | Druid 4 | Cantrips: Produce Flame |
Feat: Ability Improvement - +1 WIS and +1 CON or +2 WIS with Auntie Ethel's Hair. | ||
5 | Druid 5 |
Recommended Prepared Spells: Sleet Storm, Call Lightning, Plant Growth |
6 | Druid 6 | - |
7 | Druid 7 | 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 or Alert |
10 | Druid 9 | 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 Spore 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 |
---|---|---|
Drow |
|
Pick any of the subraces, you are mainly interested in for Hand Crossbow proficiency. This will give a decent option for long-range damage sources using bonus action. Moreover, you will get a decent damage bonus from Symbiotic Entity, |
Gnome |
|
The Saving Throw advantage for Wisdom is a good thing to consider, especially as these spells usually apply control effects. |
Halfling | The best option for Concentration heavy builds. As you will be using Sleet Storm, Spike Growth, etc. Avoiding its cancellation will be a huge boon. | |
High Elf |
|
Access to bonus cantrip, Friends can be useful if you are the main character. |
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. |
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 Spore 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 | If you get Hag's Hair, then I would set this at 14, as you will use the Ability Improvement feat for +2 Wisdom. However, without it, you can then allocate +1 to Wisdom and +1 to Con. |
Intelligence | 8 | Least important stat for the build. |
Wisdom | 17 (15+2) | The main spellcasting ability of Druid, which will determine spell success. |
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 Spore 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 Spores | |
Features | |
Wild Shape Charge | Allows transforming into a beast using Wild Shape. For spore druid, it is used for activating Symbiotic Entity. |
Halo of Spores | Easy additional damage using your reaction. |
Symbiotic Entity | Adds a decent 1d6 damage rider and temporary HP based on your druid's level. |
Level 2 also unlocks a special cantrip for the Spore subclass:
Spell | Description |
---|---|
Bone Chill | Very situational cantrip, that can be useful in a few fights throughout the game. |
Level 3
First level 2 spells become available. Moreover, Spore Druid gives 2 spells:
Spell | Description |
---|---|
Blindness | I think this spell is quite good, especially early on. It does target enemy constitution and can empower your companions to make it easier to hit with their weapons. |
Detect Thoughts | Quality of life spell that can be used to learn more about dead enemies. |
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 picks - the first feat is unlocked.
Cantrips
Cantrip | Description |
---|---|
Produce Flame | Excellent cantrip can be used to deal damage and light up dark areas. |
Feat
Feat | Description |
---|---|
Ability Improvement | I recommend prioritizing the spellcasting ability - +2 Wisdom. |
Level 5
Level 5, is a big step for any caster and especially Druid. You will unlock special spells for the Spore subclass.
Feature | Description |
---|---|
Wild Strike | Allows making a second attack with Wild Shape transformation. |
Permanent Spells:
Spell | Description |
---|---|
Animate Dead | It's a good spell in the context of Spore Druid. You will have plenty of summons, and skeletons or zombies are perfect meat shields. |
Gaseous Form | It's an interesting spell that has its uses, sadly I do not use it. |
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 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 barely move. |
Level 6
This is a major step for Druid. You unlock a few subclass features:
Feature | Description |
---|---|
Fungal Infestation | You can now resurrect fungal zombies. They are weak, but the resurrection is cheap and costs a single reaction point. So they are excellent meat shields, to make enemies waste their actions. |
New Wild Shape options are unlocked:
Action | Description |
---|---|
Wild Shape: Panther | It 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. Moreover, the Spore Druid subclass gives 2 permanent spells:
Spell | Description |
---|---|
Confusion | One of the most powerful control spells, that can outright win encounters for you. |
Blight | This spell can be used for free with the special effect of Staff of Cherished Necromancy. |
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 spells. |
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. |
Level 8 - Respec to Sorcerer Lv 1
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
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 druid gets access to the second Feat.
Feats
Now you have plenty of choices here that you can pick based on your preferences.
Feat | Description |
---|---|
Dual Wielder | For Spore Druid, I think this feat is very valuable. because you will not be using Wild Shape, this makes it reasonable to emphasize casting capabilities and improve Spell Save DC via weapons. |
Alert | I think having one caster in a party who can always go first is important, especially on Honour Mode. |
Ability Improvement | Can be used to further improve the spellcasting modifier, if you did not get Auntie Ethel's Hair for a +1 bonus. |
Level 10 - Druid Lv 9
The Spore druid unlocks level 5 spells. Also, Spore Druid provides 2 permanent spells:
Spell | Description |
---|---|
Cloudkill | The spell is great especially if your party uses Heroes' Feast (a level 6 spell, that you will obtain a bit later) to make themselves immune to poison. However, the big drawback is that some of the stronger enemies are resistant to this element. |
Contagion | I did not use this spell, however, it can be used outisde of combat and apply it to weaken a foe, before combat. However, the spell slot cost is very high. |
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 | 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. |
Spreading Spores | Gives another use for the bonus action, which creates a cloud of damaging spores. |
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 Spore 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. |
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 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 Spore 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.
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, to have strong killers for most of Act 1. | |
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. Only works if you are a Drow. | |
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 a shield proficiency. |
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 Striding | Excellent shoes, as you will be casting Concentration spells left and right. This will reduce your chance of getting the spell canceled. | |
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 | 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. | |
Crusher's Ring | The ring can be useful if you are running with a dual-wield Torch in the early game. |
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. |
Hellfire Hand Crossbow | These hand crossbows are excellent if you are a Drow to utilize the bonus damage from Symbiotic Entity using bonus action. | |
Ne'er Misser | ||
Head | Fistbreaker Helm | The best caster headwear in Act 2. |
Circle of Bones | Improves survivabilty of your summons and allows resurrecting additional undead. | |
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 Spore Druid build, Act 2, does not bring many options. So reuse gloves from Act 1. |
Flawed Helldusk Gloves | These gloves are a decent option if you are using Shillelagh often. The damage rider will give a decent boost. They will also work with offhand crossbow attacks. | |
Dark Justiciar Gauntlets | ||
Dark Justiciar Gauntlets | ||
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. |
Evasive Shoes | Optional boots if you need a little bit more Armour Class in your normal form. | |
Amulet | Strange Tendril Amulet | I like Evard's Black Tentacles spell, as it is a very strong crowd-control option. |
Amulet of the Harpers | Allows casting a Shield spell, and can be a lifesaver if attacked heavily for one turn. This is useful before you obtain the Sorcerer dip. | |
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. |
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 |
---|---|---|
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 Cherished Necromancy | The staff can be used to cast Necromancy spells for free. One of them is Blight. | |
Staff of Spell Power | Very powerful stave that also gives access to Arcane Battery, giving a free (including level 6) spell cast. | |
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. |
Hand Crossbow +2 | A solid hand crossbow that you can obtain in Act 3. | |
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. | |
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 the Sporekeeper | This is the most relevant armor for Spore Druid. You will gain a special action to summon various Spores. The most relevant ones are Haste Spores, which give additional action for your, allies and summons. |
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. |
Gauntlet of the Tyrant | Gives +1 Spell Save DC. | |
Quickspell Gloves | Allows casting spells with bonus action once per short rest. | |
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. |
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 | Although this is the best amulet of the caster, generally it is best in the slot for cleric builds. However, I would not skip this if you are playing this build as a main character. |
Spellcrux Amulet | It allows restoring spell slots easily. | |
Rings | Ring of Feywild Sparks | The only ring that gives access to +1 Spell Save DC. This effect is not listed. |
Ring of Mental Inhibition | Still a good ring from Act 1, that will work with some of your spells. | |
Crypt Lord Ring | The ring fits the theme, giving access to another summon to join your army. | |
Ring of Evasion | Allows avoiding the fail of Dexterity saving throw. These usually are wide-area spells. | |
Ring of Twilight | Improves Armour class while obscured, also works in Wild Shape. For this to activate you need to enter the form in a shadowy area. |
Build Mechanics
In this section, I would like to dive deep into how to play the Spore 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.
Shillelagh
So one of the unique druid cantrips is Shillelagh. It is very effective in the early game, where you can make a weapon like Torch one of the strongest weapons. Symbiotic Entity also helps by giving additional necrotic damage rider, giving a decent damage boost.
You may use this cantrip with other late-game weapons like Markoheshkir, Staff of Spell Power, etc. However, it does start to fall off, especially as Druid does not get access to Extra Attack. Moreover, you have access to very strong control spells, using the same action resource. So I do recommend this mechanic in the early game, but it does fall off later on.
Using different area Control spells
The interesting part of Spore 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
For Spore Druid, I do not recommend using the Wild Shape mechanic. It is useful in some cases, but overall it uses the same resources as Symbiotic Entity and you can only have one of them activate at a time.
If you are interested in using it, I recommend checking one of my other Druid Builds.
Maximizing Companion amount
Spore 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.
- Animate Dead - Spore Druid can access this spell at level 5. You can later upcast it to summon improved undead with higher numbers.
- 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.
- Fungal Infestation - summon 4 zombies to fight at your side.
- Conjure Elemental - summoning one of Myrmidons especially Water can cover the whole battlefield in Water, making enemies weak to Ice and Lightning.
This can drain plenty of spell slots, so I do recommend having Potion of Angelic Slumber, to restore those spell slots.
Spore Armor mechanics
One of the Act 3 armors - Armour of the Sporekeeper offers a unique effect - Spore Sacks. This requires you to have Symbiotic Entity enabled. You can now summon special spores with different effects.
Haste Spores - is the main one that you should be interested in. With the army of summons that you have, you will be able to improve their Armour Class, movement speed, and most importantly give second action.
This is similar to the Haste spell but affects multiple targets at once. Sadly it works only for 1 turn, so I would save it for more difficult encounters. The effect can also work on enemies, so I would be careful how you place it.
Using Reactions effectively
Compared to other classes and builds, Spore Druid offers multiple ways of using your reaction:
- Halo of Spores - great way to deal some additional damage, if you need it to finish off a foe.
- Fungal Infestation - summon a somewhat weak zombie, that can act as a meatshield. Use this if Halo of Spores will have minimal impact on the combat situation.
- Shield - if you took Sorcerer, you can use a reaction to summon +5 AC protection.
So I recommend choosing them based on the situation.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- Be sure to have Symbiotic Entity active most of the time. The additional damage rider early in the game is valuable. Moreover, temporary HP will ensure that you cannot be taken out easily.
- You can use a simple Torch with Shillelagh to deal more damage than all of the early-game weapons. This is useful until you get a weapon that can give Spell Save DC.
- Use Hand Crossbow +1 offhand attack, to deal additional damage.
- 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, Sleet Storm, etc. These are excellent for the early game.
- 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, and further slow down foes, to be picked down by your companions.
- Be careful when moving onto a Sleet Storm or Spike Growth. These have effects that might make you fall on ice or cancel your concentration.
- Use Halo of Spores, to get free damage. I would prioritize it on low HP enemies, to finish them off.
Late Game Combat
Overall, nothing much changes from the early game, just that your beasts get buffed up.
- 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.
- Evaluate what should be used Halo of Spores or Fungal Infestation, based on your needs. This is a perfect way to fully utilize your reaction.
- For your bonus action, you have plenty of uses - offhand crossbow attack, Shillelagh, Spreading Spores, or Haste Spores from the armor of Armour of the Sporekeeper.
- Continue using area control spells like - Insect Plague, Wall of Fire, Ice Storm, Plant Growth, Sleet Storm, etc. These are excellent for breaking enemy positions.
- 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. This means that you can become a Myrmidon and have a summoned ally with the same effects.
- if you have the Staff of Cherished Necromancy, use it with Necromancy spells - Blight or Animate Dead.
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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Access to a third feat. For this type of build I would say 2 are already enough, so leaving this as a variation. |
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Allows learning spells from scrolls, learn those that are not offensive or control so that your low intelligence doesn't weaken them. |
Conclusion
Thank you for reading the best Spore Druid build for Baldur's Gate 3. This interesting subclass does offer a unique playstyle if you are ready to commit to it - a horde of summons to overwhelm your foes. Even without them, being a Druid you have access to a plethora of strong spells.
Cheers!
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