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<br>For example, players could focus on lightning damage, picking up the Spellsparkler staff from Waukeen's Rest (by rescuing Counsellor Florrick), the Jolty Vest from Brem in the Zhentarim Hideout, and the Watersparkers from the chest behind Minthara at the Goblin Camp. Add the Blast Pendant, worn by one of the Petrified Drow near the Selunite Outpost, and the Sparkswall Ring from the Mage Tower Basement in the Underdark. Buy the Lifebringer from Blurg in the Underdark Colony to complete the ensemble. After reaching Grymforge in Act 1, players should replace the Jolty Vest with the Protecty Sparkswall for better spell save DCs and pick up The Real Sparky Sparkswall shield, also found in Grymforge.<br><br>This tends to complement a Warlock's own RP choices during dialogues, but they are both Intelligence checks, an Ability Score that Warlocks don't generally put a lot of points into. This can hinder their effectiveness, but on the other hand, having Advantage on these rolls can be much handier than a simple bonus.<br>All Wizards get access to a list of ridiculously useful out-of-combat spells, but Evocation Wizards specifically hone in on their ability to dish out massive damage in a short amount of time. All Wizards suffer from the lack of easily rechargeable spell slots, but Evocation Wizards can put these limited slots to good use – plus, Arcane Recovery can help when a Long Rest isn't possible.<br><br>The best Warlock builds in BG3 take advantage of these class strengths. Typically, [https://Www.Baldursgate3Fans.com/articles/the-switch-2-s-missing-masterpiece-why-baldur-s-gate-3-needs-to-join-the-party.html Baldur's Gate 3 Switch] Gate 3 builds are based on a subclass, which takes the form of a Patron for Warlocks . The Great Old One brings useful spells and lots of class flavor, making it the prime choice for players looking to get started on the right foot with the Warlock class.<br><br>In Baldur's Gate 3 the max level you can reach is Level 12, but not every class gets something every time it levels up. But as a Spellcaster class, this BG3 Cleric build will have something to choose at every level.<br><br>Spore Druids can make excellent use of any staff that has added damage, such as the Gold Wyrmling Staff (Act 1, Sold by Roah Moonglow at the Goblin Camp) or the Cacophony Staff (Act 1, Sold by Lady Esther at the Rosymorn Monastery Trail) since the bonus damage will stack with the necrotic damage from Symbiotic Entity. When paired with the Shillelagh spell these staves can dish out a surprising amount of damage while scaling entirely off the Druid's Wisdom. This can be further boosted using the Polearm Master Feat.<br><br>Lae'Zel : Best suited for the Battle Master subclass, Lae'Zel can almost singlehandedly handle your front line, drawing attention from enemies and able to withstand attacks better than some other classes.<br><br>However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.<br><br>Allocating two levels into the Fighter class as any other class grants access to one of the game's most powerful class abilities: Action Surge. One of the iconic skills of the Fighter class, Action Surge is a Bonus Action that grants the caster another Action that turn.<br><br>The main benefits of Half-Orcs in BG3 are these two passives, called Savage Attacks and Relentless Endurance. Savage Attacks increases damage dealt by Critical Hits, while Relentless Endurance prevents Fighters from going down when they get to 0 HP once per Long Rest. For this Circle of the Moon build, which capitalizes on the Druid's abilities in melee combat, Half-Orcs offer the most impactful racials.<br><br>At Level 1, the best two Expertise choices are Stealth and Persuasion, as these play well into the Rogue's strengths in sneaky combat and dialogue checks. Later down the line, players can pick up Insight and Sleight of Hand at Level 6, though players who don't do much pickpocketing may find that Deception is a more useful skill to gain Expertise in here.<br><br>In Baldur's Gate 3 , Cleric builds can be enhanced further with the use of specific consumables. Certain potions, like the Potion of Speed, will let Clerics do more within a single turn and support their allies better, while others, like the Potion of Angelic Reprieve, will let Clerics restore Spell Slots to keep casting.<br><br>The Folk Hero background can be useful for Clerics because it gives proficiencies to the Animal Handling and Survival skills, both of which rely on the Cleric's main stat Wisdom. Animal Handling and Survival are both skills that the Cleric typically doesn't have access to at character creation for its starting proficiencies, too, and can be useful additions to the class.<br><br>Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in Baldur's Gate 3 .<br>
<br>At level ten, Eldritch Knights learn one more second-level spell, get one more cantrip, and gain "Eldritch Strike." Eldritch Strike gives a creature the Eldritch Knight successfully hits with their melee attack disadvantage on saving throws against the Eldritch Knight's magic, but only until the end of the Knight's next turn. This can be great for setting up a foe for a powerful spell.<br><br>With just one point in Barbarian, for a Druid 11 Barbarian 1 build, the Druid will be able to use their bonus action for an additional attack while shapeshifted. Unfortunately, the Unarmored Defense passive of the Barbarian class doesn't stack with the Druid's AC while shapeshifted.<br><br>With the Druid's intrinsic Wild Shape ability, a Druid 9 Ranger 3 build will be able to summon a Bear companion, then shapeshift into a Bear themselves. It's always good to have more companions on the battlefield, so enemies have more targets to choose from. Having two bears in the party, alongside proper Support companions, makes for a fun and fearsome melee frontline.<br><br>The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice.<br><br>At level three, Trickery Domain Clerics gain "Mirror Image" and "Pass Without Trace" as Domain Spells, allowing them to increase their AC with illusory clones and give the entire party a +10 bonus to their stealth checks. At this point, the Trickery Domain allows players to make their entire party better at evading notice and can be a fantastic support caster both in and out of combat.<br><br>If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Fighter companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.<br><br>The Arcane Archer subclass uses Arcane Arrows to deal damage at a distance while debuffing their targets in various ways. When taking this subclass at level three, the fighter immediately gains proficiency in Arcana and Nature, and one of the following three cantrips: Guidance, Light, or True Strike. They also get four Arcane Arrows per short rest, which can be used to perform Arcane Shots. Speaking of Arcane Shots, they choose three types of Arcane Shot to learn from the list below.<br><br>There are a total of seven BG3 Circles (subclasses) Druid players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies,  [https://Www.Baldursgate3fans.com/articles/mastering-the-drunken-master-monk-in-baldur-s-gate-3.html Www.baldursgate3fans.Com] and other features. As you level up in one of these BG3 Druid subclasses, you will gain more abilities that are unique to your subclass choice.<br><br>If you're multiclassing with Barbarian, we recommend Leather Armour +2 for the early-game and then either the Bhaalist Armour or Elegant Studded Leather in the late-game. If you're looking for heavy armor, you should consider grabbing the Adamantine Splint Armour during Act 1, Dwarven Splintmail from Moonrise Towers during Act 2, or the Flawed Helldusk Armour from Damon in Act 2. Another decent option is the Rippling Force Mail. You can swap in the Reaper's Embrace or Armour of Persistence later, before picking up the Helldusk Armour as your final set.<br><br>When it comes to equipment, the Radiating Orb gear can be found throughout Acts 1 and 2. This equipment applies the Radiating Orb Condition, which reduces the creature's attack rolls by 1 per remaining turn of the condition. The Luminous Armor, found in the Selunite Outpost in the Underdark behind a hidden door, will cause Radiant Shockwaves whenever the wearer deals Radiant damage. These shockwaves apply Radiant Orbs to any enemy they hit.<br><br> <br>Despite the rather seemingly straightforward bonuses from this weapon, it’s the implication of it that transforms it into a ranged powerhouse. When wielded by a Rogue who is careful about their positioning, Least Expected can consistently proc +1d4 Damage and Ranged Sneak Attack to their hits. Not only that, but inflicting Blind on an opponent using Blinding Shot prior to the follow-up attack can guarantee another Ranged Sneak Att<br><br>The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.<br><br>Wood Half-Elf: Traditionally, Wood Half-Elves retreat to quiet lives in the forests of Faerun. For the Wood Half-Elf, their half-heritage drives them to continue journeying across the rest of the Realms. As Half-Elves, they give Bards the Fleet of Foot (walking speed becomes 10.5m) and Mask of the Wild (Stealth Proficiency), making the Wood Half-Elf Bard ideal for long-ranged builds.<br>

Revision as of 16:48, 7 November 2025


At level ten, Eldritch Knights learn one more second-level spell, get one more cantrip, and gain "Eldritch Strike." Eldritch Strike gives a creature the Eldritch Knight successfully hits with their melee attack disadvantage on saving throws against the Eldritch Knight's magic, but only until the end of the Knight's next turn. This can be great for setting up a foe for a powerful spell.

With just one point in Barbarian, for a Druid 11 Barbarian 1 build, the Druid will be able to use their bonus action for an additional attack while shapeshifted. Unfortunately, the Unarmored Defense passive of the Barbarian class doesn't stack with the Druid's AC while shapeshifted.

With the Druid's intrinsic Wild Shape ability, a Druid 9 Ranger 3 build will be able to summon a Bear companion, then shapeshift into a Bear themselves. It's always good to have more companions on the battlefield, so enemies have more targets to choose from. Having two bears in the party, alongside proper Support companions, makes for a fun and fearsome melee frontline.

The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice.

At level three, Trickery Domain Clerics gain "Mirror Image" and "Pass Without Trace" as Domain Spells, allowing them to increase their AC with illusory clones and give the entire party a +10 bonus to their stealth checks. At this point, the Trickery Domain allows players to make their entire party better at evading notice and can be a fantastic support caster both in and out of combat.

If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Fighter companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party.

The Arcane Archer subclass uses Arcane Arrows to deal damage at a distance while debuffing their targets in various ways. When taking this subclass at level three, the fighter immediately gains proficiency in Arcana and Nature, and one of the following three cantrips: Guidance, Light, or True Strike. They also get four Arcane Arrows per short rest, which can be used to perform Arcane Shots. Speaking of Arcane Shots, they choose three types of Arcane Shot to learn from the list below.

There are a total of seven BG3 Circles (subclasses) Druid players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, Www.baldursgate3fans.Com and other features. As you level up in one of these BG3 Druid subclasses, you will gain more abilities that are unique to your subclass choice.

If you're multiclassing with Barbarian, we recommend Leather Armour +2 for the early-game and then either the Bhaalist Armour or Elegant Studded Leather in the late-game. If you're looking for heavy armor, you should consider grabbing the Adamantine Splint Armour during Act 1, Dwarven Splintmail from Moonrise Towers during Act 2, or the Flawed Helldusk Armour from Damon in Act 2. Another decent option is the Rippling Force Mail. You can swap in the Reaper's Embrace or Armour of Persistence later, before picking up the Helldusk Armour as your final set.

When it comes to equipment, the Radiating Orb gear can be found throughout Acts 1 and 2. This equipment applies the Radiating Orb Condition, which reduces the creature's attack rolls by 1 per remaining turn of the condition. The Luminous Armor, found in the Selunite Outpost in the Underdark behind a hidden door, will cause Radiant Shockwaves whenever the wearer deals Radiant damage. These shockwaves apply Radiant Orbs to any enemy they hit.


Despite the rather seemingly straightforward bonuses from this weapon, it’s the implication of it that transforms it into a ranged powerhouse. When wielded by a Rogue who is careful about their positioning, Least Expected can consistently proc +1d4 Damage and Ranged Sneak Attack to their hits. Not only that, but inflicting Blind on an opponent using Blinding Shot prior to the follow-up attack can guarantee another Ranged Sneak Att

The Knowledge Cleric has incredible potential as a 2-level dip when multiclassing, since it gets two additional intelligence skill proficiencies. By choosing the Sage background, a Knowledge Cleric can start the game with 4/5 intelligence skill proficiencies. They can then use their Knowledge of Ages ability to gain immediate proficiency in an entire skill category for the rest of the day, which is best used to gain all the Wisdom proficiencies most of the time.

Wood Half-Elf: Traditionally, Wood Half-Elves retreat to quiet lives in the forests of Faerun. For the Wood Half-Elf, their half-heritage drives them to continue journeying across the rest of the Realms. As Half-Elves, they give Bards the Fleet of Foot (walking speed becomes 10.5m) and Mask of the Wild (Stealth Proficiency), making the Wood Half-Elf Bard ideal for long-ranged builds.