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Avenger is one of the three class kits available to druids in Baldur's Gate II: Shadows of Amn, Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition. Through intense training and rituals, these druid has three additional shapes they can shift into, while the normal druid has three..

For the Avenger druid, six wizard spells appear in their spellbook as if they were priest spells: Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos and Chain Lightning.

These rituals have drained the druid physically, which results in having Strength and Constitution reduced by 2 points when the player creates a new character and they can only wear leather (not studded leather) or hide armor. Ankheg Plate Mail, which can be used by base-class (and multi/dual-class) Druids, is off-limits for the Avenger.

Character abilitiesEdit

Character ability Min. requirement. Max. number.
Strength 3 16
Dexterity 3 18
Constitution 3 16
Wisdom 12* 18
Intelligence 3 18
Charisma 15* 18
  • Prime Requisites for Dual-Classing. Humans Require a minimum of 15 in Wisdom and Charisma and a 17 in strength to dual class into a fighter..

Note: For the information of this table the human race was used, because they have no character bonunes/penalties related to race and therefore act like a 'neutral'. For other races this may be slightly different. See Character Abilities for more information.

Druid abilitiesEdit

Immunity to poisonEdit

At lvl 15, druids become immune to poison.

ResistanceEdit

Druids gain 10% resistance to fire, cold, electricity and acid when they reach lvl 18. At lvl 21 and 24, they gain an additional bonus of 10%.

Shapeshifting Edit

Druids unlock their shapeshifting abilities at lvl 7 and these are found under the special abilities menu. THAC0 progression in shapeshifted form is kept identical to the Druid's natural progression, although the form might gain (or lose) to-hit bonuses and damage due to strength modifications. They gain six different forms to shapeshift to (while regular Druids gain only three). The first three are identical to those of the regular Druid:

Kit-specific shapeshifting Edit

The additional three kit-specific shapeshifting forms of the Avenger are as follows.

Transform Sword Spider Edit

  • Base AC: 2
  • Strength: Set to 16.
  • Dexterity: Set to 16.
  • The Avenger gains a base of three attacks.
  • The Avenger is permanently Hasted (which grants an additional attack, for a total of 4, and doubles movement rate).
  • Each attack does 1d4 damage. On a failed Save vs. Poison the target will also take 2hp/round of poison damage, lasting for six rounds.
  • The Avenger is immune to webs.

This is arguably the best of the Avenger's special forms, since it can rush Spellcasters, interrupt and poison them (preventing them from casting at all) and the rapid attack rate is great at removing physical protections from enemy Mages. Finally, the immunity to Web works very well with the Web spell, which can be cast by Avengers from their Divine Scroll. Enemies are immobilized and can be attacked by the Avenger with impunity.

Transform Baby Wyvern Edit

  • Base AC: 3.
  • Strength is set to 18/76.
  • Dexterity is set to 17.
  • The Avenger gains a base of two attacks.
  • Each attack does 2d4 damage and has a 25% chance of causing 3 points of poison damage (no save, and no lingering damage).

Transform Fire Salamander Edit

  • Base AC: 2.
  • Strength is set to 18/76.
  • Dexterity is set to 19.
  • 1 base attack per round, for 1d8 damage.
  • Permanently Hasted, resulting in two attacks per round.
  • 100% resistance to fire.
  • Fire Shield (Red), dealing 1d8+2 fire damage to those who hit the Avenger. The 50% fire resistance of this effect does not stack with the 100% resistance to fire this form gains (so the Avenger does not have 150% resistance and is not healed by fire damage).

This is an effective form against those who would use fire damage, or to enter melee range while artillery casters are casting (or using wands of) Fireballs. With items to increase fire resistance further, fire damage will actively heal the Avenger, making this an effective tactic.

Priest spellsEdit

For the complete list of spells, see Spells (Baldur's Gate II). For the complete list of spell that can be used by clerics, druids and rangers, see Priest Spellbook (Baldur's Gate II). Here are all spells that can be used by druids.

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Armor of Faith Barkskin Call Lightning Animal Summoning I Animal Summoning II Animal Summoning III Confusion
Bless Charm Person or Mammal Cure Disease Cause Serious Wounds Cause Critical Wounds Conjure Animals Conjure Earth Elemental
Cure Light Wounds Find Traps Cure Medium Wounds Cloak of Fear Chaotic Commands Conjure Fire Elemental Creeping Doom
Detect Evil Flame Blade Dispel Magic Cure Serious Wounds Cure Critical Wounds Dolorous Decay Earthquake
Doom Goodberry Hold Animal Death Ward Insect Plague Fire Seeds Fire Storm
Entangle Know Alignment Invisibility Purge Defensive Harmony Iron Skins Harm Nature's Beauty
Shillelagh Resist Fire/Cold Miscast Magic Farsight Magic Resistance Heal Shield of the Archons
Slow Poison Protection from Fire Negative Plane Protection Mass Cure Physical Mirror Regeneration
Rigid Thinking Slow Poison Pixie Dust Wondrous Recall
Strength of One Poison True Seeing
Summon Insects Protection from Lightning 7
7 8 11 11 10 9 Total all spells: 63

High-level class abilitiesEdit

Druids receive quest level priest spells which are added to the level 7 spellbook. The spells can only be selected once. To druids, these abilities become avialable when they reach lvl 15.

Spell progressionEdit

Spell lvl/


Druid lvl

1 2 3 4 5 6+ 7++ Total # of spellslots
1 1 - - - - - - 1
2 2 - - - - - - 2
3 2 1 - - - - - 3
4 3 2 - - - - - 5
5 3 3 1 - - - - 7
6 3 3 2 - - - - 8
7 3 3 2 1 - - - 9
8 3 3 3 2 - - - 11
9 4 4 3 2 1 - - 14
10 4 4 3 3 2 - - 16
11 5 4 4 3 2 1 - 19
12 6 5 5 3 2 2 - 23
13 6 6 6 4 2 2 - 26
14 6 6 6 5 3 2 1 29
15 6 6 6 6 6 6 6 42
16 7 7 7 6 6 6 6 45
17 7 7 7 7 6 6 6 46
18 8 8 8 8 6 6 6 50
19 9 9 8 8 6 6 6 52
20 9 9 9 8 7 6 6 54
21 9 9 9 9 8 6 6 56
22 9 9 9 9 8 6 6 56
23 9 9 9 9 9 7 6 58
24 9 9 9 9 9 7 6 58
25 9 9 9 9 9 7 7 59
26 9 9 9 9 9 7 7 59
27 9 9 9 9 9 7 7 59
28 9 9 9 9 9 7 7 59
29 9 9 9 9 9 7 7 59
30 9 9 9 9 9 7 7 59
31 9 9 9 9 9 7 7 59

Notes: Priests gain additional spell slots for their wisdom, see Character Abilities. +Usable by priest whose wisdom is 17 or higher. ++Usable by priest whose wisdom is 18 or higher.

Note that the wisdom requirement is gone Baldur's Gate II: Throne of Bhaal, any priest whose wisdom is lower than 16 may learn lvl 6 and 7 spells, including quest level priest spells









































Table for experience, hitpoints and weapon proficiencyEdit

Level Required experience Hit Dice (d8) Weapon proficiency
1 0 1 2
2 2,000 2
3 4,000 3
4 7,500 4 1
5 12,500 5
6 20,000 6
7 35,000 7
8 60,000 8 1
9 90,000 9
10 125,000 9 + 2
11 200,000 9 + 4
12 300,000 9 + 6 1
13 750,000 9 + 8
14 1,500,000 9 + 10
15 3,000,000 9 + 12
16 3,150,000 9 + 14 1
17 3,330,000 9 + 16
18 3,450,000 9 + 18
19 3,600,000 9 + 20
20 3,750,000 9 + 22 1
21 3,900,000 9 + 24
22 4,150,000 9 + 26
23 4,400,000 9 + 28
24 4,700,000 9 + 30 1
25 5,000,000 9 + 32
26 5,500,000 9 + 34
27 6,000,000 9 + 36
28 6,500,000 9 + 38 1
29 7,000,000 9 + 40
30 7,500,000 9 + 42
31 8,000,000 9 + 44
32 9 + 46 Total: 9

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