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This page is specifically for the druid class in BG:EESoDBGIIToBBGII:EE.

For the version in BGTotSC, refer to Druid (Baldur's Gate).

Introduction Edit

Druids are priests dedicated to nature and balance and any disciplined druid is a true neutral character. They can use priest spells, but they all are related to nature and thereby their spell choices are different from clerics and have a fewer amount of spells available to them. Druid's prime ability scores of the druid are Wisdom and Charisma.

The weaponry and armor they are allowed to use due to their ethos is limited to equipment that is primitive, related to their rituals or made from material found on the surface. They can use daggers, staffs, slings, spears, clubs, scimitars and darts as weapons. They can use leather armor, hide armor, or Ankheg Plate Mail to protect their body, and all headgear to protect the head. They can use bucklers and small shield if their other hand is available.

Only humans and half-elves can become druids. They can only dual-class with fighters. 

Ability scores tableEdit

Character Ability Score Minimum Score
Strength^^ 3
Dexterity 3
Constitution^^ 3
Intelligence 3
Wisdom* 12
Charisma* 15

During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.

*Prime Requisites for Dual-classing.

^^ The Avenger class kit has a -2 penalty to maximum Strength and Constitution. A Human Avenger can start with at most 16 in these ability scores. Minimum ability scores are not affected.

Special abilities Edit

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%.

ShapeshiftingEdit

Druids unlock their shapeshifting abilities at lvl 7 and these are found under the special abilities. They can have three different forms to shapeshift to:

Druid spellsEdit

For the complete list of spells, see Spells (Baldur's Gate II). For the complete list of spells 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.

The spell not usable by Clerics
Spell level 1 2 3 4 5 6 7
Armor of Faith Barkskin
Call Lightning
Animal Summoning I Animal Summoning II Animal Summoning III Confusion
Bless
Charm Person or Mammal
Cure Disease
Call Woodland Beings
Cause Critical Wounds Conjure Animals
Conjure Earth Elemental
Cure Light Wounds Find Traps Cure Medium Wounds Cause Serious Wounds Chaotic Commands
Conjure Fire Elemental
Creeping Doom
Detect Evil Flame Blade Dispel Magic Cloak of Fear Cure Critical Wounds
Dolorous Decay
Earthquake
Doom
Goodberry
Hold Animal
Cure Serious Wounds
Insect Plague
Fire Seeds
Fire Storm
Entangle
Know Alignment Invisibility Purge Death Ward
Iron Skins
Harm
Nature's Beauty
Shillelagh Resist Fire and Cold Miscast Magic Defensive Harmony Magic Resistance Heal Regeneration
Slow Poison Protection from Fire Farsight Mass Cure Physical Mirror Shield of the Archons
Rigid Thinking

Negative Plane Protec​tion

Pixie Dust
Wondrous Recall
Strength of One Neutralize Poison True Seeing
Summon Insects
Poison
Zone of Sweet Air Protection from Lightning
 7 8 12 12 10 9 8 (66 Total)

Class kitsEdit

AvengerEdit

A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not - additional abilities that have been earned through extensive rituals, a process that is very physically draining.

Advantages

Disadvantages

  • May not wear heavier armor than leather
  • When the character is created, it receives a -2 penalty to Strength and Constitution .

ShapeshifterEdit

The Shapeshifters are not called Shapeshifter because they have assess to a great variety of forms, but rather because of their complete dedications to a single alternate form. Shapeshifters have willingly allowed themselves to become infected with lycanthropy, but due to intense study and training they have the ability to control their afflictions. The creatures they become are that of the werewolves, the most famous of the lycanthrope shape changers.

Advantages

  • May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter
  • 13th level: May shapeshift into a Greater Werewolf once per day

Disadvantages:

  • Cannot wear any body armor (spells such as Barkskin and Iron Skins may still be used).
  • No other shapeshifting abilities due to the effort required in maintaining balance in primary forms

Totemic DruidEdit

The Totemic Druids closely identify with a particular animal, an animal that they feel represents their individual spirits. This grants the Totemic Druids a special connection to the animal kingdom, and they're able to call upon their spirits to aid them.

Advantages:

  • May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. The Totemic Druids summon a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid them for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

Disadvantage:

  • Cannot use shapeshift

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 available when they reach lvl 15.

Spell progressionEdit

Druid
level
Spell level Total # of
spellslots
1 2 3 4 5 6+ 7++
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
21-22 9 9 9 9 8 6 6 56
23-24 9 9 9 9 9 7 6 58
25-31 9 9 9 9 9 7 7 59

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

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

Table for experience, hit points and weapon proficiencyEdit

Level Required experience Hit Dice Weapon Proficiency THAC0 Saving ThrowsD/W/P/B/S Passive effects No. of HLA
1 0 1d8 +2 20 10/14/13/16/15
2 2,000 2d8 20 10/14/13/16/15
3 4,000 3d8 20 10/14/13/16/15
4 7,500 4d8 +1 18 9/13/12/15/14
5 12,500 5d8 18 9/13/12/15/14
6 20,000 6d8 18 9/13/12/15/14
7 35,000 7d8 16 7/11/10/13/12
8BG 60,000 8d8 +1 16 7/11/10/13/12
9 90,000 9d8 16 7/11/10/13/12
10TotSCBG:EE 125,000 9d8+2 14 6/10/9/12/11
11 200,000 9d8+4 14 6/10/9/12/11
12SoD 300,000 9d8+6 +1 14 6/10/9/12/11
13 750,000 9d8+8 12 5/9/8/11/10
14BGII 1,500,000 9d8+10 12 5/9/8/11/10
15 3,000,000 9d8+12 12 5/9/8/11/10 Immunity to poison 1
16 3,150,000 9d8+14 +1 10 4/8/7/10/9 2
17 3,330,000 9d8+16 10 4/8/7/10/9 3
18 3,450,000 9d8+18 10 4/8/7/10/9 10% resistance to fire, cold, electricity 4
19 3,600,000 9d8+20 8 2/6/5/8/7 5
20 3,750,000 9d8+22 +1 8 2/6/5/8/7 6
21 3,900,000 9d8+24 8 2/6/5/8/7 20% resistance to fire, cold, electricity 7
22 4,150,000 9d8+26 6 2/6/5/8/7 8
23 4,400,000 9d8+28 6 2/6/5/8/7 9
24 4,700,000 9d8+30 +1 6 2/6/5/8/7 30% resistance to fire, cold, electricity 10
25 5,000,000 9d8+32 6 2/6/5/8/7 11
26 5,500,000 9d8+34 6 2/6/5/8/7 12
27 6,000,000 9d8+36 6 2/6/5/8/7 13
28 6,500,000 9d8+38 +1 6 2/6/5/8/7 14
29 7,000,000 9d8+40 6 2/6/5/8/7 15
30 7,500,000 9d8+42 6 2/6/5/8/7 16
31ToBBG:EE 8,000,000 9d8+44 6 2/6/5/8/7 17
Total 9 19

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