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This page is specifically for the druid class in
BGEEglow
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
SoDglow
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
BGIIlogoonly
This icon indicates content for all games of the 2nd Baldur's Gate installment, including original and enhanced editions and their expansions, but not The Black Pits II.
. For the version in
BGnoglow1
Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
Totsc icon
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast‎ campaign.
, 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. Unlike mages and bards, who scribe scrolls to learn new spells, clerics and druids automatically learn all spells of a spell level once its slot(s) is unlocked, they need to select the spells to be put into the slots, rest before they can cast them.

The weaponry and armor druids 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, staves, 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. Their prime ability scores of the druid are Wisdom and Charisma, 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

Shamans learn druid spells on level up, rangers may also access to them up to spell level 3, cells in light green are druid specific spells, which are not usable by clerics or paladins.

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

Druid Edit

The Druids serve the cause of nature and neutrality, the wilderness is their community, and they use their special powers to protect it and to preserve balance in the world.

Class features:

  • May only wear non-metallic armor
  • May only equip bucklers and non-metallic shields
  • May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling
  • May only become Proficient (one slot) in any weapon class
  • May only become Proficient (one slot) in any fighting style
  • May cast druidic spells
  • 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day
  • 15th level: Becomes immune to poison
  • 18th level: Gains 10% resistance to cold, fire, electricity, and acid, gains a further 10% resistance at levels 21 and 24
  • Alignment restricted to true neutral
  • Hit Die: d8
  • Prime Requisites For Dual-Classing: Wisdom, Charisma

Gameplay

  • It only take druids 300,000 exp to reach level 12, by when they already have two 6th level spells at their disposal, but from there onward to level 15 (archdruid) is a long road, but when they finally get there, they immediately unlock up to six 6th & 7th level spells slots, become immune to poison and starts to gain HLA points. Their high level scaling isn’t good though, same as fighters, which is why a multi-class Fighter / Druid like Jaheira is able to make better use of the scattered XP into the two classes
  • If you are playing a saga run as a single class druid, you’ll find your character, no matter the kit, trend to gradually move from the semi front line to the back line, which is more suitable for the druid, as a summoner, disabler, and a spell casting supporter
  • Companion Faldorn is a druid

Totemic Druid Edit

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

Gameplay

  • The 10 HD spirit animals have many innate immunities, and are defensively stronger, better tankers than 16 HD Fire Elementals from Conjure Fire Elemental spell, potentially freeing more level 6 spell slots.
  • The Totemic Druid must be selected at time of Summon Spirit Animal casting completion so that the specific spirit animal may be chosen.

Shapeshifter Edit

The Shapeshifters are not called Shapeshifter because they have access to a great variety of forms, but rather because of their complete dedication 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 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, although 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

Gameplay

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

Gameplay

  • Avenger has the strongest potential as a spellcasting druid
  • Avenger is better approached as a mage with leather armor but far greater spell slots, and faster early game level progression
  • Since druids do not benefit from high strength score and constitution score more than 16, Avenger's disadvantages are pretty meaningless
  • Because of fast level progression with spell slot, Avenger's Chromatic Orb is usually stronger than mages
  • Best armor for Avenger is Human Flesh.  To wear this, avenger must be the protagonist and have his alignment changed to NE in trials of nine hell
  • Second best option for Avenger is Aeger's Hide which provides elemental resistances and immunity to confusion.
  • Staff of Arundel is considerable as the main weapon choice.

High-level class abilities Edit

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

Spell progressionEdit

Druids gain additional spell slots for their wisdom

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
BGEEglow
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
4 4 3 3 2 16
11
BPglow
This icon indicates content from the Black Pits‎ campaign in the Baldur's Gate: Enhanced Edition.
5 4 4 3 2 1 19
12
SoDglow
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
6 5 5 3 2 2 23
13 6 6 6 4 2 2 26
14
COADCNTR00004
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
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
LDCNTR00004
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
BGIIEESoAglow
Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.
9 9 9 9 9 7 7 59

^Usable by druids whose wisdom is 17 or higher.
^^Usable by druids whose wisdom is 18 or higher.

The above restrictions do not apply to
LDCNTR00004
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
and EE, any druid whose wisdom is lower than 16 may learn lvl 6 and lvl 7 spells, including quest level priest spells

Table for experience, hit points and weapon proficiencyEdit

Level Level
Cap
XP
Required
Hit Dice Weapon Proficiency THAC0 Saving Throws
D/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
8 60,000 8d8 +1 16 7/11/10/13/12
9 90,000 9d8 16 7/11/10/13/12
10
BGEEglow
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
125,000 9d8+2 14 6/10/9/12/11
11
BPglow
This icon indicates content from the Black Pits‎ campaign in the Baldur's Gate: Enhanced Edition.
200,000 9d8+4 14 6/10/9/12/11
12
SoDglow
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
300,000 9d8+6 +1 14 6/10/9/12/11
13 750,000 9d8+8 12 5/9/8/11/10
14
COADCNTR00004
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
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
100% resist to poison dmg
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
31
LDCNTR00004
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
BGIIEESoAglow
Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.
8,000,000 9d8+44 6 2/6/5/8/7 17
Total 9 19

Stronghold Edit

Druid protagonists are able to heed the spirit's call in the Druid Grove once they complete Animal trouble in Trademeet side quest.

Gameplay (community) Edit

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