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Druid

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This page about druids is made for Baldur's Gate II: Shadows of Amn, Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition. See Druid (Baldur's Gate) for a specific version for Baldur's Gate.

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 have a fewer amount of spells available to them than clerics. Character abilities of the druid are Wisdom and Charisma.

Their 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 or hide armor to protect their body, or Ankheg Plate Mail and all headgear to protect themselves. They can use bucklers and small shield if their other hand is available.

Only humans and half-elves can become druids. Druids have two prime requisites: Wisdom and Charisma. They can only dual-class with fighters. 

Character abilitiesEdit

Character ability Min. requirement. Max. number.
Strength 3 18
Dexterity 3 18
Constitution 3 18
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 bonuses/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%.

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:

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 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/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 Protection Pixie Dust Wondrous Recall
Strength of One Neutralize Poison True Seeing
Summon Insects Poison
Protection from Lightning 8
 7 8 11 12 10 9 Total all spells: 65

Class kitsEdit

Totemic DruidEdit

The Totemic Druids closely identify with a particular animal, an animal that they feel represents their individual spirits. This grants the Toemic 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

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

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 .

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 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 proficiency.Edit

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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