Fighter / Druid is a multi-class for half-elves and a dual class combination with many helpful abilities of both classes combined. In the perspective of the druid, he gains the ability to use any armor, a better weapon proficiency system, a higher minimal Ability Scores points which increases the total number of the character, and more hitpoints due to the higher roll of the fighter and constitution modifier for warriors. In the fighter's perspective the character gains the ability to cast priest spells. The weapons that may be used by this class are still limited to the druid's ethos.
As a dual-class combination, a player can combine all fighter and druid kits save for the Kensai (due to alignment restrictions), though it's advisable to start off as a fighter and then switch to a druid than the other way around, as this way you will have more lvl 7 priest spell slots in the later stages of the game. Note that spending proficiency points for weapons Druids can't use are wasted when dual-classing to Fighter/Druid.
While it's possible to combine both Wizard Slayer and Berserker with a druid, the Wizard Slayer class kit is not advised to pick as it limits the selection of items that improve the druid's abilities.
The Berserker kits limits proficiencies in slings to one point, but the Rage ability more than makes up for that.
|Ability Score||Min. requirement.||Max. number|
Note: For this table, the human race was used, as they don't have any penalties or bonuses to Ability Scores. This may slightly differ for half-elves
Please note that rolling a good Fighter dual-classed to Druid can be hard, as the minimal requirement for it are 15 Str, 17 Wis and 17 Cha.
Fighters/Druids can invest a maximum of two points into proficiency instead of only one point compared to the single-class druids. It also raises the starting proficiency point from two to four.
Immunity to poisonEdit
At lvl 15, druids become immune to poison.
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%.
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:
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.
|1||2||3||4||5||6+||7++||Total # of spellslots|
|Required experience (druid)||Weapon proficiency||
Hit Dice (d10)
Hit Dice (d8)
|10||500,000||125,000||9 + 3||9 + 2|
|11||750,000||200,000||9 + 6||9 + 4|
|12||1,000,000||300,000||+1||9 + 9||9 + 6|
|13||1,250,000||750,000||9 + 12||9 + 8|
|14||1,500,000||1,500,000||9 + 15||9 + 10|
|15||1,750,000||3,000,000||+1||9 + 18||9 + 12|
|16||2,000,000||3,150,000||9 + 21||9 + 14|
|17||2,250,000||3,300,000||9 + 24||9 + 16|
|18||2,500,000||3,450,000||+1||9 + 27||9 + 18|
|19||2,750,000||3,600,000||9 + 30||9 + 20|
|20||3,000,000||3,750,000||9 + 33||9 + 22|
|21||3,250,000||3,900,000||+1||9 + 36||9 + 24|
|22||3,500,000||above exp. cap||9 + 39||9 + 24|
|23||3,750,000||above exp. cap||9 + 42||9 + 24|
|24||4,000,000||above exp. cap||+1||9 + 45||9 + 24|
|25||4,250,000||above exp. cap||Max: 12 points||9 + 48||9 + 24|