Builder’s Gate

Updated 2026-09-27

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Druid is a class in Baldur’s Gate 3. Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.

Druid
Class
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
Hit points at level 1
8
Hit points per level
5
Spellcasting ability
Wisdom
Subclasses
4

Druid progression

Class levels 1–12 · Select a feature to read its game description.

  1. 1Level
    Enhance Leap Granted spells
    Triple a creature's jumping distance.
    Animal Friendship Granted spells
    Convince a beast not to attack you.
    Speak with Animals Granted spells
    Gain the ability to comprehend and communicate with beasts.
    Goodberry Granted spells
    Conjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4. Berries disappear after Long Rest.
    Create or Destroy Water Granted spells
    Call forth rain or destroy a water-based surface.
    Cure Wounds Granted spells
    Heal a creature you can touch.
    Fog Cloud Granted spells
    The cloud Blinds and Heavily Obscures creatures within it. .
    Ice Knife Granted spells
    Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
    Faerie Fire Granted spells
    All targets within the light turn visible, and Attack Rolls against them have Advantage.
    Charm Person Granted spells
    Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
    Thunderwave Granted spells
    Release a wave of thunderous force that pushes away all creatures and objects.
    Healing Word Granted spells
    Heal a creature you can see.
    Longstrider Granted spells
    Increase three creatures' movement speed by [1].
    Entangle Granted spells
    Create a vine surface, slowing down creatures, possibly Entangling them.
    Level 1 spell slots × 2 Current spell slots
  2. 2Level
    Choose a subclass 4 branches
    Level 1 spell slots × 3 Current spell slots
  3. 3Level
    Spike Growth Granted spells
    Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
    Heat Metal Granted spells
    Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.
    Barkskin Granted spells
    Protect a creature from attacks: increase its Armour Class up to 16.
    Enhance Ability Granted spells
    Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
    Moonbeam Granted spells
    Residual Moonlight
    Protection from Poison Granted spells
    Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
    Gust of Wind Granted spells
    Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance.
    Pass Without Trace Granted spells
    Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.
    Darkvision Granted spells
    You can see in the dark up to 12m.
    Hold Person Granted spells
    Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
    Lesser Restoration Granted spells
    Cure a creature from disease, poison, paralysis or blindness.
    Flaming Sphere Granted spells
    Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
    Flame Blade Granted spells
    Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius.
    Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
  4. 4Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
  5. 5Level
    Wild Strike Granted feature
    You can make an additional attack after making an Unarmed Strike while in Wild Shape.
    Call Lightning Granted spells
    Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.
    Plant Growth Granted spells
    Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.
    Protection from Energy Granted spells
    Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
    Feign Death Granted spells
    Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
    Sleet Storm Granted spells
    Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.
    Daylight Granted spells
    Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
  6. 6Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
  7. 7Level
    Stoneskin Granted spells
    Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
    Polymorph Granted spells
    Transform a creature into a harmless sheep.
    Conjure Woodland Being Granted spells
    Conjure a dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a wood woad.
    Dominate Beast Granted spells
    Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.
    Ice Storm Granted spells
    Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
    Blight Granted spells
    Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
    Freedom of Movement Granted spells
    Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.
    Grasping Vine Granted spells
    Summon a giant vine capable of dragging creatures toward itself.
    Conjure Minor Elemental Granted spells
    Conjure a minor elemental to fight alongside you.
    Confusion Granted spells
    Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
    Wall of Fire Granted spells
    Create a blazing wall of fire, burning anyone who dares stand too close.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots
  8. 8Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
  9. 9Level
    Contagion Granted spells
    Poison a target and possibly afflict them with a disease of your choice.
    Insect Plague Granted spells
    Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
    Mass Cure Wounds Granted spells
    Unleash a soothing hum of energy that heals you and nearby allies.
    Wall of Stone Granted spells
    Raise a wall of non-magical, solid stone.
    Greater Restoration Granted spells
    Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
    Planar Binding Granted spells
    Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
    Conjure Elemental Granted spells
    Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots
  10. 10Level
    Improved Wild Strike Granted feature
    You can make 2 additional attack after making an Unarmed Strike while in Wild Shape.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots
  11. 11Level
    Wall of Thorns Granted spells
    Create a wall of pliable, twisted thorns surrounded by Entangling vines.
    Wind Walk Granted spells
    Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.
    Heroes' Feast Granted spells
    You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
    Heal Granted spells
    Heal a target's wounds and remove Blindness and any diseases.
    Sunbeam Granted spells
    A beam of brilliant light sears and Blinds all creatures in its path.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
  12. 12Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots

Circle of the Land subclass progression

Circle of the Land
Subclass
You channel the natural arcana flowing through the earth and creatures atop it to cast powerful druidic magic.
Related entry
  1. 2Level
    Wild Shape Granted
    Magically assume the shape of a beast.
    Wild Shape: Spider Granted
    Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
    Wild Shape: Cat Granted
    Take the shape of a cat that can avoid attention and Meow to distract enemies. It has 2.
    Wild Shape: Wolf Granted
    Assume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
    Wild Shape: Badger Granted
    Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
    Natural Recovery Granted
    Replenish expended spell slots while out of combat.
  2. 3Level
  3. 4Level
    Wild Shape: Deep Rothé Granted
    Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels.
  4. 5Level
  5. 6Level
    Land's Stride: Difficult Terrain Granted feature
    You have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
    Land's Stride: Plants Granted feature
    You have become an expert at moving through the wilderness.

    Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
    Land's Stride: Advantage Granted feature
    You have become an expert at moving through the wilderness.

    You have Advantage on Saving Throws against plants that are magically created to impede your movement.
    Wild Shape: Owlbear Granted
    Take the shape of an owlbear that can Rupture the ground and become Enraged.
    Wild Shape: Panther Granted
    Take the shape of a panther that can Prowl around invisibly.
  6. 7Level
  7. 9Level
  8. 10Level
    Nature's Ward Granted feature
    You can't be Charmed or Frightened by elementals and fey. Disease and poison also no longer affect you.
    Wild Shape: Dilophosaurus Granted
    Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class.

Circle of the Moon subclass progression

Circle of the Moon
Subclass
Your form is mutable as the mercurial moon, letting you shift your form into massive beasts and even primal elementals.
Related entry
  1. 2Level
    Lunar Mend Granted feature
    As a bonus action in animal form, you can expend spell slots to heal yourself. You regain 1d8 per spell slot level.
    Wild Shape Granted
    Magically assume the shape of a beast.
    Wild Shape: Spider Granted
    Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
    Wild Shape: Cat Granted
    Take the shape of a cat that can avoid attention and Meow to distract enemies. It has 2.
    Wild Shape: Wolf Granted
    Assume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
    Wild Shape: Badger Granted
    Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
    Wild Shape: Bear Granted
    Assume the shape of a polar bear that can Goad enemies into attacking it. The polar bear has a starting health of 30 that increases every two druid levels.
  2. 4Level
    Wild Shape: Dire Raven Granted
    Take the shape of a dire raven that can avoid attention and Blind enemies. It has 13.
    Wild Shape: Deep Rothé Granted
    Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels.
  3. 6Level
    Primal Strike Granted feature
    While in beast form, your attacks count as magical for the purpose of overcoming Resistance and Immunity to non-magical damage.
    Wild Shape: Owlbear Granted
    Take the shape of an owlbear that can Rupture the ground and become Enraged.
    Wild Shape: Panther Granted
    Take the shape of a panther that can Prowl around invisibly.
  4. 8Level
    Wild Shape: Sabre-Toothed Tiger Granted
    Take the shape of a sabre-toothed tiger that can Shred Armour and regenerate hit points.
  5. 10Level
    Wild Shape: Dilophosaurus Granted
    Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class.
    Wild Shape: Air Myrmidon Granted
    Take the shape of an air myrmidon.
    Wild Shape: Earth Myrmidon Granted
    Take the shape of an earth myrmidon.
    Wild Shape: Water Myrmidon Granted
    Take the shape of a water myrmidon.
    Wild Shape: Fire Myrmidon Granted
    Take the shape of a fire myrmidon.

Circle of the Spores subclass progression

Circle of the Spores
Subclass
Viewing death, necrosis, fungal growth, and sporulation as just another part of life, you can manipulate such spores to augment yourself and harm your foes.
Related entry
  1. 2Level
    Wild Shape Granted
    Magically assume the shape of a beast.
    Wild Shape: Spider Granted
    Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
    Wild Shape: Cat Granted
    Take the shape of a cat that can avoid attention and Meow to distract enemies. It has 2.
    Wild Shape: Wolf Granted
    Assume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
    Wild Shape: Badger Granted
    Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
    Symbiotic Entity Granted
    Gain [1] and deal an additional 1d6 Necrotic damage while you have them. Cast Halo of Spores with double damage.
    Halo of Spores Granted
    Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won't trigger this turn.
    Bone Chill Granted cantrips
    Prevent the target from healing until your next turn. The target cannot help Downed characters. An undead target receives Disadvantage on Attack Rolls.
  2. 3Level
    Detect Thoughts Granted spells
    Focus your mind to read the thoughts of certain creatures while talking to them.
    Blindness Granted spells
    Blind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
  3. 4Level
    Wild Shape: Deep Rothé Granted
    Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels.
  4. 5Level
    Gaseous Form Granted spells
    Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
    Animate Dead Granted spells
    Animate a pile of bones or a corpse to serve you.
  5. 6Level
    Wild Shape: Owlbear Granted
    Take the shape of an owlbear that can Rupture the ground and become Enraged.
    Wild Shape: Panther Granted
    Take the shape of a panther that can Prowl around invisibly.
    Fungal Infestation Granted cantrips
    Raise a mildewed, mould-encrusted zombie from a corpse.
  6. 7Level
    Blight Granted spells
    Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
    Confusion Granted spells
    Confuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
  7. 9Level
    Contagion Granted spells
    Poison a target and possibly afflict them with a disease of your choice.
    Cloudkill Granted spells
    Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
  8. 10Level
    Spreading Spores Granted feature
    While Symbiotic Entity is active, you can create a cloud of Spreading Spores.
    Wild Shape: Dilophosaurus Granted
    Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class.

Circle of the Stars subclass progression

Circle of the Stars
Subclass
You are guided by the infinite mysteries of the cosmos. It is through your understanding of the stars that your druidic magic gains its potency.
Related entry
  1. 2Level
    Starry Form Granted feature
    You can expend a Wild Shape Charge to take on a Starry Form rather than transforming into a beast.

    You can take on Starry Form: Archer, Starry Form: Chalice, or Starry Form: Dragon.
    Guidance Granted spells
    The target gains a +1d4 bonus to Ability Checks.
    Star Map: Guiding Bolt Granted spells
    The next Attack Roll against this target has Advantage.
    Guiding Bolt Granted spells
    The next Attack Roll against this target has Advantage.
    Wild Shape Granted
    Magically assume the shape of a beast.
    Wild Shape: Spider Granted
    Assume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 that increases every two druid levels.
    Wild Shape: Cat Granted
    Take the shape of a cat that can avoid attention and Meow to distract enemies. It has 2.
    Wild Shape: Wolf Granted
    Assume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting health of 18 that increases every two druid levels.
    Wild Shape: Badger Granted
    Assume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 that increases every two druid levels.
    Starry Form: Archer Granted
    A constellation of an archer appears on you. As a Bonus Action while in this Starry Form, you can cast Luminous Arrow.
    Starry Form: Dragon Granted
    When you make Intelligence or Wisdom Checks or Constitution Saving Throws, you can replace rolls of 9 or lower with a 10.
    Starry Form: Chalice Granted
    A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast Chalice Healing.
  2. 4Level
    Wild Shape: Deep Rothé Granted
    Assume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a starting health of 23 that increases every two druid levels.
  3. 6Level
    Cosmic Omen Granted feature
    Whenever you Long Rest, you consult the stars for a Cosmic Omen of Weal or of Woe. The omen grants you the ability to increase (Weal) or decrease (Woe) Attack Rolls or Saving Throws, or (Weal only) to increase your allies' Ability Checks.
    Cosmic Omen: Ability Check Action
    Give your allies a +[1] bonus to Ability Checks.
    Wild Shape: Owlbear Granted
    Take the shape of an owlbear that can Rupture the ground and become Enraged.
    Wild Shape: Panther Granted
    Take the shape of a panther that can Prowl around invisibly.
  4. 10Level
    Twinkling Constellations Granted feature
    Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to Fly at a movement speed of 6m.
    Wild Shape: Dilophosaurus Granted
    Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class.