Discover the best Druid weapons in Baldur’s Gate 3, equipping your class with the top ten early and end-game choices.
Druids in Baldur’s Gate are masters of nature, and they can use their magic to heal their allies, control the battlefield, and transform into powerful beasts. Some druid builds focus on healing and support, while others focus on dealing with damage and controlling the battlefield. Still, others focus on using Wild Shape to transform into powerful beasts and attack enemies in melee combat. Unlike other classes in BG3, Druids have specific weapon proficiencies rather than simple or martial weapons. This Baldur’s Gate 3 Best Weapons for Druid class guide and ranking explains and lists the best weapons in BG3 for the Druid class and how to utilize them.
What is the Best Weapon for Druid Class in Baldur’s Gate 3
The Markoheshkir is a legendary quarterstaff in Baldur’s Gate 3 that is considered to be the best weapon for the Druids class. Markoheshkir provides you with a free spell slot per Long Rest, elemental resistance, and additional spells. You will also gain a +1 bonus to spell save DC and Spell Attack Rolls. Quarterstaves are versatile weapons, so you can combine them with a shield for extra Armour Class (AC) as well.
Without a doubt, the top three weapon choices for Druid are Markoheshkir, The Blood of Lathander, and Staff of Spellpower. Here are the best weapons for the Druid Class in BG3 from best to worst list:
- Markoheshkir
- The Blood of Lathander
- Staff of Spellpower
- Staff of Cherished Necromancy
- Devotee’s Mace
- Selûne’s Spear of Night
- Incandescent Staff
- Creation’s Echo
- Speedy Reply
- Staff of Arcane Blessing
10 Staff of Arcane Blessing
Staff of Arcane Blessing features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaves
- Requirements: Simple Weapon Proficiency
- Rarity: Uncommon
- Location: Underdark basement of Arcane Tower using Guiding Light ring Act 1.
The Staff of Arcane Blessing is a quarterstaff that can be found in the Arcane Tower in the Underdark during Act 1. It gives the wielder a free Bless spell once per Long Rest, which grants up to three allies an additional 1d4 to saving throws and weapon attack rolls. It also provides Mystra’s Blessing, which gives an additional 2d4 to spell attack rolls.
Bless is a powerful buff spell that can be used to increase the party’s offensive and defensive potential. Bless isn’t a spell given to the Druid class and is a perfect choice for a support Druid build. Consider this a great early-game weapon to use to buff your party.
9 Speedy Reply
Speedy Reply features in Baldur’s Gate 3:
- Damage: 1d6 + Slashing damage
- Type: Scimitars
- Requirements: Martial weapon, Scimitar proficiency
- Rarity: Uncommon
- Location: Caravan along the Risen Road Act 1 (X:25, Y:603).
The Speedy Reply Scimitar is a slashing martial weapon. The Druid has proficiency with Scimitars, and this is a good choice for melee damage-dealing Druid builds. Scimitar’s damage modified is either Strength or Dexterity, whichever is highest.
As a Druid, you use light armour with 16 or more Dexterity to aid in Armour Class and damage your Scimitar. Or using medium armour with 14 Dexterity to get +2 AC and +2 damage with this weapon. Consider this weapon a strong choice if you intend to play with melee damage in Act 1.
8 Creation’s Echo
Creation’s Echo features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapon Proficiency
- Rarity: Rare
- Location: Sold by Omeluum in the Myconid Colony upon completing Help Omeluum investigate the parasite.
The Creation’s Echo Quarterstaff is a simple and versatile weapon found in Act 1. This weapon provides an Elemental Resonance perk. If the wielder deals with Acid, Fire, Lightning, Radiant, or Necrotic damage, it becomes resistant to that damage type for 2 turns. With spells like Call of Lighting, Flame Blade, and Ice Knife, your Druid build will constantly trigger extra elemental resistance.
To further augment this bonus, consider the Tiefling race for Hellish Resistance. This racial passive provides fire resistance, which can be combined with the Creation’s Echo. These bonuses can be very helpful in finishing Act 1 in the Adamantine Forge boss with heavy elemental damage.
7 Incandescent Staff
Incandescent Staff features in Baldur’s Gate 3:
- Damage: 1d6 Bludgeoning (One-Handed), 1d8 Bludgeoning (Two-Handed)
- Type: Quarterstaves
- Requirements: Simple Weapon Proficiency
- Rarity: Very Rare
- Location: Sold by Quartermaster Talli in Last Light Inn in Act 2.
The Incandescent Staff is a great choice for spellcasters who want to deal more damage. It can be purchased from Talli in the Last Light Inn in Act 2. The staff gives the wielder a free Fire Bolt cantrip and a Fireball spell once per Long Rest. Another advantage of the Incandescent Staff is that it can be used with a shield. This is useful for spellcasters who don’t plan on using weapon attacks.
The Incandescent Staff can be purchased very early in Act 2, making it a good choice for spellcasters who want to increase their offensive firepower. It is also a good choice for spellcasters who did not choose the High Elf race, as it gives them access to the Fire Bolt cantrip. Consider combining this and multiclass the Druid with 2 levels for Evocation Wizard. This will prevent friendly fire when doing large area-based damage spells like Fireball.
6 Selûne’s Spear of Night
Selûne’s Spear of Night features in Baldur’s Gate 3:
- Damage: 1d6 Piercing (One-Handed), 1d8 Piercing (Two-Handed)
- Type: Versatile, Spear
- Requirements: Simple Weapon proficiency
- Rarity: Legendary
- Location: From Nightsong At Your Camp, End of Act 2.
The Selûne’s Spear of Night is a versatile spear that is a great choice for all Druids in Baldur’s Gate 3. The spear gives the wielder access to the Moonbeam spell once per Long Rest. Moonbeam is a level 2 Evocation spell that deals 2d10 radiant damage to all creatures in a 3-foot radius. The spell can be moved each turn and requires concentration, but it is a powerful area-based damage spell.
In addition to Moonbeam, the Selûne’s Spear of Night also provides Darkvision and the Selûne Blessing. Darkvision is a passive benefit that allows creatures to see in darkness as if it were dim light. This is especially helpful for races like Githyanki and Humans who do not possess Darkvision. The Selûne Blessing gives the wielder an Advantage on Wisdom saving throws and Perception checks. Depending on your story decision, this spear is worth obtaining if you save the Nightsong.
5 Devotee’s Mace
Devotee’s Mace features in Baldur’s Gate 3:
- Damage: 1d6+3 Bludgeoning, +1d8 Radiant
- Type: Mace
- Requirements: Simple Weapon Proficiency
- Rarity: Legendary
- Location: Reward from the Arm Thy Servant variant of Divine Intervention.
The Devotee’s Mace is a legendary mace that can be obtained using the Divine Intervention spell. Divine Intervention is a unique Cleric spell that can be used once per game unlocked at level 10. You can simply respec any character to Cleric, use this spell, and revert to your previous build for an ultra-powerful Mace.
The strength of the Devotee’s Mace is its special Healing Incense Aura. Once per Long Rest, the mace emanates a soothing aura that heals you and nearby allies for 1d4 hit points at the start of your turn for 10 turns. This ability uses a bonus action, so it can be combined with an action on the same turn, or used outside of combat when expecting a heavy fight. Consider this a must-have Mace for a one-hand and shield-based support Druid build.
4 Staff of Cherished Necromancy
Staff of Cherished Necromancy features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapon proficiency
- Rarity: Very Rare
- Location: Looted from Mystic Carrion in Philgrave’s Mansion inside the Lower City Act 3.
The Staff of Cherished Necromancy is a very rare Quarterstaff helpful to Necromancy spells. The Life Essence Harvest special feature is perfect for a Circle of the Spores Druid build. When the wielder kills a hostile creature with a spell, they greedily absorb its energy and gain Life Essence until their next Long Rest. Life Essence allows you to cast any Necromancy spell without consuming a spell slot.
The three most powerful for the Spores Druid are Animate Dead, Blight, and Contagion. The Staff of Cherished Necromancy frees your spell slot up to cast powerful damage and animation spells and not consume a spell slot. With the Heightened Necroamncy feature, creatures have a disadvantage on saving throws against your Necromancy Spell. While this weapon might be ideal for one subclass, it’s still worth picking up depending on your spell selection.
3 Staff of Spellpower
Staff of Spellpower features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaff
- Requirements: Simple Weapon Proficiency
- Rarity: Very rare
- Location: House of Hope Infernal Gem.
The Staff of Spellpower is a powerful Quarterstaff obtained in Act 3. The strength of this weapon is the Arcane Battery feature. Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell slot. This allows you to cast two of the highest spells in the game rather than one.
Heroes’ Feast is a powerful buff spell that lasts until a Long Rest. You and everyone around can’t be Poisoned, Diseased, or Frightened. Everyone’s maximum Hit Points increase by 12, and they make Wisdom Saving Throws with Advantage. You can then use another powerful damage ability like Sunbeam giving you a much higher damage potential regardless of your Druid build. However, there’s a staff that has Arcane Battery much more in the number one spot.
2 The Blood of Lathander
The Blood of Lathander features in Baldur’s Gate 3:
- Damage: 1d6 + 3 Bludgeoning
- Type: Mace
- Requirements: Simple Weapon Proficiency
- Rarity: Legendary
- Location: Found in Crèche Y’llek, Blood of Lathander quest at end of Act 1.
The Blood of Lathander is a legendary mace that can be obtained at the end of Act 1 by completing the quest of the same name. This weapon provides three special features, Lathander’s Blessing, Lathander’s Light, and Sunbeam level 6 Evocation spell. The Sunbeam spell is incredibly powerful shooting radiant damage in a straight line up to 18 meters which can be used once per Long Rest. The Lathander’s Blessing feature allows you to recover when you reach 0 health and provides area-based group healing as well.
What makes the Blood of Lathander so special is that it is available in late Act 1 and can be used by any Druid subclass for the entire game. With an offensive spell like Sunbeam, a defensive perk like Lathander’s Blessing, and the ability to equip a shield in combination, The Blood of Lathander is one of the strongest weapons for the Druid in BG3.
1 Markoheshkir
Markoheshkir features in Baldur’s Gate 3:
- Damage: 1d6+2 Bludgeoning (One-Handed), 1d8+2 Bludgeoning (Two-Handed)
- Type: Quarterstaves
- Requirements: Simple Weapon Proficiency
- Rarity: Legendary
- Location: Ramazith’s Tower during Act 3.
The Markoheshkir quarterstaff is the best weapon for Druids in Baldur’s Gate 3. It can be obtained early in Act 3 and has the unique Arcane Battery ability that allows you to cast one spell without expending a spell slot once per Long Rest. This is especially useful at level 11 when you unlock level 6 spells but only have one level 6 spell slot.
The Markoheshkir also has a powerful level 4 Evocation spell called Kereska’s Favor. This spell allows its caster to imbue itself with an element and unlock resistances and spells associated with it. However, it is important to note that it does not provide any support, healing, or buffs. This means that it is primarily limited to spellcasting Druid builds who do not forge melee attacks.
Even if you use Circle of the Moon and Wild Shape this quarterstaff is still strong. Gives you the freedom and ability to gain additional spells, resistances, and an extra spell slot. The Markoheshkir is the best and strongest weapon for the Druid in BG3.
Druid Weapon Proficiency in Baldur’s Gate 3
The Druid class in BG3 has specific weapon proficiency rather than simple or martial weapons. With three subclasses, the Druid doesn’t unlock any additional weapon proficiency through their subclass selection. Druids can look to selecting races, multiclass, or feats to add additional weapon proficiency. However, the Quarterstaff remains the standard choice for Druid spellcasters.
Druids in Baldur’s Gate 3 are proficient with the following weapons:
- Club
- Dagger
- Javelin
- Mace
- Quarterstaff
- Scimitar
- Sickle
- Spear
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