This guide focuses on the best Druid build in Baldur’s Gate 3, the Circle of the Moon Subclass, and includes all components to build a powerful character.
- Druid Class Guide
- Race Choice
- Ability Scores
- Druid Spell Slots
- Druid Illithid Powers
- Druid Level Progression
- Gameplay Tips and Tricks
- Build Summary Guide
This build has been updated for the patch 3 version of Baldur’s Gate 3.
Best Baldur’s Gate 3 Druid Circle of the Moon Build
This Druid Circle of the Moon Build is focused on transferring via Wild Shape and is primarily a damage dealer. There are other forms of support, and you can heal to some extent. But this build Wild Shapes, provides great damage, crowd control, and high survivability. You want to play this build for those looking to transform into animals, cast powerful spells, and do damage.
This build will focus on what the Druid does well – shape shifting. You will have some offensive and defensive spell usage, but the premise will be to shape into animals and do damage. The utility comes from using spells prior to Shape Shifting along with selecting different creatures based on their active skills. Pick this build-up if you want to focus on a Shape Shifting damage Druid.
Druid Class Pros:
- Shapeshifting: Druids can transform into animals, granting them unique abilities and tactical advantages.
- Nature Magic: Druids have access to spells that control the environment, summon creatures, and heal allies.
- Versatile Playstyle: Druids can fill a variety of roles, such as melee combatant, spellcaster, and support.
Druid Class Cons:
- Limited Armor Proficiency: Druids are typically restricted to wearing light and medium armor, which can limit their defensive capabilities.
- Complex Spellcasting: Druids have a diverse range of spells, but their unique spell list and nature-focused abilities can be more challenging to navigate.
- Shapeshifting Limitations: The effectiveness of shape-shifting can depend on the situation and available forms, limiting its utility in certain encounters.
Druid Class Guide
Druids are spellcasters who wield and manipulate nature magic and can transform into various animals thanks to the Wild Shape ability. They shape-shift into a wolf, bear, spider, and much more, each granting them unique tactical advantages. Druids excel at support roles, crowd control, and summoning, making them valuable assets to any party. Consider Druid’s survivability high due to Wild Shape and healing.
With their high damage output, shapeshifting abilities, and healing spells, Druids are a great addition to any party. The class also feels and plays very unique, fun, and different from others in Baldur’s Gate 3.
Druid Class Mechanics
Here is a list of all the essential Spell Mechanics in Baldur’s Gate 3 for Druid Build:
- Primary Ability: Wisdom
- Secondary Ability: Constitution
- Armour Proficiency: Light and Medium Armour
- Weapon Proficiency: Simple Weapons & Shields
- Preferred Armor: Light
- Preferred Weapon: Quarterstaff or Spear
- Combat Wild Shape: As a Bonus Action, you can assume the form of a beast.
- Lunar Mend: Expend spell slots to regain hit points while wild shaped.
- Primal Strike: While in beast form, your attacks count as magical for the purpose of overcoming Resistance.
- Wild Shape: creature transformation
Druid Wild Shape Explained
In Baldur’s Gate 3, Druids can use the Wild Shape ability to transform into a beast form. This ability is available once the Druid reaches level 2, and they have two charges of Wild Shape that they can replenish with each short rest.
When a druid Wild Shapes, they take on the game statistics of their beast form, including their hit points, armor class, movement speed, Strength, Dexterity, and Constitution scores. They also gain the special abilities of their beast form, such as the ability to climb walls, fly or breathe underwater.
However, there are some limitations to Wild Shape. The druid’s Intelligence, Wisdom, and Charisma scores remain the same, so they cannot cast spells or speak in animal form. Additionally, the druid’s equipment merges into their animal form and cannot be used until they revert to their humanoid form. The type of beast form that a druid can Wild Shape into depends on their subclass.
Wild Shape is a powerful ability that can give druids a significant advantage in combat. It allows them to transform into a variety of different beasts, each with its own unique strengths and abilities. This can make them difficult to defeat, and it can also give them the ability to perform actions that would be impossible in their humanoid form. Notes about Wild Shape:
- Cost Bonus Action
- Wild Shape Doesn’t Drop concentration
- While in Wild Shape, if you use all HP, return to human form
- While in Wild Shape, gain access to a self-heal
While Wild Shape is great, but also limits your ability to heal allies which can be critical. The idea on how to use it is, use a powerful spell, even one that cost concentration as your action on your first turn. Then use your bonus action to Wild Shape. Also of note, the creatures you Wild Shape into, will have their own set of skills, ability scores, and so forth. You can even drink potions in their form. The creature attacks scale in damage from Strength on most, but pumping up your individual strength won’t make them hit harder. So, stick to stacking Wisdom and Constitution and rely on the individual Shape’s ability score for offensive and defensive potential.
Druid Wild Shape Forms
|Dire Raven||21||Beak Attack|
|Panther||45||Jagular Strike, Prowl, Pounce|
|Sabre Toothed Tiger||62||Shred Armour, Jagular Strike|
|Dilophosaurus||74||Bite, Corrosive Spit, Pounce|
- Cat: shape gets 2 hit points and a simple melee attack and Meow which acts as a distraction. This form isn’t recommended for combat but is great for getting into small spaces!
- Badger: shape gets 13 hit points, bite melee attack, a Claw action knockback and Burrow attack. This is great because it can knock enemies Prone, essentially crowd-controlling them. Use this if you need CC in your party.
- Bear: shape gets a massive 30 hit points to start, a claw attack and Roar. Roar acts like a taunt, forcing targets to attack you and is a great move if you have a squishy Wizard taking a lot of pressure.
- Wolf: shape of a dire wolf that can increase its allies’ movement speed and leave its enemies by guaranteeing a critical strike. While you start with less HP than the Bear, 18, consider this a high damage form with Bite melee attack, Howl, which increases allies’ movement and Exposing Bite, which guarantees the next attack to critical strike.
- Spider: shape starts with 20 hit points and has Venomous Bite action that does damage and possibly poisons targets. The Spider can also cover the ground with flammable webbing and movement which is great against aggressive melee enemies.
- Dire Raven: shape starts with 21 HP, a peck attack and Rend Vision which can Blind enemies. The Raven can also fly and reach hard to get locations.
- Deep Rothé: shape starts with 23 HP, has a force attack Gore and Charge, which is a great crowd control area ability that can knock enemies prone.
- Owlbear: High Hit points with fantastic Aoe damage and stun ability.
- Panther: Can turn invisible and attack from shadows, gaining an advantage. With good hit points it’s a powerful Wild Shape.
- Sabre Toothed Tiger: Enemies who are Prone will receive huge damage from this wild shape and with shred Armor ability, that can also weaken enemies its one of the best damaging Druid’s Wild Shape.
- Dilophosaurus: Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target’s Armour Class
Druid Spell Mechanics
- Cantrips: are like spells, but you can cast them infinitely, and they don’t require spell slots.
- Spell Slots: these are the limited resource for casting spells that can be replenished on long rest.
- Spell Levels: this refers to the potency and level of the spell, in BG3 they will go up to level 6.
- Prepared Spells: allow you to swap in and out spells in between combat.
- Concentration: is a spell mechanic that requires you to maintain concentration otherwise, the spell effect ends.
- Replacement Spells: Upon leveling up, you can learn and unlearn spells if you made a mistake in spell selection.
Druid Best Subclass – Circle of the Moon
The Best Subclass for the Druid is Circle of the Moon, focusing on transforming into Beast using the Wild Shape Ability do high damage and sill cast spells. In Baldur’s Gate 3, the Druid class offers various subclasses, which will have more upon full release of the game. At level two, you can make your decision on which to pick. Here’s a brief description of the Druid’s subclasses and their strengths:
- Circle of the Moon: This subclass emphasizes the Druid’s ability to transform into powerful beasts. Druids of the Circle of the Moon gain enhanced Wild Shape abilities, allowing them to transform into more potent creatures at an earlier level. They can also use Wild Shape as a bonus action and have increased hit points while in Wild Shape form. This subclass is well-suited for those who enjoy melee combat and shape-shifting.
- Circle of the Land: This subclass focuses on the connection between the Druid and the natural world. Druids of the Circle of the Land gain additional spells based on the type of terrain they choose as their circle, such as Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Underdark. These additional spells provide versatility and thematic flavor to the Druid’s spellcasting.
- Circle of Spores: It’s a druid subclass in Baldur’s Gate 3 that focuses on using the power of decay and fungi to fight their enemies.
Baldur’s Gate 3 Circle of the Moon Druid Features & Progression
We are focused on high damage, survivability, and group utility so Circle of the Moon makes the best choice for our Druid. This will allow us to optimize Wild Shape usage and focus on becoming wild creatures which get much more powerful later in the game.
- Lunar Mend (Level 2): Expend spell slots to regain Hit Points while in Wild Shape.
- Combat Wild Shape (Level 2): Wild Shape now uses a Bonus Action instead of an Action.
- Available Wild Shapes (Level 2): Badger, Bear, Cat, Spider, Wolf
- Available Wild Shapes (Level 4): Dire Raven and Deep Rothé
- Wild Strike (Level 5): You can make an additional attack after making an unarmed strike while in Wild Shape.
- Primal Strike (Level 6): While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
- Available Wild Shapes (Level 6): Panther and Owlbear
- Available Wild Shapes (Level 8): Sabre-Toothed Tiger
- Improved Wild Strike (Level 10): You can make 2 additional attacks after making an unarmed strike while in Wild Shape.
- Available Wild Shapes (Level 10): Dilophosaurus, Air Myrmidon, Earth Myrmidon, Fire Myrmidon, Water Myrmidon
Folk Hero is the Best Backgrounds for the Best Baldur’s Gate 3 Druid Circle of the Moon Build. This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Additional choices are:
- Folk Hero: Proficient in Animal Handling and Survival. You’re a champion of the common people, challenging tyrants, and monsters to protect the helpless.
- Acolyte: Proficiency in Insight and Religion. You have spent your life in service to a temple, learning sacred rites and providing sacrifices to the god or gods you worship.
- Outlander: Proficiency in Athletics and Survival. You grew up in the wilds, learning to survive far from the comforts of civilization.
Best Race Choice Druid Build
The Wood Half-Elf is the best race choice for the Best Baldur’s Gate 3 Druid Circle of the Moon Build because of the increased movement speed, Darkvision and Fey Ancestry. The Gold Dwarf is the second choice because of Dwarven resilience and toughness though they lack high movement speed.
|Wood Half-Elf||Gold Dwarf|
|Fleet of Foot (10.5m movement)||Dwarven Resilience|
|Fey Ancestry||Dwarven Toughness|
|Darkvision (12m)||Darkvision (12m)|
|Stealth Profeciency||Weapon Proficiencies|
The Druid’s racial choice will not influence ability score, but everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.
Recommended Skills for Druid Circle of the Moon Build
Animal Handling and Perception are the best skills for the Best Baldur’s Gate 3 Druid Circle of the Moon Build because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.
Here are the skills for Druid in Baldur’s Gate 3:
Best Druid Ability Scores
Below is the best ability score to unlock the full potential of a Best Baldur’s Gate 3 Druid Circle of the Moon Build:
The best ability score for the Druid reaches 16 Wisdom to increase spellcasting potency, then 16 Constitution which helps with concentration spells and health. 14 Dexterity is the next priority because this can add to your Armour Class (AC) while wearing medium armor. This will give you a great blend of survivability and damage, while the Wild Shape creatures will have their own ability score when you transform.
After you choose the Druid, Circle of the Moon, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the best druid build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off.
Druid Spell Slots
Here’s a chart that shows the levels and spell slots unlocked for the Best Baldur’s Gate 3 Druid Circle of the Moon Build:
Druid Illithid Powers
Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Best Baldur’s Gate 3 Druid Circle of the Moon Build:
- Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn. This is the priority power you want to obtain because you can force enemies to attack something else.
- Repulsor: Deal force damage and Force Push anything and anyone back 6m. Used if surrounded and or you don’t have Thunderwave.
- Shield of Thralls: Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts, possibly Stunning nearby foes. This can be a useful defensive shield when expecting or taking pressure.
- Freecast: You have discovered a marvelous adaption within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest. Utterly god tier feature to pair with metamagic making your build obsencely strong because you can cast essentially three spells in one turn. Quickened spell (2x) and Freecast with bonus action (3x).
Druid Level Progression
- Shillelagh Cantrip: Imbue your staff or club with nature’s power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls. This is great because it uses a bonus action, not an action, and does not require concentration.
- Thorn Whip: Strike at a creature with a thorny, vine-like whip and pull it 3m closer to you. This acts as a way to control targets, mainly casters or someone you need to pull closer. Swap to Guidance if you do not have a Cleric or another spellcaster with this Cantrip. It’ll make speech checks much easier.
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder). This spell acts as a knockback and should be offensively to get instant kill-off ledges.
- Cure Wounds: Touch a creature to heal it. Costs an action and needs to be in melee range to heal, but you can pair them together with Healing Word.
- Healing Word: 18m range heal 1d4. This spell is great because it requires a bonus action rather than an action and a level 1 spell slot.
- Ice Knife: Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. This is a great range damage dealing spell at the start of the game that can cause the prone status effect.
- Enhanced Leap: Triple a creature’s jumping distance. Rarely used, but can be helpful outside of combat to reach hidden areas.
Gameplay: you won’t be able to Wild Shape just yet so rely on your spells and cantrips for damage at this level. The main damage skill is Ice Knife and Shillelagh cantrip. Thankfully you won’t be at this level long, and then you can Wild Shape using spells in conjunction with animal abilities.
Level One Prepared Spells: Healing Word, Ice Knife, Thunderwave, and Cure Wounds.
- Combat Wild Shape: use a bonus action to assume the form of a beast. You may transform twice per short rest.
- Lunar Mend: Expend spell slots to regain hit points while wild-shaped. You regain 1d8 hit points per level of the spell slot.
Level two will also unlock another level 1 spell slot.
- Entangle: Vines sprout from the ground, slowing creatures within and possibly Entangling them. This acts as a concentration-based single-target crowd control ability.
You want to use the Wild Shape forms for various combat situations. At this level, the Wolf is your damage dealer, the Spider great for snares and immobilization and the Badger is great for utility and damage because it has 3 attacks. If you “die” or reach 0 HP in Wild Shape form, you will revert back to your physical form. So, you can use this as an extra health bar if you are in trouble.
The downside to going into Wild Shape is losing access to all your spells. You will have the animal’s abilities, spells, and access to one self-heal. This is why the build is more of a damage dealer than support. So be wary, if you want to off-heal team mates, you can exit Wild Shape form and do it manually.
Gameplay: On your first turn try to open up with a damage spell using your action first. Typically this Ice Knife or Thunderwave if enemies surround you. Then use your Bonus Action to transform into a Wild Shape. Typically the Badger at this level. Now go offensive and use the Badger skills. Burrow is a great crowd control effect if your team needs control. Also, consider going out of Wild Shape manually when you need to cast another ability. This method of casting, transforming will be the gameplay loop from this point forward.
Level Two Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, and Ice Knife.
Level three unlocks the ability to cast level 2 spells along with more slots for level 1. Our suggestion is pickup Flaming Sphere.
Here are our two favorite new spells :
- Flaming Sphere: Summon a flaming sphere that damages nearby enemies and objects. The sphere sheds bright light in a 6m radius, and dim light for an additional 6m.
- While this doesn’t look impressive, it’s literally a god-tier skill. The sphere can be summoned at range, has a lot of health and often times soaks up all the damage for your party. It requires concentration so you’ll want to avoid using another concentration spell. Cast it ahead when you expect big damage coming from multiple sources. You can also cast Flaming Sphere with your action, then use a bonus action to Wild Shape. This will not drop concentration and is very helpful at this level.
Gameplay at this level is somewhat similar than before. Cast Flame Sphere, get into your preferred Wild Shape and do damage!
Level 3 Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, Ice Knief, Flaming Sphere.
At level four you can choose between a feat (feature) or an increased ability score, specifically Wisdom. Increase Wisdom by two to reach 18 as the feats for Druids aren’t that impressive. You will get another Cantrip and another level 2 spell slot.
- Guidance: Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks. This is a great spell to use during dialogue and helps support conversation dice rolls.
- Heat Metal: the TLDR on this is a skill, if someone is wearing a metal weapon or armor, they can drop their armor and take damage. This requires concentration and has an 18m range. It’s essentially a must-have skill against hard-hitting Fighters and Barbarians and completely shuts them down and does damage.
Deep Rothe Shape: this will be unlocked at this level. This form is amazing for crowd control. Being able to charge ahead and knock a group of enemies in prone is awesome for the group. Use this form when you need mobility, melee damage and stuns.
Gameplay at this level gives you some flexibility in your opening spell. Typically its Flame Sphere unless you need to drop an enemies weapon with Heat Metal. Wild Shape into Deep Rothe gore is your skill for damage, while Charge is your crowd control skill.
Level 4 Prepared Spells: Healing Word, Entangle, Thunderwave, Cure Wounds, Heat Metal, Flaming Sphere, Ice Knief.
At level five, you get access to two level 3 spells which are very powerful. What you select will depend on your group composition. Meaning, if you have a Wizard in the group focused on heavy area damage, you may want to make a different selection. Typically, the level 3 spells have a huge jump in power and can really damage massive groups at once so that will be our focus. Additionally, you unlock Wild Strike while in Wild Shape form.
- Call of Lightning: Call down lightning to hit all targets within range. Each turn can call down lightning again without expending a spell slot. The strength of this spell is the massive damage and that you can apply the spell with an action. This gives the Druid a huge range area damage nuke that can be used in conjunction with other range spells.
- Sleet Storm: Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. This spell allows you to create an elemental damage spell in a massive 9m area. It also disrupts casters and is a ranged spell. Cast this at a choke point with heavy melee aggressors with ice and watch them fall prone. Or shut down the range caster and protect your group.
Gameplay at this level expect a big jump in damage with spells, both of which are area based. Also, your Wild Shape damage will be much higher allowing you to attack twice. Ideally, you want to use your big area-based damage or Flame Sphere first, then Wild Shape and prepare for melee battle on turn two.
Level 5 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, and Sleet Storm.
At level 6 you get one additional spell and two new forms. The spell choice is up to you, Ice Knife defaults back in this position and its a solid choice for range damage when we have limited level 3-4 spell slots.
- Wild Shape: Panther: consider this the damage dealer of the two new entries. It has a unique attack Juglar strike, which deals extra damage to prone enemies. This is easy to proc with ice spells or other crowd control. The combo you can use to take advantage of is having someone shoot an Ice Arrow at range with a high probability of being prone. Then on your turn, you can pounce doing much more damage.
- Wild Shape: Owlbear: consider this form great area damage and crowd control CC. This form also has a ton of damage and should be used when you need to rush into a large group of enemies and stun them to relieve pressure from your group.
- Gust of Wind: Summon a strong wind that clears all sounds and pushes creatures back 5m, forcing them Off Balance. This can be helpful as a strong area knockback similar and a bit better than Thunderwave.
At this level, you have more options in Wild Shape and Spells. Combine area damage spells with whatever needs you have for Wild Shape like single target damage or area. I typically used the Owlbear because of the Enrage Action area skill can frighten enemies in a radius. This shape also has a ton of health as well.
Level 6 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Gust of Wind.
At level 7, you get access to level 4 spells. You can select more than one if you wish and we suggest taking two:
- Ice Storm: deals 2d8 bludgeoning damage and +4d6 cold damage in a massive 6m radius.
- Conjure Woodland Beings: summons a fey creature friendly.
Ice Storm acts as another massive area damage, that can proc status effects. Conjure Woodland is useful because it doesn’t require concentration. In essence, you could use both Flame Sphere and Conjure Woodland for two companions aiding you. The Woodland creatures also have a lot of spells and skills useful for damage and crowd control. They can fulfill that role, while you Wild Shape into a damaged form.
At this level, drop Gust of Wind and pickup both level four spells and use one during combat. The picture prepared spells is slightly off, don’t take Flame Blade, instead use Ice Knife. On tough fights, I use my spell slot for Conjure Woodland Being rather than Ice Storm.
Level 7 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Conjure Woodland Being.
- War Caster: You gain Advantage on Saving Throws to maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range. War Caster helps dramatically maintain concentration which is almost always active for our build. We will use the level 12 feat to push our Wisdom to 20, but after testing this was more helpful at level 8.
- Confusion: Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. Usage: a massive crowd control skill and one of the best because it can make enemies attack each other and has a massive area.
- Wild Shape: Sabre-Toothed Tiger: this is just a better version of the Panther with similar damage and skills (jugular). To make the most out of the damage, you want to attack Prone (knocked down) targets. You can proc this effect with cold damage and even cast your cold spells prior to transforming. Companions and allies can proc this as well, and focus on those targets for extra damage.
Level 8 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Conjure Woodland Being, Confusion.
At level 9 the Druid gains access to level 5 spells. We want to drop Conjure Woodland Being and pickup Conjure Elemental and Mass Cure Wounds.
- Conjure Elemental: Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. This will summon one of possibly four different Elemental creatures to fight for you. I prefer the Earth Elemental because it can stun opponents. Whatever you summon, will follow you around and fight for you and not require concentration. The amount of damage and pressure these things can handle is staggering and I highly recommend using it. You can pre-cast this before combat after a long rest and keep the elemental the entire time even when you Wild Shape.
- Mass Cure Wounds: Up to 6 creatures regain 3d8+Spell Ability modifier. This spell acts as a massive group heal rather than single target. You can select up to 6 allies making it great when your entire team needs a big heal. The radius is generous and the healing is good. You can combine this with bonus action Healing Word and double the heal potential within one turn.
Level 9 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental.
- Poison Spray Cantrip: Project a puff of noxious gas dealing 1-12 Poison damage in 3m radius. Simple Poison cantrip we are most likely not going to use at this level.
- Insect Plague: Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.
- Improved Wild Strike: You can make 2 additional attack after making an unarmed strike while in Wild Shape. This minics the Extra Attack Fighters and other melee classes get, giving you two more attacks.
Wild Shape Dilophosaurus: Take the shape of a dilophosaurus whose Corrosive Spit can dissolve a target’s Armour Class. This is a decent Wild Shape form, but we get better ones with the Moon subclass so I usually don’t use this.
Wild Shape Myrmidon (subclass feature: with the Circle of the Moon subclass) we can summon one of four different Myrmidon creatures; Air, Earth, Fire and Water. Each comes with their three skills or spells. The Water Mymidon is my favorite because it has ice damage and a healing spell. This means you can stay in Wild Shape form doing damage while off-healing which the other Wild Shapes cannot do. These Myrmidon also cost two Wild Shape charges, not one but they are considerably more powerful.
At level 10 you can now cast Insect Plague and then Wild Shape into an Water Myrmidon. Don’t forget to maintain your summon during combat and it doesn’t require concentration giving you a massive advantage.
Level 10 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Insect Plague.
- Heroes’ Feast: Produce a feast for 12 guests that cure diseases, immunizes to poison, and increases hp by 2d10 for 24 hours. Utility skill for help with status effects and increase health pool. The strength of this skill is it last until long rest, and you can cast your Conjure Elemental immediately following a long rest and it not fall off.
- Heal: heal for 70 damage and heal a target’s wounds and remove Blindness and any diseases. Simply put the best single target heal in the game. You only get one spell slot of level 6, so you will need to choose a burst heal or buff with Heroes’ Feast, but this will give you some flexibility.
Level 11 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Heroes’ Feast, Heal
Congratulations on reaching the max level as a Druid in Baldur’s Gate 3. At level 12, you will gain access to another spell slot. I suggest taking an earlier game spell Stoneskin. We will use our level 6 spell slot for a burst heal and Heroes’ Feast after long rest, so the skill is a flexible choice.
- Feat: Take Ability Improvement for +2 to Wisdom increasing it to 20. This will give you great damage when casting spells before you Wild Shape or when you come out.
- Stoneskin: Turn a creature’s flesh hard as stone. It gains Resistance (half the damage) of all non-magical Bludgeoning, Piercing, and Slashing damage last until long rest and requires concentration. The benefit of this spell is it last until long rest. Meaning, as soon as you finish a long rest, you can cast this similar to other spellcasters using Mage Armour. The more spells and buffs you have that last until long rest, the more you can pre-cast and not use actions in combat. This makes a great durability skill to cast on yourself or a friend prior to jumping into combat.
Level 12 Prepared Spells: Healing Wound, Entangle, Thunderwave, Cure Wounds, Ice Knief, Heat Metal, Flaming Sphere, Call of Lighting, Sleet Storm, Ice Storm, Confusion, Mass Cure Wounds, Conjure Elemental, Heroes’ Feast, Heal, Stoneskin
Best Companions for Druid Build
For the Best Baldur’s Gate 3 Druid Circle of the Moon Build, we do not recommend another upfront damage dealer as both you and either Lae’zel or Karlach will fulfill that role. The premise of the build is to have one to two melee fights with a heavy damage dealer, your Druid providing support. Having range casters and damage dealers will help with crowd control, area damage, and burst at range.
- Lae’zel (Fighter): damage, high survivability, and in-your-face aggression.
- Gale (Wizard): range magic damage, crowd control, and utility spells.
- Shadowheart (Cleric): buffs, healing, and support.
When putting your party together, consider companions for not only their combat prowess but also their outside ability and skills that can influence storytelling, dialogue, and exploration. A balanced party will fit the traditional RPG ‘holy trinity’: Tank, Healer, and DPS. Ideally, in Baldur’s Gate 3 you’re are going to want one tank, one healer, one melee DPS, and one range DPS. Some classes/subclasses can cover both roles, so feel free to experiment and find out what works best for you.
Best Gear for Baldur’s Gate 3 Druid Circle of the Moon Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. Progression and finding new gear are part of the game, and you will organically get more powerful weapons during your journeys.
Beginner: Act 1
Below is the best beginner gear for the Best Baldur’s Gate 3 Druid Circle of the Moon Build:
|Gear Slot||Best Gear Item|
|Chest||Hedge Wanderer Armour|
|Boots||Boots of Aid and Comfort|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Absolute Force|
|Ring||The Whispering Promise|
|Weapon 1 Main Hand||The Watcher’s Guide|
|Weapon 1 Off-Hand||Glowing Shield|
- Wapira’s Crown: When healing another, the wearer regains 1d6 hit points.
- Found: Reward from Zelvor for killing 3 leaders and Goblin camp, accept gold.
- Hedge Wanderer Armour: Balance: Gain a +1 bonus to Dexterity Saving Throw and Checks. Nature +1.
- Sold by Arron in the Druid Grove
- Hellrider’s Pride: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks.
Strength Saving Throws +1
- Hellrider’s Pride can be stolen or looted from Zevlor.
- Boots of Aid and Comfort: When the wearer heals a target, it gains an additional 3 Temporary Hit Points.
- Grat The Trader at the Goblin Camp.
- Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell.
- Found in a Gilded Chest (X386 Y8) in Defiled Temple
- Ring of Absolute Force: Gain Thunderwave, Level 1 Spell.
- Dropped by Sergeant Thrinn in Grymforge
- The Whispering Promise: When the wearer heals a creature, it also receives a 11d4 bonus to attack rolls and saving throws for 2 turns.
- Sold by Volo in your Camp if you save him, or by Grat the Trader in the Goblin Camp
- The Watcher’s Guide: When the spear misses its target, the wielder’s next Attack Roll against that target has Advantage.
- Solve the Puzzle to Get it – Inside a sarcophagus in the Dank Crypt
- Glowing Shield: Once per Short Rest, if you are below 50% Hits Points and take damage, you gain 8 Temporary Hit Points.
- In a chest on a slope behind the goblin camp. (X: -54, Y: 462)
Advanced: Act 3 End Game
|Gear Slot||Best Gear Item|
|Cape||Cloak of the Weave|
|Chest||Armour of Moonbasking|
|Gloves||Gloves of Dexterity|
|Boots||Disintegrating Night Walkers|
|Necklace||Amulet of Greater Health|
|Ring||Ring of Regeneration|
|Weapon 1 Main Hand||Selune’s Spear of the Night|
- Shapeshifter Hat: Nature’s Embrace: Increase your Wild Shape Charge by 1; Nature +1
- Sold by Helsik at the Devil’s Fee once her special stock is unlocked.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls; Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
- Can be found in a locked chest in Raphael’s House of Hope.
- Armour of Moonbasking: You gain 22 temporary hit points after casting Wild Shape. While those temporary hit points are active reduce all incoming damage by 1; You have a +2 bonus to Armour Class. You also have Advantage on Saving Throws against spells. This effect persists while using your druidic Wild Shape ability.
- Sold by Voiceless Penitent Bareki near the Undercity Ruins waypoint in Act 3
- Gloves of Dexterity: Increases the wearer’s Dexterity score to 18; Attack +1
- Sold by A’jak’nir Jeera at Crèche Y’llek.
- Disintegrating Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice. Grants Misty Step
- Can be looted from True Soul Nere in Grymforge
- Amulet of Greater Health: Increases the wearer’s Constitution score to 23; Advantage on Constitution Saving Throws Checks.
- Can be found in the House of Hope
- Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
- Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
- Ring of Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.
- Sold by Rolan at Sorcerous Sundries
- Selune’s Spear of Night: You gain Advantage on Wisdom Saving Throws and Perception Checks; You can see in the dark up to 12m; Cast Moonbeam and Moonmote once per Long Rest.
- Can be acquired as part of Shadowheart’s personal quest The Chosen of Shar
The following list represents the best individual use consumable items that will aid in the Best Baldur’s Gate 3 Druid Circle of the Moon Build:
- Potion of Greater Healing: 8d4 + 8 healing and removes burning.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- Potion of Speed: 3 turns of an increased action via the Haste condition.
- Potion of Angelic Slumber: fall asleep for two turns, then restore all spell slots, hit points, and abilities.
- Elixir of Peerless Focus: gain advantage on concentration saves (ingredients Sublimate of Belladona, and any ashes).
- Elixir of Vigilance: gain +5 bonus initiative and you cannot be surprised (ingredients sublimate of bloodstained hook, any ashes).
- Superior Elixir of Arcane Cultivation: gain a level 3 spell slot (ingredients Solution of Night Orchid, any Vitriol).
- Elixir of Viciousness: increase your critical hit chance (ingredients Vitriol of Shadowroot Sac, any Ashes).
- Elixir of Universal Resistance: gain resistance to all damage (ingredients Vitriol of Divine Miasma, any Sublimate).
Druid Gameplay Tips and Tricks
Here are 10 gameplay, combat tips and tricks for using the Best Baldur’s Gate 3 Druid Circle of the Moon Build:
- Use Bonus Actions: Use your bonus action to Wild Shape and heal yourself and don’t let it go to waste.
- Wild Shape: If a party member needs a heal, come out of the form and support them, then go back on the offensive.
- Pick Right Form: Use Wild Shape to select a creature with the desired effect like the Bear when you need a tank or Deep Rothé for cc.
- Rest: Make sure to use quick rest and long rest to replenish your spell slots before important fights.
- Flame Shape: Drop this ability in the fray and let it soak up all the damage for you party.
- Double Healing: Use spells like Goodberries and Healing Word to provide to heals in one turn.
- Use Consumables: In critical situations, you can use Potion of Speed or an ally shots a Fire Arrow to turn the tide of battle.
- Prone: Try to use ice spells to proc the prone status effect so late-game wild-shape forms can do better damage.
- Extra Attack: Make sure to attack twice in Wild Shape form after level 5 to get the most damage out of the build.
- Opening Turn: Use your hard-hitting damage spells as an opener and use a bonus action to go into Wild Shape.
Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing as the formidable Circle of the Moon Druid!
Baldur’s Gate 3 Druid Build Summary Guide
Subclass Circle of the Moon
Weapons: One Handed
- Strength 10
- Dexterity 14
- Constitution 16
- Intelligence 10
- Wisdom 16
- Charisma 8
- Level 1 – Ice Knife Spell
- Level 2 – Wild Shapes Unlocked
- Level 3 – Flaming Sphere Spell
- Level 4 – Feat +2 Wisdom
- Level 5 – Call of Lightning Spell
- Level 6 – Gust of Wind Spell
- Level 7 – Conjure Woodland Beings Spell
- Level 8 – War Caster Feat
- Level 9 – Conjure Elemental Spell
- Level 10 – Insect Plague Spell
- Level 11 – Heroes’ Feast Spell
- Level 12 – Feat +2 Wisdom
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