This Multiclass guide focuses on the Multiclass Druid in Baldur’s Gate 3 (BG3), combined with the Wizard class, to create a powerful build.
This build has been updated for the patch 4 version of Baldur’s Gate 3.
Multiclass Druid Build Guide
The Druid class in Baldur’s Gate 3 is a powerful spellcaster and versatile class that can also transform into beasts. Druids have a wide range of spells at their disposal, including healing spells, buffs, and damage spells. They can also summon animals and elements to aid them in battle. Druids’ signature ability is Wild Shape. This ability allows them to transform into a variety of beasts, such as bears, wolves, and spiders. Druids’ signature ability is Wild Shape to enhance their spellcasting and that is what this build will focus on.
This Druid build uses multiclassing. Multiclassing means combining two classes, the Druid and the Wizard, to further increase the build’s combat potential in BG3. This build will create a powerful spellcasting Druid using the Circle of Spores subclass multiclass into the Evocation Wizard. This will unlock powerful area damage spells that do not damage friendly allies. You want to play this build for a different style of spellcasting Druid that is focused on massive damage.
Multiclass Druid Build Features
- Primary Ability: Charisma
- Saving Throws: Wisdom, Intelligence
- Armour Proficiency: Light Armour
- Weapon Proficiency: Simple Weapons
- Circle of Spores Subclass: specialized in using nature and spores magic to deal damage.
- Wild Shape: As an Action, you can assume the form of a beast.
- Halo of Spores: Unleash a cloud of necrotic spores upon a target. This uses a reaction, so other reactions won’t trigger this turn.
- Symbiotic Entity: Gain 8 temporary hit points per Druid level and deal an additional 1-6 Necrotic Damage while you have them.
- Fungal Infestation: Raises a mildewed, mould-encrusted zombie from a corpse.
- Evocation School Subclass: specialized in offensive magic that deals large damage to enemies.
- Arcane Recovery: Once per day out of combat, you can recover expended Spell Slots.
- Spell Scribing: Wizard can consume scrolls to permanently unlock spells.
- Evocation Savant: Halves the cost of learning Evocation spells from Scrolls.
- Sculpt Spells: Allies automatically succeed in their Saving Throws and take no damage from these spells.
Multiclassing in Baldur’s Gate 3 allows your character to gain a level in a new class instead of advancing in their current class. To Multiclass in BG3, hit the top right plus button to add a class, so that it will bring up a new screen with the other classes in Baldur’s Gate 3.
Multiclassing grants most of the benefits of that new class, but there are some limitations. Your multiclassing character does not receive all the proficiencies of their new class. You also cannot multiclass when playing on Explorer Difficult.
Below is a list of Multiclass Proficiencies gained by taking one level in a new class:
|Barbarian||Shields, Simple Weapons, Martial Weapons|
|Bard||Light Armor, One skill, One instrument|
|Cleric||Light Armor, Medium Armor, Shields, Morningstars|
|Druid||Light Armor, Medium Armor, Shields|
|Fighter||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Monk||Simple Weapons, Shortswords|
|Paladin||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons|
|Ranger||Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, One skill|
|Rogue||Light Armor, One skill|
|Warlock||Light armor, Simple Weapons|
Best Druid Multiclass
The best class for the Druid to multiclass into is the Wizard because you can get Spell Scribe, Sculpt Spells, and Arcane Recovery. The Evocation Wizard unlocks allies to succeed in saving throws against your area-based damage. This is helpful when creating a powerful large-radius damage Druid build. A secondary multiclass choice for Druid is Sorcerer Draconic Bloodline with Metamagic, Dragon Ancestory, and additional spells.
|Spell Scribing||Bonus Action Utility|
|Sculpt Spells||Dragon Ancestor|
For this build, we recommend 7 levels into Druid (Circle of Spores) and 5 levels of Wizard (Evocation). You will unlock both class subclasss, two feats, and high-level spells. With the Wizard, you can learn spells through scrolls which opens up the build and power potential greatly. The Wizard (Evocation) gives us Sculpt Spells, allowing you to cast massive damage abilities like Fireball without causing damage to allies. The Druid Spores subclass gives you extra damage and utility using your bonus actions and reactions.
Combining these two classes will allow you to cast a wider array of spells and more spells per turn with bonus action and reaction. This build will not use Wild Shape in the traditional Druid sense, but use the resource to amplify our damage. Below we walk you through all the important selections in the leveling progression portion of the Best Baldur’s Gate 3 Multiclass Druid Build.
High Elf is the Best Race Choice for a multiclass Druid Build because of their immediate access to the Firebolt cantrip, Darkvision, and Fey Ancestry, giving you powerful offensive and defensive capabilities. Asmodeus Tiefling is a secondary choice because of their Hellish Resistance and Hellish Rebuke, as well as Darkvision.
The best Background for a Druid Multiclass Build is Folk Hero because it has proficiency in Animal Handling and Survival. Backgrounds in Baldur’s Gate 3 are a way to represent your character’s backstory and give them some starting skills and abilities.
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 12
- Wisdom – 16
- Charisma – 8
For this build, the most critical ability score is 16 Wisdom for increased spell power. The rest of the selections are a bit more complex. Intelligence is an important ability score because of the Wizard Multiclassing option. 16 Dexterity is used with Light armor for a +3 AC with Spore Armour in Act 3. If you prefer, you can use a shield off-hand for extra AC and Medium Armour with lower Dexterity. This will allow you to increase your Intelligence higher. Also, consider the permanent bonus guide which some quests give a +1 permanently to stats.
The best companions for a Druid Multiclass build in BG3 are Shadowheart, Lae’zel, and Astarion This will give you a balanced team with a Cleric for support, a Lae’zel for tanking, and a Rogue for ranged damage, and utility.
- Shadowheart (Cleric): buffs, healing, and support.
- Lae’zel (Fighter): melee damage, survivability, and utility.
- Astarion (Rogue): range damage, lockpicking, and utility.
Multiclass Druid Build – Level Progression in Baldur’s Gate 3
At Level 1, follow our character creation steps above to pick all correct background, race, skills, and ability score distributions. You want to use light armour, along with a one-handed weapon and shield. Quarterstaffs are the best overall weapon early and combined with a shield you will get extra Armour Class (AC) straight away. Check out our best weapon guides so you can collect them as you progress through the game. We will select 7 levels of the Druid before swapping to the Wizard for the final levels.
At level 1 with a Druid build, you will be able to select the Cantrips and Spells. Level 2 you will select a subclass but for now, we’re just working with the basics of the class. At this level, mainly work towards reaching your subclass which will give you a lot more damage. Keep reading for details on each level in the Best Baldur’s Gate 3 Multiclass Druid Build.
- Guidance (cantrip selection): The target gains a +1d4 bonus to Ability Checks.
- Shillelagh (cantrip selection): 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.
- Fire Bolt (cantrip from High Elf Race): Hurl a mote of fire for 1d10 Fire Damage.
- Ice Knife (spell selection): Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby.
- Thunderwave (spell selection): Release a wave of thunderous force that pushes away all creatures and objects (2d8 Thunder).
- Healing Word (spell selection): 18m range heal 1d4.
- Cure Wounds (spell selection): Touch a creature to heal it. Costs an action and needs to be in the melee range to heal, but you can pair them together with Healing Word.
Level one unlocks a lot of spells and cantrips. You want to use Ice Knife for range damage primarily and Fire Bolt when your spell slots are exhausted. Fire Bolt will only be unlocked if you are a High Elf race, so be aware. Thunderwave is used for a knockback when enemies are pressuring you. Guidance is a utility cantrip and can be swapped for something else if using a Cleric in your party.
We do suggest picking up two heals, Cure Wounds and Healing Word. While this build is a heavy damage dealer, the combination of these two abilities, one being an action and the other being a bonus action, means you can chain them together in one turn for big healing. This gives the build some utility even in the lower levels. At lower levels, this build will feel lackluster without many offensive tools, but it will pick up with subclass and more spells in progression.
Level 1 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, and Cure Wounds.
- Wild Shape (class feature): As an action, you can assume the form of a beast. You can transform twice per short rest.
- Halo of Spores (subclass feature): Unleash a cloud of Necrotic spores upon a target dealing 1d4 Necrotic damage used as a reaction.
- Symbiotic Entity (subclass feature): Gain 8 temporary hit points per Druid level and deal an additional 1-6d damage necrotic Damage while you have them. Cast Halo of Spores with double damage. Consumes a Wild Shape Charge.
- Bone Chill cantrip (subclass feature): deal 1-8 necrotic damage and prevent the target from healing until your next turn. Undead get Disadvantage on Attack Rolls.
- Speak with Animals (spell selection): Gain the ability to comprehend and verbally communicate with beasts. Lasts until the next long rest.
The most important new spell we have access to is Symbiotic Entity, which lasts until the next Long Rest. Always recast this after resting in camp. The temporary hit points from Symbiotic Entity give you double Halo Spores damage. Halo of Spores is a “free” spell because it uses a reaction to cast, not an action or a bonus action. Thus, you can pair three spells in one turn with this combination. Examples would be Ice Knife (action), Healing Word (bonus action), and Halo of Spores (reaction).
The range of Halo of Spores is 6 6-meter radius from the caster (you). You will need to focus on key positioning and not get too close, but enough to keep casting this free reaction ability for better damage. At this level, you will not have a lot of crowd control abilities so look to companions for this (Sleep, Command, etc.). Between Halo of Spores and the Fire Bolt cantrip, you have tons of damage with or without spell slots which is very good at the beginning of the game or on Tactician difficulty.
With this setup and offensive potential, you be using Wild Shape not to transform but to feed Symbiotic Entity. This is your resource for long rest buff that helps with damage, don’t use Wild Shape to transform. The only exception to doing it might be for the extra health from some of the stronger beasts if you are about to die.
Gameplay at this level remains using Fire Bolt cantrip and Ice Knife for ranged damage. Post long rest, use the Symbiotic Entity ability and use Halo of Spores with a reaction. More offensive potential will come soon.
Level 2 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, and Speak with Animals.
At level three you’ll just select one spell, and two subclass spells: Blindness and Detect Thoughts. These two are always prepared, meaning they still consume a spell slot but do not take up spots in your spellbook, therefore giving you a lot more spell flexibility.
- Flaming Sphere (spell selection): 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.
- Blindness (subclass feature): Limit a foe sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.
- Detect Thoughts (subclass feature): Focus your mind to read the thoughts of certain creatures while talking to them.
Select the Flaming Sphere spell as a distraction and free damage early in the game. This spell will require concentration, which means you cannot cast another concentration spell with it active or it will disappear. Continue using Halo of Spores and cantrips for free damage and spell slots for healing and utility with Ice Knife being range damage dealing. Feel free to drop Speak with Animal and select an additional damage or crowd control spell if you are not using it while questing.
Level 3 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Speak with Animal, and Flaming Sphere.
- Poison Spray (cantrip selection): Project a puff of noxious gas for 1d12 Poison damage.
- Heat Metal (spell selection): Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
- War Caster (feat): You gain Advantage on Saving Throws to maintain Concentration on a spell.
The main reason we selected War Caster feat is most of our abilities require concentration. This will help maintain these spells and keep the effect from falling off when hit or attacked. The Heat Metal spell can used as a hard counter to weapon-based users like the Githyanki, but cannot be used in conjunction with Flaming Sphere so you’ll have to choose one or the other. Moonbeam is an alternative selection to Heat Metal if you have great crowd control in your party already. An example would party member with Command, Hold Person, or Sleep.
Level 4 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Flaming Sphere, Heat Metal
- Wild Strike (class feature): You can make an additional attack after making an unarmed strike while in Wild Shape.
- Animate Dead (subclass feature): Create an undead servant from a corpse.
- Gaseous Form (subclass feature): 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, becoming resistant to all types of damage.
- Sleet Storm (spell selection): Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an Ice Surface. Ice Surface: Difficult Terrain – Movement Speed halved. DEX Save to avoid falling Prone.
The main spell selection at this level is Sleet Storm. It requires concentration but can be used for heavy damage at range or in a massive radius. You can also stack Flaming Sphere summon with Animate Dead giving you two allies on the battlefield.
The benefit of Animate Dead is it lasts until Long Rest at the expense of a spell slot. Usually, I find a previous fight and use a corpse to summon this ally along. Then I’ll use Flaming Sphere or a massive damage ability on turn one in combat. As we progress further, you will get more and more summons that stack on top of each other. Meaning, that they do not unsummon one, you can retain the previous one and add additional. Summons help with free damage, and distractions, and make the game very easy if played right.
Level 5 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Flaming Sphere, Heat Metal, and Sleet Storm.
- Fungal Infestation (subclass feature): Raises a mildewed, mould-encrusted zombie from a corpse until Long Rest. Target must be a beast or a humanoid corpse.
- Call Lighting (spell selection): Call down lightning to hit all targets within range. Each turn can call down lightning again without expending a spell slot.
At this level, we get even more summoning potential with Fungal Infestation. The strength of this ability is one, the summoned Zombie stacks with your other two summons. Secondly, it’s a reaction-based spell and lasts until a Long Rest. Typically, you want to use Animate Dead and Fungal Infestation out of combat at the scene of a corpse-heavy previous fight. That way you can collect two summonses until you have a Long Rest. But, if a player drops, you can use this reaction and not Halo of Spores to get an additional ally on the battlefield.
For spell selection, take Call Lighting. This spell also requires concentration but can be moved without expending a spell slot. It’s important to have a variety of elemental spells so you avoid enemies with resistances. We will only use one more level of the Spores build before swapping to the Wizard for the remainder of the Best Baldur’s Gate 3 Multiclass Druid Build!
Level 6 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Flaming Sphere, Heat Metal, Sleet Storm, and Call Lighting.
At Level 7 you will now unlock Level 4 spells (you can pick one of these), and two free subclass spells which are always prepared. You’ll want to switch out some spells here. Drop Flaming Sphere and pick up both Ice Storm (which requires no concentration) and Conjure Woodland Beings.
- Conjure Woodland Beings (spell selection): Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl).
- Ice Storm (spell selection): Impel a storm of hail ice to crash from the sky, covering the ground and striking all objects and creatures within range.
- Blight (subclass feature): deal 8-64 necrotic damage Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll.
- Confusion (subclass feature): Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
With Conjure Woodland Beings, you have access to yet another summon that requires no concentration. This will stack with your other summons, so you can have four other creatures fighting for you aside from your main party members! For spell selection, Ice Storm is a massive area-based damage spell that can also knock enemies prone. This is every useful to cast on choke points where enemies will need to move through. Once we multiclass this build, with 2 levels in the Wizard, you can cast this on allies without damaging them. For now, try your best to avoid friendly fire.
Level 7 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, and Conjure Woodland Being.
At Level 8, we want to multiclass this Druid build by selecting the + sign in the upper right of the leveling screen. Select the Wizard which unlocks many spells and cantrips. Below are our suggestions:
- Minor Illusion: Create an illusion that compels nearby creatures to investigate.
- Mage Hand: Create a spectral hand that can manipulate and interact with objects.
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. A useful defensive cantrip when melee weapon users are attacking you.
- Firebolt (race dependent): Hurls fireball dealing 1d10 fire damage 18m range. Highest damage cantrip Wizards have, plus it can ignite or set things on fire (grease spell).
- Shield: When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.
- Find Familiar: Summon a familiar, fey spirit that takes an animal form of your choosing.
- Chromatic Orb: Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact.
- Tasha’s Hideous Laughter: Leave a creature Prone to laughter, without the ability to get up.
- Magic Missile: Create 3 darts of magical force, each dealing 1d4+1 Force to its target. The darts always hit their target.
- Feather Fall: You and nearby allies gain Immunity to Falling damage.
While this selection is massive, our Intelligence is rather low so you can only prepare 2 spells. The Warped Headband of Intellect found in Act 1 Blighted Village can help by boosting Intelligence to 17 by equipping it. The two biggest boosts to power are Shield and Chromatic Orb. Shield procs when you get hit and boost your AC by 5 giving you a much better chance to avoid attacks. This is a reaction, so it happens during the opponent’s turn and consumes a spell slot.
The second impactful spell is Chromatic Orb. This is a ranged damage tool with a 3-meter radius that changes elements depending on your selection. This will help to avoid enemies with elemental resistance. You can also upcast Chromatic Orb to higher-level spell slots and add 1d8 for each higher-level spell slot above the first. Meaning, you can use this as a semi-advanced damage spell and work around not having specific elemental spells in the Druid’s spell selection. My favorite usage of this spell is Ice damage to knock enemies prone.
You will also learn spellscribing with one level into the Wizard class. Wizards can consume scrolls to permanently unlock spells. This means, that with some extra gold, you can unlock any spell and add it to your prepared spells. This alone is worth taking one level into Wizard so start collecting and consuming scrolls to unlock a plethora of spells with the Best Baldur’s Gate 3 Multiclass Druid Build!
Level 8 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, Conjure Woodland Being, Shield, and Chromatic Orb.
- Evocation Savant: Halves the cost of learning Evocation spells from Scrolls.
- Sculpt Spells: Allies automatically succeed in their Saving Throws and take no damage from these spells.
- Burning Hands (spell selection): Each flammable target is hit with 3∼18 Fire damage.
The most important unlock at this level is Sculpt Spells. You will now be able to cast massive damage spells like Ice Storm on allies without hurting them. Be careful of the element, however, specifically ice. This has a chance to knock prone and will continue to as long as they are moving over the surface. This should increase your damage because you can select more targets to hit rather than less.
Level 9 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, Conjure Woodland Being, Shield, Chromatic Orb, and Burning Hands.
- Misty Step (spell selection): Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Scorching Ray (spell selection): Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
With Misty Step, you now have a powerful movement tool that consumes a bonus action. This will solve your mobility issues with the Druid. Scorching Ray will provide powerful ranged damage and can be upcast to shoot more bolts of fire.
Level 10 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, Conjure Woodland Being, Shield, Chromatic Orb, Misty Step, and Scorching Ray.
- Light (cantrip selection): Infuse an object with an aura of light. Lasts until Long Rest.
- Mirror Image (spell selection): Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
- Invisibility (spell selection): Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. Invisibility breaks when you fail Stealth Checks on attacking, casting spells, or interacting with items.
- Ability Improvement (feat selection): Add +2 Wisdom.
At this level, two powerful utility spells Mirror Image and Invisibility become available. Mirror Image dramatically increases your AC and it can stack with Shield making you extremely hard to hit. You will also get an Ability Improvement feat and we suggest Wisdom +2. This will help with spell power and chance to land. Just one more level to go with the Best Baldur’s Gate 3 Multiclass Druid Build!
Level 11 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, Conjure Woodland Being, Shield, Chromatic Orb, Misty Step, Scorching Ray, and Mirror Image.
- Fireball (spell selection): Shoot a bright flame from your fingers that explode upon contact, torching everything in the vicinity.
- Counterspell (spell selection): Nullify another creature’s spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed in a Check to nullify it, the difficulty of which is based on the spell’s Level.
- Conjure Minor Elemental (spell selection): Conjure a minor elemental to fight alongside you.
After you select two spells, check your spell books. You should be able to slot another spell immediately after selection. You can drop a previous spell like Chromatic Orb or Speak with Animals in order to slot Counterspell and Fireball. Counterspell can help shutdown ranged casters while Fireball provides massive burst damage in a big radius.
With Wizard you can consume spellbooks now, which include level 6 spells. Look to find Disentigation, Animate Dead, Blight, and Banishement. These are some of the best spells in the game. You will have one level 6 spell slot and can swap in and out spells at will. Gameplay will be relatively the same, summon allies, use reaction with Halo of Spores, then huge area-based damage like Ice Storm and Fireball. Thanks for reading the leveling progression for the Best Baldur’s Gate 3 Multiclass Druid Build. Below are our recommended gear selection choices.
Level 12 Multiclass Druid Prepared Spells: Ice Knife, Thunderwave, Healing Word, Cure Wounds, Animal Speaking, Heat Metal, Sleet Storm, Call Lighting, Ice Storm, Conjure Woodland Being, Shield, Misty Step, Scorching Ray, Mirror Image, Fireball, Counterspell, and Conjure Minor Elemental.
Recommended Gear for Baldur’s Gate 3 Multiclass Druid 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. There are three Acts in BG3, and the Best Baldur’s Gate 3 Multiclass Druid Build includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s a list of some of the Best Beginner Multiclass Druid Build Gear, Weapons, and Armor:
|Gear Slot||Best Gear Item|
|Head||Warped Headband of Intellect|
|Chest||Drow Studded Leather Armour|
|Gloves||Gloves of Hail of Thorns|
|Boots||Boots of Speed|
|Necklace||Amulet of Misty Step|
|Ring||Ring of Absolute Force|
|Weapon 1 Main Hand||Melf’s First Staff|
|Weapon 1 Off-Hand||Adamantine Shield|
- Warped Headband of Intellect: gives the user a 17 Intelligence score. Found in Blighted Village from Lump.
- Alternative: Circlet of Blasting: Can cast the spell Scorching Ray once per Long Rest. Sold by Blurg in the Myconid Colony.
- Drow Studded Leather Armour: 12 AC + Dexterity Modifier. Found in Festering Cove Lolth’s Cultist Cache Act 1.
- Gloves of Hail of Thorns: Cast the spell Hail of Thorns once per Short Rest. Brem in the Zhentarim Hideout after completing Find the Missing Shipment.
- Boots of Speed: Allows the wearer to Dash as a bonus action. Giving an antidote to Thulla in Myconid Colony in the Underdark.
- 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: Cast the spell Thunderwave once per Short Rest. Dropped by Sergeant Thrinn in Grymforge.
- The Sparkswall: the wearer cannot be electrocuted and gains resistance to lightning damage. Obtained in a chest in Arcane Tower, Underdark Act 1.
- Melf’s First Staff: Gain +1 bonus to spell save DC, spell attack rolls, and Melf’s acid Arrow once per long rest. Sold by Blurg in the Myconid Colony.
- Adamantine Shield: +2 AC, cannot be a critical hit, and provides Shield Bash. Forged in Act 1 The Adamantine Forge with a Shield Mould and Mithral Ore.
The following table presents the best advanced and end-game gear for the Best Baldur’s Gate 3 Multiclass Druid Build Guide:
|Gear Slot||Best Gear Item|
|Head||Hood of the Weave|
|Cape||Cloak of the Weave|
|Chest||Armour of the Sporekeeper|
|Gloves||Gloves of Dexterity|
|Boots||Disintegrating Night Walkers|
|Ring||Shifting Corpus Ring|
|Weapon 1 Main Hand||Markoheshkir|
|Weapon 1 Off-Hand||Viconia’s Walking Fortress|
- Hood of the Weave: You gain a +2 bonus to Spell Save DC and spell attack rolls. Sold by Mystic Carrion in Philgrave’s Mansion during Chapter Three.
- Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls. Can be found in a locked chest in Raphael’s House of Hope.
- Armour of the Sporekeeper: While imbued with Symbiotic Entity, you can spread Bibberbang Spores, Timmask Spores, and Haste Spores. Can be bought from Mystic Carrion in Philgrave’s Mansion inside the Lower City.
- Gloves of Dexterity: Increases the wearer’s Dexterity score to 18. 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; Misty Step once per Short Rest. Dropped by True Soul Nere at the Grymforge
- Spellcrux Amulet: restores one expended spell slot per long rest. Drop by The Warden in Moonrise Towers Prison X: 569 Y: -650.
- 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).
- Shifting Corpus Ring: Gain access to the Invisibility and Blur spells. Drop by Fist Marcus at the Last Light Inn
- Markoheshkir: You gain a +1 bonus to Spell Save DC and spell attack rolls; Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell cost. At Ramazith’s Tower, jump from the balcony with Feather Fall active at the lower level.
- Viconia’s Walking Fortress: +3 AC, Reflect Spell, and Warding Bond. Can be looted from Viconia DeVir during Shadowheart’s companion quest in Act 3.
- Alternative Shield of Devotion: +2 AC with Shield Bash and Shield of Devotion Aid spell. Act 2 Bought from Quartermaster Talli at the Last Light Inn.
Consumables, Potions, and Items
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
- 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).
Best Baldur’s Gate 3 Multiclass Druid Build Guide Summary
- Circle of the Spores (Druid)
- Evocation (Wizard)
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 12
- Wisdom – 16
- Charisma – 8
- Level 1 – Ice Knife Spell
- Level 2 – Circle of the Spores Subclass
- Level 3 – Flaming Sphere Spell
- Level 4 – War Caster Feat
- Level 5 – Wild Strike
- Level 6 – Fungal Infestation
- Level 7 – Conjure Woodland Beings Spell
- Level 8 – Multiclass to Wizard
- Level 9 – Evocation Subclass
- Level 10 – Scorching Ray
- Level 11 – Feat +2 Wisdom
- Level 12 – Fireball Spell
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