Baldur's Gate 3

Baldur's Gate 3

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Personal Build for Druid of the Moon and Land
Autorstwa: Legeden
Personal guide on how to handle Character Creation and Gear for Druid.
   
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Race and Subrace
In Baldur's Gate 3 you can be anyone you want to be and don't let min-maxing get in the way of roleplaying.
The race changes a lot of narrative options in addition to game mechanics and it's up to you to choose whatever you like.


With that in mind, here's my recommendation.
Usually, you'll want to start the combat from a Wild Shape for extra mobility, saving your action/bonus action and even engage from invisibility with the Panther shape.
In case you're going to be the Druid of the Moon, you won't be doing much fighting in humanoid form anyway and it should be considered more of a fail safe mechanism. Best druid race should give you some utility when attacked hard enough to be knocked out of the WIld Shape.

Druid of the Moon
  1. Wood Elf
  2. Duergar Dwarf
  3. Half-Orc
  4. Gold Dwarf
  5. Dragonborn (Silver/White or Blue/Bronze)

Druid of the Land
  1. Wood Elf
  2. Lightfoot Halfling
  3. Gold Dwarf
  4. Half-Orc
  5. Dragonborn (Silver/White or Blue/Bronze)

The Wood Elf is my go to choice because of their proficiency with Longbows, which is most common weapon in the Ranged slot from this guide.
As a druid there aren't many incentives to use your bow, but I like to have that option available because of it's range.
Secondly, on top of regular movement speed being at default 9m compared to shorter races, Wood Elves have additional 1,5 m movement that could save action/bonus action needed otherwise.
Cantrips
Cantrips are spells you can use without spending a spells slot, would be mana in other games, making them a common use in and outside of combat.

This part applies to both Subclasses.
In character creation you must pick 2 cantrips.
Your 2 starting Cantrips should be Shillelagh and Produce Flame
At levels 4 and 10 you can pick additional cantrip, up to 4 in total.

Cantrip Priority:
  1. Shillelagh
  2. Guidance (only 1 per party, otherwise skip)
  3. Produce Flame
  4. Resistance
  5. Thorn Whip

Shillelagh turns your meelee ability into a decent combat choice. Very important in the early game and since it's a bonus action that lasts for 10 turns, you'll be using this instead of coating your weapons.

Guidance is a must for every party to tackle ability checks, but as a druid you might not want to cancel your Wild Shape every time someone chats, making the druid a last option to select Guidance in favour of other classes or a companion like Shadowheart.

Produce Flame lacks in damage, but it's extremely useful. It serves as a torch without the need to switch your weapon away, making it a must for early Act 2. Your character's hand now emits cool blue light with ability to throw this fire. Throwing the flame to burn stuff is also extremely useful in combation with combustible surfaces and explosives.

Resistance is good to avoid additional damage or effects during combat, It also works for some story events just like guidance when you roll on saving throws. Lastly, some items require you to keep a concentration up to receive their full effect and this is a spell slot free option.

Thorn Whip is not something I've used often, but I guess you can use it to drag those pesky rangers of their ledges for additional face smash. Though it's short range and physical nature of damage always looked meh. Maybe it can be useful outside of combat to manipulate objects, but I've not thought about any cool exploits with it.
Spells
TBD
Druid of the Moon (Wild Shape DD)
Subclass: at level 2 pick Druid of the Moon
No multiclass, only level up as Druid

Background:
  1. Folk Hero
  2. Outlander or Urchin
Starting Stats:
  • Strength: 12
  • Dexterity: 14
  • Constitution: 14 (13+1)
  • Intelligence: 8
  • Wisdom: 17 (15+2)
  • Charisma: 10
Abilities:
  1. Perception
  2. Medicine
  3. Animal Handling
  4. Survival
  5. Insight
Feats:
  • Level 4 - Tavern Brawler (1 charge Shapes) / Savage Attacker (2 charges Wild Shapes, Level 10+ Druid of the Moon)
  • Level 8 - Ability Improvement (+2 Wisdom)
  • Level 12 - Resilient: Wisdom / Alert / Lucky / Mage Slayer / Shield Master
Elixirs:
  1. Elixir of Bloodlust
  2. Elixir of the Colossus
  3. Elixir of Hill Giant Strength
  4. Elixir of Viciousness
Gear:
Meelee (Quarterstaff or Club):
  1. Mourning Frost - (Act 1: Underdark - 3 parts = Filro near the sussur Tree; Reward Myconid colony; Dhourn petrified statue)
  2. Bigboy's Chew Toy - (Act 2: Moonrise Towers - Lann Tarv, bugbear vendor)
  3. Staff of Interruption (Act 3: Old Garlow's Place - Help the Hag Survivors)
  4. Staff of the Emperor - (Act 2/3: The Emperor in Prism - Defeat or Disarm with Battle master fighter)
  5. Club of Hill Giant Strength - (Act 1: Underdark Tower - Top floor, sit on stool and loot it's leg)
  6. Markoheshkir - (Act 3: Located inside Globe of Invulnerability in Ramazith's Tower during Act Three. Use See Invisibility to see the lever and disable the globe)
Shield:
  1. Viconia's Walking Fortress - (Act 3: "Daughter of Darkness" - Deep in the House of Grief, Baldur's Gate, Lower City)
  2. Sentinel Shield - (Act 2: Moonrise Towers - Lann Tarv, bugbear vendor)
  3. Ironvine Shield - (Act 2: Inside a Heavy Chest in the Master's Office Room on the 2nd floor of the Tollhouse)
  4. Adamantine Shield - (Act 1: Adamantium Forge with Shield Mould dropped by Skeletons at the top of the stairs in the dormitory leading to Meregon Legionnaires)
  5. Shield of Scorching Reprisal - (Act 2: near the Last Light Inn. Need to pass the Perception check to detect some rubble. Pass a strength check to find the corpse. You can learn it by Speak with Dead on Marcus)
  6. Safeguard Shield - (Act 1: Arron, Druid Grove)
Ranged (Longbow):
  1. Gontr Mael - (Act 3: "Disable the Steel Watch")
  2. Hellrider Longbow - (Act 3: Rivington - Ferg Drogher)
  3. Darkfire Shortbow - (Act 2: Sold by Dammon - Last Light Inn)
  4. The Dead Shot - (Act 3: Lower City - Fytz the Firecracker, Stormshore Armoury)
  5. Spellthief - (Act 1: Arron, Druid Grove)
Armor:
  1. Armour of Moonbasking - (Act 3: Lower City Sewers - Voiceless Penitent Bareki)
  2. Adamantine Scale Mail - (Act 1: Adamantium Forge with Scale Mail Mould Found straight south of Ancient Forge Waypoint)
  3. Flame Enamelled Armour - (Act 3: Wyrm's Rock, in a heavy chest)
  4. Barkskin Armour - (Act 2: Last Light Inn, Quartermaster Talli)
  5. Yuan-Ti Scale Mail - (Act 2: Last Light Inn, Quartermaster Talli)
Helmet:
  1. Shapeshifter Hat - (Act 3: Sold by Helsik at the Devil's Fee, needs to unlock her special stock; !!Do not sell your old helmet. Equip before Long Rests and Replace after using the Extra Wild Shape charge!!)
  2. Helm of Balduran - (Act 3: Wyrm's Rock Fortress - Prison, turn left to corner with two opposite torches. Turn them off, light them with lightning. Into "The Wyrmway", solve puzzles enter Dragon's Sanctum. Defeat Ansur)
  3. Coldbrim Hat - (Act 2: In a locked chest in a hidden room behind the bookcase in Balthazar's Chambers, Moonrise Towers.)
  4. Holy Lance Helm - (Act 1/2: In a chest on the top floor of Rosymorn Monastery)
  5. Haste Helm - (Act 1: Wooden chest, next to a cart, near the Blighted Village Waypoint)
Boots:
  1. Boots of Striding - (Act 1: Minthara Drop)
  2. Disintegrating Night Walkers - (Act 1: ♥♥♥♥ Soul Nere)
  3. Boots of Persistence - (Act 3: Lower City, Dammon at the Forge of Nine)
  4. Evasive Shoes - (Act 2: Last Light Inn, Mattis)
  5. Vital Conduit Boots - (Act 1/2: A'jak'nir Jeera, Crèche Y'llek)
Gloves:
  1. Jhannyl's Gloves - (Act 2: Drop by Isobel)
  2. Gloves of Dexterity - (Act 1/2: A'jak'nir Jeera, Crèche Y'llek)
  3. The Reviving Hands - (Act 3: Vicar Humbletoes - Stormshore Tabernacle, Lower City)
  4. Hellrider's Pride - (Act 1: "Save the Refugees" - Item can be stolen, looted or granted as a reward by Zevlor if you manage to stop Kagha's ritual in Save the Refugees)
Amulet:
  1. Amulet of Greater Health - (Act 3: Stolen from a trapped pedestal in the Archive of the House of Hope)
  2. Khalid's Gift - (Act 3: Lower City - In a display case in Jaheira's Basement)
  3. Necklace of Elemental Augmentation - (Act 1/2: Inside a display case in Inquisitor's chamber, Crèche Y'llek.)
  4. Periapt of Wound Closure - (Act 1/2: sold by Lady Esther - Mountain Pass)
  5. Corvid Token - (Act 3: Sold by Mattis in Rivington; situational)
  6. Amulet of Misty Step - (Act 1: In a gilded chest behind the ogre Polma in the Defiled Temple within the Goblin Camp)
Rings:
  1. Shapeshifter's Boon Ring - (Act 1, 2, 3: Looted from the Strange Ox, Druid Grove, Last Light Inn or Rivington; !!After shapeshifting for the first time to get the boon, you can then switch this ring for another one until Long Rest!!)
  2. Ring of Regeneration - (Act 3: sold at Sorcerous Sundries or Can be pickpocketed from Rolan in Ramazith's Tower)
  3. Snowburst Ring - (Act 2: Found tucked away inside a loose plank (Perception check required to spot), in the inn of the Last Light Inn)
  4. Ring of Protection - (Act 1: by Mol for completing the quest Steal the Sacred Idol)
  5. Ring of Free Action - (Act 2: Sold by Araj Oblodra in Moonrise Towers)
  6. Strange Conduit Ring - (Act 1/2: Inside a display case in Inquisitor's chest, Crèche Y'llek)
  7. Ring of Elemental Infusion - (Act 1/2: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek)
  8. Ring of Arcane Synergy - (Act 1/2: Can be looted from Gish Far'Aag in Crèche Y'llek)
Cloak:
  1. Cloak of Protection - (Act 2: Last Light Inn, Quartermaster Talli)
  2. Cloak of the Weave - (Act 3: Sold by Helsik at the Devil's Fee once her special stock is unlocked)
  3. Fleshmelter Cloak - (Act 2: House of Healing Morgue, in a chest above a massive pit of acid fumes)
Druid of the Land (Healer)
Subclass: at level 2 pick Druid of the Moon
No multiclass, only level up as Druid

Background:
  1. Folk Hero
  2. Entertainer
Starting Stats:
  • Strength: 12
  • Dexterity: 14
  • Constitution: 14 (13+1)
  • Intelligence: 8
  • Wisdom: 17 (15+2)
  • Charisma: 10
Abilities:
  1. Medicine
  2. Perception
  3. Animal Handling
  4. Survival
  5. Insight
Feats:
  • Level 4 - Ability Improvement (+2 Wisdom)
  • Level 8 - Resilient: Wisdom
  • Level 12 - Elemental Adept: Cold / War Caster / Lucky
Sub-Class spells:
  • Level 3 - Coast / Swamp (for thief)
  • Level 5 - Mountain / Grassland (Haste buff)
  • Level 7 - Underdark
  • Level 9 - Arctic
Elixirs:
  1. Elixir of Peerless Focus
  2. Elixir of Bloodlust
  3. Elixir of Arcane Cultivation
  4. Elixir of Vigilance
Gear
Meelee (Quarterstaff or Club):
  1. Markoheshkir - (Act 3: Located inside Globe of Invulnerability in Ramazith's Tower during Act Three. Use See Invisibility to see the lever and disable the globe)
  2. Mourning Frost - (Act 1: Underdark - 3 parts = Filro near the sussur Tree; Reward Myconid colony; Dhourn petrified statue)
  3. Staff of the Emperor - (Act 2/3: The Emperor in Prism - Defeat or Disarm with Battle master fighter)
  4. Staff of Spell Power - (Act 3: House of Hope - hidden door near the entrance to the Boudoir, DC10 Wisdom to activate the Inert Infernal Gem, DC20 Arcana to open the door)
  5. Incandescent Staff - (Act 2: Last Light Inn, Quartermaster Talli)
Shield:
  1. Viconia's Walking Fortress - (Act 3: "Daughter of Darkness" - Deep in the House of Grief, Baldur's Gate, Lower City)
  2. Ketheric's Shield - (Act 2: Defeat Ketheric Thorm)
  3. Adamantine Shield - (Act 1: Adamantium Forge with Shield Mould dropped by Skeletons top of the stairs in the dormitory leading to Meregon Legionnaires)
  4. Shield of Devotion - (Act 2: Last Light Inn, Quartermaster Talli)
  5. Safeguard Shield - (Act 1: Arron, Druid Grove)
Ranged (Longbow):
  1. Gontr Mael - (Act 3: "Disable the Steel Watch")
  2. Darkfire Shortbow - (Act 2: Sold by Dammon - Last Light Inn)
  3. Hellrider Longbow - (Act 3: Rivington - Ferg Drogher)
  4. The Dead Shot - (Act 3: Lower City - Fytz the Firecracker, Stormshore Armoury)
  5. Spellthief - (Act 1: Arron, Druid Grove)
Armor:
  1. Armour of Landfall - (Act 3: Sold by Lorroakan's Projection in Sorcerous Sundries)
  2. Adamantine Scale Mail - (Act 1: Adamantium Forge with Scale Mail Mould Found straight south of Ancient Forge Waypoint)
  3. Flame Enamelled Armour - (Act 3: Wyrm's Rock, in a heavy chest)
  4. Barkskin Armour - (Act 2: Last Light Inn, Quartermaster Talli)
  5. Yuan-Ti Scale Mail - (Act 2: Last Light Inn, Quartermaster Talli)
Helmet:
  1. Wapira's Crown - (Act 1: Druid Grove - "Save the Refugees" kill 3 leaders, Goblin Camp, When Zevlor offers you gold, you must accept and thank him. If you reject it, you also reject the Helmet)
  2. Helm of Balduran - (Act 3: Wyrm's Rock Fortress - Prison, turn left to corner with two opposite torches. Turn them off, light them with lightning. Into "The Wyrmway", solve puzzles enter Dragon's Sanctum. Defeat Ansur)
  3. Hood of the Weave - (Act 3: Sold by Mystic Carrion in Philgrave's Mansion)
  4. Coldbrim Hat - (Act 2: Found in a locked chest in a hidden room behind a bookcase in Balthazar's Chambers inside the First Floor of Moonrise Towers)
  5. Holy Lance Helm - (Act 1/2: In a chest on the top floor of Rosymorn Monastery)
  6. Warped Headband of Intellect - (Act 1: Dropped by Lump the Enlightened in the Blighted Village)
Boots:
  1. Boots of Striding - (Act 1: Minthara Drop)
  2. Disintegrating Night Walkers - (Act 2: True Soul Nere)
  3. Boots of Aid and Comfort - (Act 1: Grat the Trader, Goblin Camp)
  4. Evasive Shoes - (Act 2: Last Light Inn, Mattis)
  5. Vital Conduit Boots - (Act 1/2: A'jak'nir Jeera, Crèche Y'llek)
Gloves:
  1. The Reviving Hands - (Act 3: Vicar Humbletoes - Stormshore Tabernacle, Lower City)
  2. Hellrider's Pride - (Act 1: "Save the Refugees" - Item can be stolen, looted or granted as a reward by Zevlor if you manage to stop Kagha's ritual in Save the Refugees)
  3. Winter's Clutches - (Act 1/2: sold by Lady Esther (egg lady) - Mountain Pass)
  4. Daredevil Gloves - (Act 1/2: A'jak'nir Jeera, Crèche Y'llek)
Amulet:
  1. Amulet of Greater Health - (Act 3: Stolen from a trapped pedestal in the Archive of the House of Hope)
  2. Khalid's Gift - (Act 3: Lower City - In a display case in Jaheira's Basement)
  3. Necklace of Elemental Augmentation - (Act 1/2: Inside a display case in Inquisitor's chamber, Crèche Y'llek)
  4. Amulet of Restoration - (Act 1: Bought from Derryth Bonecloak in the Myconid Colony in the Underdark)
  5. Amulet of Misty Step - (Act 1: In a gilded chest behind the ogre Polma in the Defiled Temple within the Goblin Camp)
  6. Corvid Token - (Act 3: Sold by Mattis in Rivington; Situational)
Rings:
  1. The Whispering Promise - (Act 1 or 2: Volo in the Druid Grove, he'll leave the area after first visit or complete Rescue Volo. Grat the Trader in the Goblin Camp Act 1 or Roah Moonglow in Moonrise Towers Act 2)
  2. Ring of Salving - (Act 1: Omeluum in the Myconid Colony after completing his quest Help Omeluum investigate the parasite)
  3. Snowburst Ring - (Act 2: Found tucked away inside a loose plank (Perception check required to spot), in the inn of the Last Light Inn)
  4. Ring of Protection - (Act 1: by Mol for completing the quest Steal the Sacred Idol)
  5. Ring of Free Action - (Act 2: Sold by Araj Oblodra in Moonrise Towers)
  6. Strange Conduit Ring - (Act 1/2: Inside a display case in Inquisitor's chest, Crèche Y'llek)
  7. Ring of Elemental Infusion - (Act 1/2: Looted from Gish Umr'a'ac in Infirmary, Crèche Y'llek)
  8. Ring of Arcane Synergy - (Act 1/2: Looted from Gish Far'Aag in Crèche Y'llek)
Cloak:
  1. Cloak of the Weave - (Act 3: Sold by Helsik at the Devil's Fee)
  2. Cloak of Protection - (Act 2: Last Light Inn, Quartermaster Talli)
  3. Mantle of the Holy Warrior - (Act 3: Sold by Vicar Humbletoes at the Stormshore Tabernacle)
Shapeshifting
TBD
Permanent Bonuses
Lot of the choices that lead to permanent buffs have various story impact and may not suit your character's background, Full list of the permanent bonuses is linked in the sources, of all those I'm noting only those I find agreeable or excusable by the Folk Hero background and Druid class.

For the effects to be aplied to your character, you need to activate the triggers with your character. In case of Scratch it's the Summon is only available to Hosting player of the game.


Act 1:
  • Musical Instrument Proficiency - Alfira in Druid Grove (Help her with song and Succeed 2 charisma checks)
  • Summon Scratch - Above Owlbear cave find a white dog (Do not shout at his dead master, On Long rest event, play ball with him in the camp to receive Summon Scratch after an ability check, Summoned Scratch dying doesn't kill the character permanently. Scratch dismisses on Teleport to Camp requiring Short Rest to summon again)
  • Survival Instrinct: Heal with delayed effect on 0hp - Omeluum, Myconid Colony (Finish his quest and succeed saving throws)
  • Awakened: Zaith'Isk in githyanki infirmary (Succeed all saving throws, you can cast Illithid powers as bonus action, only dedicated Illithid Power dedicated character should take advantage of this)
Act 2:
  • +2 Strength - Araj Oblodra in Moonrise Towers (Give her your blood and force Astarion to bite her)
Act 3:
  • +20 HP - Tharchiate Codex in Sorcerous Vault beneath Sorcerous Sundries (Read the book and Remove Curse you gained)
Illithid Powers
It is save to assume by reactions of any Druid character in the game, that these are against druidic principles. But even if you're willing to cure your parasite problem by adding in more parasites and suspend your disbelief you're still hit by limitations.

A lot of the Illithid Powers don't work in the Wild Shape. After all of the nice use cases being ruined by this, there's still a few that could be used, primarily by a Druid of the Land.

  1. Concentrated Blast >> Psionic Backlash: Bonus action and reaction damage is a nice addition.
  2. Favourable Beginnings >> Charm: These can give you some breathing room in a pinch.
  3. Transfuse Health >> Shield of Thralls: Additional Healing spells

There's a few abilities that allegedly work for Wild Shapes, but it's not many. Link in the sources and some potentially useful ones here.
  1. Psionic Overload >> Ability Drain: It isn't much, but it's something
  2. Concentrated Blast >> Cull the Weak: If you decide to hog all the Illithid power, then this is very powerful.

If you decided to have the Astral-Touched Tadpole on top of these, there's few more worth getting.

  1. Favourable Beginnings >> Charm >> Psionic Dominance: Counter Spell
  2. Concentrated Blast >> Psionic Backlash >> Mind Sanctuary >> Freecast: Area anyone can pay for Action with Bonus Action and vice versa and Freecast means Cast Spell for Free, including Wild Shapes can be cast without paying 1 or 2 charges
  3. Mind Blast: Additional Damage spell
  4. Transfuse Health >> Perilious Stakes >> Stage Fright >> Displacer Beast Shape: Works like other Wild Shapes with it's own cooldown (I have yet to check if other boosts from Druid of the Moon apply here)
Pro Tips
  • Think before using Short Rest
    The healing from Short Rest is only applied to your current form. If your Wild Shape is in full HP and your base form is not, you might want to consider cancelling your Wild Shape.
    If your humanoid HP is full and you're not in Wild Shape yet, you might want to use it before Short Rest so that you get 3rd Wild Shape charge.
  • Enlarge stacks with Elixir of the Colossus
    By combining these two effects, your attack rolls will be even stronger.
  • Cat holes are mostly waste of Wild Shape charge
    While it seem very clever at first, there's always another way around a problem where you'd crawl into tight space. Unless you can afford to waste a Wild Shape charge, just leave this option as a last resort.
  • Wild Shapes have their own animations
    As a druid player it's safe to assume you like animals. Sitting, lying down or even idling provides every form with different animations perfect for some funny screenshots. Speaking of screenshots, some events don't force you out of the Wild Shape when triggered, for example the Squirell in Grove.
Komentarzy: 4
famendoza 12 czerwca 2024 o 17:35 
Abuse merchant refresh mechanics and hoard Elixir of Cloud Giant Potions. Drink the steroids and Tavern Brawler is excellent
Legeden  [autor] 22 października 2023 o 11:34 
Okay, so by googling it, Tavern Brawler seems rather underwhelming. 1 in those stat wouldn't get you to saving throw increase or ability checks on it's own. And the animal form gets only increased chance to hit and even that doesn't apply to the 2 cost Wild Shapes.

While I've noticed chance to hit is a bit of an issue overall, I have yet to see how much it could affect the early game chances. But for an endgame build it's practically useless.
Legeden  [autor] 22 października 2023 o 11:25 
The Armour of Moonbasking is good for the Druid of the Moon and it's been listed as no.1 the whole time. One of the few items that affect Wild Shape must be on that kind of druid build.
The Healer portion of the guide wouldn't benefit from it since it has it's own version at that portion of the game as well.

Wait, does Tavern Brawler count towards Wild Shape damage? That is indeed an oversight on my part and will make my experience much better :D
Problematique23 22 października 2023 o 11:18 
Wanna know how I know this a bad guide? No mention of Tavern Brawler OR Armor of Moonbasking