Druid

This page is specifically for the druid class in , , and . For the version in and , refer to Druid (Baldur's Gate). For the version in , refer to Druid (BG3).
== Introduction ==
Druids are priests dedicated to nature and balance and any disciplined druid is a true neutral character. They can use priest spells, but they all are related to nature and thereby their spell choices are different from clerics and have a fewer amount of spells available to them. Unlike mages and bards, who scribe scrolls to learn new spells, clerics and druids automatically know all spells of any spell levels they have unlocked. Druids must select the spells they want to memorize for the upcoming day and then rest before they can cast them.
The weaponry and armor druids are allowed to use due to their ethos is limited to equipment that is primitive, related to their rituals or made from material found on the surface. They can use daggers, darts, staves, slings, spears, clubs and scimitars (but not other weapons from the group) as weapons. For protection, they can wear any non-metallic armor and all headgear. They can use bucklers and other non-metallic shields if their other hand is available.
Only humans and half-elves can become druids. The prime ability scores of the druid are Wisdom and Charisma. The only multi- or dual-class combination they can do is with the fighter class.
==Ability scores table==
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
Character Ability Score	Minimum Score
Strength^^ 	3
Dexterity 	3
Constitution^^ 	3
Intelligence 	3
Wisdom* 	12
Charisma* 	15
* Prime Requisites for Dual-classing.
^^ The Avenger class kit has a -2 penalty to maximum Strength and Constitution. A Human Avenger can start with at most 16 in these ability scores. Minimum ability scores are not affected.
== Special abilities ==
===Shapeshifting===
At level 7, the druid gains the ability to shapeshift into a black bear, brown bear or wolf – each form once per day.
=== Effect on neutral bears ===
Neutral bears normally turn hostile if a party member gets too close, but if a Druid (or Ranger) is nearby they'll remain friendly.
===Poison Immunity===
At level 15, druids become immune to poison.
===Elemental Resistance===
At level 18, druids gain a 10% resistance to fire, cold, electricity, and acid. This is increased to 20% at level 21 and 30% at level 24
==Druid spells==
Shamans learn druid spells on level up, rangers may also access to them up to spell level 3, cells in light green are druid specific spells, which are not usable by clerics or paladins.
Spell level 1 	2 	3 	4 	5 	6 	7
Armor of Faith 	Barkskin 	Call Lightning 	Animal Summoning I 	Animal Summoning II 	Animal Summoning III 	Confusion
Bless 	Charm Person or Mammal	Cure Disease 	Call Woodland Beings 	Cause Critical Wounds	Conjure Animals 	Conjure Earth Elemental
Cure Light Wounds	Find Traps 	Cure Medium Wounds 	Cause Serious Wounds 	Chaotic Commands 	Conjure Fire Elemental	Creeping Doom
Detect Evil 	Flame Blade 	Dispel Magic 	Cloak of Fear 	Cure Critical Wounds 	Dolorous Decay 	Earthquake
Doom 	Goodberry 	Hold Animal 	Cure Serious Wounds 	Insect Plague 	Fire Seeds 	Fire Storm
Entangle 	Know Alignment 	Invisibility Purge 	Death Ward 	Iron Skins 	Harm 	Nature's Beauty
Shillelagh 	Resist Fire and Cold 	Miscast Magic 	Defensive Harmony 	Magic Resistance 	Heal 	Regeneration
 	Slow Poison 	Protection From Fire	Farsight 	Mass Cure 	Physical Mirror 	Shield of the Archons
 	 	Rigid Thinking 	
Negative Plane Protec​tion	Pixie Dust 	Wondrous Recall 	
 	 	Strength of One 	Neutralize Poison 	True Seeing 	 	
 	 	Summon Insects 	Poison 	 	 	
 	 	 	Protection From Lightning	 	 	
 7 	8 	11 	12 	10 	9 	8 (65 Total)
==Class kits==
===Druid===
The Druids serve the cause of nature and neutrality, the wilderness is their community, and they use their special powers to protect it and to preserve balance in the world.
Class features: 
*May only wear non-metallic armor. (May wear any leather, studded leather or hide armors. May wear heavier armors as long as they are non-metallic, such as Ankheg Plate Mail.)
*May only equip bucklers and non-metallic shields
*May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling
*May only become Proficient (one slot) in any weapon class
*May only become Proficient (one slot) in any fighting style
*May cast druidic spells
*7th level: May Shapeshift into a wolf, black bear, or brown bear once per day
*15th level: Becomes immune to poison
*18th level: Gains 10% resistance to cold, fire, electricity, and acid, gains a further 10% resistance at levels 21 and 24
*Alignment restricted to true neutral
*Hit Die: d8
*Prime Requisites For Dual-Classing: Wisdom, Charisma
Gameplay 
*It only takes druids 300,000 exp to reach level 12, by then they already have two 6th level spells at their disposal, but from there onward to level 15 (archdruid - but only lvl14 is required to lead the druid grove) is a long road, but when they finally get there, they immediately unlock up to six 6th & 7th level spells slots, become immune to poison and start to gain HLA points. Their high level scaling isn’t good though, same as fighters, which is why a multi-class Fighter / Druid like Jaheira is able to make better use of the scattered XP of the two classes.
*If you are playing a saga run as a single class druid, you’ll find your character, no matter the kit, trend to gradually move from the semi front line to the back line, which is more suitable for the druid, as a summoner, disabler, and a spell casting supporter.
*Each shapeshift form can be used once per day, so overall three shapeshifts are possible per day.
*Companion Faldorn is a druid. Jaheira is a Fighter / Druid multiclass.
===Totemic Druid===
The Totemic Druids closely identify with a particular animal, an animal that they feel represents their individual spirits. This grants the Totemic Druids a special connection to the animal kingdom, and they're able to call upon their spirits to aid them.
Advantages:
*May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. The Totemic Druids summon a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid them for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Disadvantage:
*Cannot use shapeshift
Gameplay 
*The 10 HD spirit animals have many innate immunities, and are defensively stronger, better tankers than 16 HD Fire Elementals from Conjure Fire Elemental spell, potentially freeing more level 6 spell slots.
* The Totemic Druid must be selected at time of Summon Spirit Animal casting completion so that the specific spirit animal may be chosen.
===Shapeshifter===
The Shapeshifters are not called Shapeshifter because they have access to a great variety of forms, but rather because of their complete dedication to a single alternate form. Shapeshifters have willingly allowed themselves to become infected with lycanthropy, but due to intense study and training they have the ability to control their afflictions. The creatures they become are that of werewolves, the most famous of the lycanthrope shape changers.
Advantages 
*May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter up to level 11.
*13th level: May shapeshift into a Greater Werewolf once per day. Gains one use at level 13 and an additional use every 2 levels thereafter.
Disadvantages: 
*Cannot wear any body armor.
*No other shapeshifting abilities due to the effort required in maintaining balance in primary forms.
Gameplay 
*Companion Cernd is a shapeshifter.
*Use the Enchanted Weapon spell on the Werewolf to give it better attacks.
===Avenger===
A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not - additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Advantages 
*May Shapeshift into the form of a sword spider, baby wyvern and fire salamander in addition to the normal shapeshifting abilities.
*19th level: Gains an additional use of Shapeshift.
*They have six wizard spells available, up to level 6. The spells are: Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos and Chain Lightning.
Disadvantages 
*May only wear leather armor.
*It receives a -2 penalty to Strength and Constitution (max 16 at character creation).
Gameplay
*Avenger has the strongest potential as a spellcasting druid. Avenger is better approached as a mage with leather armor but far greater spell slots, and faster early game level progression. Because of fast level progression, Avenger's Chromatic Orb is usually stronger than mage's.
*Since druids do not gain more hitpoints from constitution score greater than 16, and strength girdles replace your strength attribute, Avenger's disadvantages are less than it seems.
*It's challenging to dual Avenger to Fighter due to a maximum of 16 strength at character creation. See Strength article for mechanisms to raise strength.
*Avengers can wear the Shadow Dragon Scale even though it's technically Studded Leather (EE 2.6.6).
==High-level class abilities==
Druids receive quest level priest spells which are added to the level 7 spellbook. The spells can only be selected once. To druids, HLAs become available once they reach lvl 15. 
*Aura of Flaming Death
*Elemental Summoning
*Elemental Transformation (Fire)
*Elemental Transformation (Earth)
*Energy Blades (priest)
*Globe of Blades
*Greater Elemental Summoning, requires elemental summoning to be picked first
*Implosion
*Mass Raise Dead
*Storm of Vengeance
*Summon Deva, picking deva makes fallen deva unavailable
*Summon Fallen Deva, picking fallen deva makes deva unavailable
==Spell progression==
Druids gain additional spell slots for their wisdom 
Druid
level	Druid
level	Spell level	Spell level	Spell level	Spell level	Spell level	Spell level	Spell level	Total # of
spellslots
Druid
level	Druid
level	1 	2 	3 	4 	5 	6^ 	7^^ 	Total # of
spellslots
1 		1 	 	 	 	 	 	 	1
2 		2 	 	 	 	 	 	 	2
3 		2 	1 	 	 	 	 	 	3
4 		3 	2 	 	 	 	 	 	5
5 		3 	3 	1 	 	 	 	 	7
6 		3 	3 	2 	 	 	 	 	8
7 		3 	3 	2 	1 	 	 	 	9
8 		3 	3 	3 	2 	 	 	 	11
9 		4 	4 	3 	2 	1 	 	 	14
10 		4 	4 	3 	3 	2 	 	 	16
11 		5 	4 	4 	3 	2 	1 	 	19
12 		6 	5 	5 	3 	2 	2 	 	23
13 		6 	6 	6 	4 	2 	2 	 	26
14 		6 	6 	6 	5 	3 	2 	1 	29
15 		6 	6 	6 	6 	6 	6 	6 	42
16 		7 	7 	7 	6 	6 	6 	6 	45
17 		7 	7 	7 	7 	6 	6 	6 	46
18 		8 	8 	8 	8 	6 	6 	6 	50
19 		9 	9 	8 	8 	6 	6 	6 	52
20 		9 	9 	9 	8 	7 	6 	6 	54
21-22		9 	9 	9 	9 	8 	6 	6 	56
23-24		9 	9 	9 	9 	9 	7 	6 	58
25-31		9 	9 	9 	9 	9 	7 	7 	59
^ Usable by druids whose wisdom is 17 or higher.
^^ Usable by druids whose wisdom is 18 or higher.
The above restrictions do not apply to and EE: any druid whose wisdom is lower than 16 may learn lvl 6 and lvl 7 spells, including quest level priest spells
==Table for experience, hit points and weapon proficiency==
Level	Level cap	Required XP	Hit Dice	Weapon Proficiency	THAC0	Saving throwsD/W/P/B/S	Passive effects 	# of HLAs
1 	 	0 	1d8 	+2 	20 	10/14/13/16/15 	 	
2 	 	2,000 	2d8 	 	20 	10/14/13/16/15 	 	
3 	 	4,000 	3d8 	 	20 	10/14/13/16/15 	 	
4 	 	7,500 	4d8 	+1 	18 	9/13/12/15/14 	 	
5 	 	12,500 	5d8 	 	18 	9/13/12/15/14 	 	
6 	 	20,000 	6d8 	 	18 	9/13/12/15/14 	 	
7 	 	35,000 	7d8 	 	16 	7/11/10/13/12 	 	
8 	 	60,000 	8d8 	+1 	16 	7/11/10/13/12 	 	
9 	 	90,000 	9d8 	 	16 	7/11/10/13/12 	 	
10 	 	125,000 	9d8+2 	 	14 	6/10/9/12/11 	 	
11 	 	200,000 	9d8+4 	 	14 	6/10/9/12/11 	 	
12 	 	300,000 	9d8+6 	+1 	14 	6/10/9/12/11 	 	
13 	 	750,000 	9d8+8 	 	12 	5/9/8/11/10 	 	
14 	 	1,500,000 	9d8+10 	 	12 	5/9/8/11/10 	 	
15 	 	3,000,000 	9d8+12 	 	12 	5/9/8/11/10 	Immunity to poison100% resist to poison dmg	1
16 	 	3,150,000 	9d8+14 	+1 	10 	4/8/7/10/9 	 	2
17 	 	3,300,000 	9d8+16 	 	10 	4/8/7/10/9 	 	3
18 	 	3,450,000 	9d8+18 	 	10 	4/8/7/10/9 	10% resistance to fire, cold, electricity 	4
19 	 	3,600,000 	9d8+20 	 	8 	2/6/5/8/7 	 	5
20 	 	3,750,000 	9d8+22 	+1 	8 	2/6/5/8/7 	 	6
21 	 	3,900,000 	9d8+24 	 	8 	2/6/5/8/7 	20% resistance to fire, cold, electricity 	7
22 	 	4,150,000 	9d8+26 	 	6 	2/6/5/8/7 	 	8
23 	 	4,400,000 	9d8+28 	 	6 	2/6/5/8/7 	 	9
24 	 	4,700,000 	9d8+30 	+1 	6 	2/6/5/8/7 	30% resistance to fire, cold, electricity 	10
25 	 	5,000,000 	9d8+32 	 	6 	2/6/5/8/7 	 	11
26 	 	5,500,000 	9d8+34 	 	6 	2/6/5/8/7 	 	11
27 	 	6,000,000 	9d8+36 	 	6 	2/6/5/8/7 	 	11
28 	 	6,500,000 	9d8+38 	+1 	6 	2/6/5/8/7 	 	11
29 	 	7,000,000 	9d8+40 	 	6 	2/6/5/8/7 	 	11
30 	 	7,500,000 	9d8+42 	 	6 	2/6/5/8/7 	 	11
31 	 	8,000,000 	9d8+44 	 	6 	2/6/5/8/7 	 	11
Total	 	 	 	9 	 	 	 	11
==Stronghold==
Druid protagonists are able to heed the spirit's call in the Druid Grove once they complete Animal trouble in Trademeet side quest.
==Class exclusive items==
*Oaken Ring / Heartwood Ring
*Staff of Arundel
*Staff of the Woodlands
==Class group exclusive items==
*Honorary Ring of Sune
*Staff of Thunder and Lightning
*Wand of the Heavens
==Gameplay (community)==
There is a known bug, that could be called "Running out of Ammo". The Druid can cast Iron Skins to improve their defenses (even in the case of the Shapeshifter), cast Energy Blades which changes the Attacks Per Round to 9. When the 20 energy blades are cast the caster keeps the improved speed for a while due to the bug, so a Druid who usually has 1 APR now has 9 APR. If the Druid wears the Girdle of Fire Giant Strength + Ixil´s Spike +6 or the Staff of the Ram +6, (even Cernd) could become very dangerous. 
In the case of Cernd, a combination of the Bracers of Defense AC 3 the Aura of Flaming Death, give him an acceptable armor class; with Iron Skins, the Druid (even with terrible stats) can survive pretty well in higher level play. If you want to play the Druid like a Fighter, then his first task before that is to summon Elemental Princes, Devas and cast Insect Plague.
The Druid (in some ways similar to the Bard) allows the player to experiment with different playstyles.
==Mod content==
With the Tweaks Anthology mod, a neutral evil Avenger can wear the Human Flesh before the end of Shadows of Amn (when alignment change allows them to wear said armor without mods). This mod also allows the druid to use the cleric's experience table, removing druid's erratic level progression.
Installation of the Spell Revisions Mod overhauls and changes Druidic Spells significantly. Among other things, the mod makes druid and cleric spell selections more distinct, with druids focusing on animal and elemental spheres for a repertoire of spells oriented toward the offensive. Some examples below (not all inclusive - see link for full info):
*Level 1 Druid Spells: Animal Summoning I, Faerie Fire, Obscuring Mist, Armor of Faith, Goodberry, Strength of Stone, Entangle, Magical Stone, Regenerate Light Wounds, Shillelagh, Sun Scorch
*Level 2 Druid Spells: Fire Trap, Resist Elements, Animal Summoning II, Flame Blade, Know Opponent, Barkskin, Charm Person or Animal, Find Traps, Gust of Wind, Regenerate Moderate Wounds, Slow Poison
*Level 3 Druid Spells: Animal Summoning III, Call Lightning, Cure Disease, Magic Fang, Summon Insects, Icelance, Rigid Thinking, Storm Shield, Contagion, Dispel Magic, Hold Person or Animal, Regenerate Serious Wounds, Spike Growth
*High Level Abilities: Aura of Flaming Death, Elemental Swarm, Fire Elemental Transformation, Summon Fallen Deva, Earth Elemental Transformation, Energy Blades, Globe of Blades, Storm of Vengeance, Elemental Prince Call, Implosion, Summon Deva
 
Category:Poison resistance
Category:Poison status immunity