Summary
- Druids in Baldur's Gate 3 have the opportunity to learn 41 Feats at levels 4, 8, and 12, which can greatly enhance their abilities.
- Feats like Athlete, Mobile, and Magic Initiate are excellent choices for Druids, providing increased jump distance, movement speed, and additional spells respectively.
- Other useful Feats for Druids include Ability Score Improvement, Heavily Armored, Lucky, War Caster, Tavern Brawler, and Resilient, each offering unique benefits to enhance a Druid's playstyle.
Baldur's Gate 3 is one of many RPGs that include the Druid class, using the rules from Dungeons & Dragons 5th edition. It's an ideal choice for players who want their character to be versatile and fill different roles within the party, and with the Druid, that can be virtually anything.
Baldur's Gate 3: Best Druid Class Build
The Druid class in BG3 can shapeshift into different animals, and the Circle of the Moon Druid build amps up Wild Shape's damage and party utility.
Should players choose not to multiclass, the Druid has a fairly linear progression between levels one to twelve. There are several opportunities to learn one of the 41 Feats inspired by the D&D library. Players can choose their Feats at levels four, eight, and twelve to refine the customization process.
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The final patch is on the horizon, and it's a substantial one with more subclasses and dialogue options, among other features. Picking the right Feats for a Druid is a challenge when it comes to a build with so many possibilities, and taking the wrong Feat can be a missed opportunity.
16 Athlete
Jump Further, Hit Harder
- Grants a 50% increase to jump distance, allows 50% less movement speed to get up after being knocked prone, and +1 to Strength and Dexterity.
Athlete is a solid pick, granting a 50% increase to jump distance, which can be a game changer while in Wild Shape. The extra distance can be vital in allowing a Druid to soar above minions and reach the primary target during a fight. It also allows a Druid to use 50% less movement speed when getting up after being knocked prone, which is a nice little bonus.
The +1 bonus to Strength or Dexterity may not be useful for Druids who typically spend most of their time in their Wild Shape form because they will assume the stats of whatever beast they have chosen in battle. The extra jumping distance alone makes this an excellent Feat for any Druid.
15 Sentinel
For Melee Fighters And Defenders
- Use a Reaction to attack an enemy that attacks an ally in melee range, possibly rendering the target immobile for the rest of the turn, and gain Advantage on Opportunity attacks.
This Feat comes in three parts: Vengeance, Snare, and Opportunity Advantage. Vengeance allows the Druid to use a Reaction to attack an enemy within melee range that attacks one of their allies. After that, Snare has a chance to render that enemy immobile and gives the Druid Opportunity Advantage on their attacks.
Baldur's Gate 3: 17 Best Feats For Fighters, Ranked
Fighters in Baldur's Gate 3 receive more feats than most other classes, and as such, have more options for how to shape their builds.
It sounds too good to be true, and the one disadvantage to this Feat is that its effectiveness is limited to melee builds. Another drawback is that it can only be used to aid friendly targets that don't have Sentinel themselves.
14 Mobile
Increase Mobility Even On Difficult Terrain
- Grants a 10ft bonus to movement speed, and allows the player to ignore difficult terrain after using the Dash Action.
Mobile is generally a great Feat for any class, but Druids will get great use out of this, particularly when opting for Wild Shapes that have a hefty amount of movement speed already. It grants a 10ft bonus to movement speed and allows Druids to ignore difficult terrain after taking the Dash action.
Similar to Athlete, this provides excellent versatility in combat and allows a Wild-Shaped Druid to move into tactically advantageous positions with ease. This is not a Feat to be missed for any Druid opting for front-line fighting.
13 Dungeon Delver
Helpful For Druids In Any Role
- Advantage on Perception checks and Resist Traps
The Dungeon Delver Feat is more common for classes like Rogues or Bards since these are the characters that usually have a Sleight of Hand ability. However, it's handy for any class that leads the party because it can also detect hidden enemies along with traps, loose floors, and other subterranean perils.
Better Perception means that the Druid can more easily detect a variety of hidden objects and features, virtually anywhere indoors or outdoors. This can include hidden thief caches in the wilderness along with a hidden safe in a mansion, so just as useful as in urban areas. This Druid also resists the damage from traps and has a better chance in their saving throws against them.
12 Martial Adept
Ideal For Melee Combat Builds
- Allows the Druid to choose two Manoeuvres from the Fighter's Battlemaster subclass
There are a total of 14 Manoeuvres listed under the Battlemater's subclass, and most of them are designed to improve a Fighter's hit chance and damage dealt. A Druid can choose any two of them using this Feat and they can use an extra Superiority dice to strengthen their damage or hit chance.
Menacing Attack is one example of a Feat that a melee-fighting Druid would find useful. It gives them a chance to Frighten their target in addition to the extra Superiority dice. Rally is a Feat that restores 8 hit points to an ally and improves their fighting morale, which would be ideal for a support or healing build.
11 Magic Initiate: Cleric
Learn Additional Spells For Support And Healing
- Allows a Druid to learn two additional cantrips from the Cleric spell list and one first-level spell.
The Magic Initiate Feat is a great way to expand a Druid's spell library, especially into areas that may not typically be available through regular-level progression. It's important to remember that the spellcasting ability for chosen spells will be the same as whichever their parent class uses, meaning Druid or Cleric are the best options here. That usually means healing and support spells, but Clerics have some wicked DPS abilities depending on the Domain choice.
All Baldur's Gate 3 Cleric Subclasses, Ranked
The Cleric Class in Baldur's Gate 3 channels divine power from their god, and each subclass represents a different divine domain they can draw from.
Magic Initiate has several different options, such as Warlock and Bard, but the best choice is Cleric because this class also has a high Wisdom score. The Feat will not provide any benefit when Wild Shaped, so this is geared more towards Druids who are acting as backline spellcasters.
10 Ability Score Improvement
Better Core Skills And Stats
- Can be used to improve one or two of the six core Ability scores.
Ability Score Improvement is a staple of leveling up in both Baldur's Gate 3 and Dungeons and Dragons. This Feat is geared towards Druids who will be making the most of their spells, either offensively or as a support, as a Druid will take on the statistics of their chosen form when in Wild Shape, rendering this Feat a little underwhelming for Druids who prefer front line fighting.
This Feat can be used to improve one or two of the six core skills. Typically as a Druid Wisdom and Constitution will be the most important skills, so it's best to either increase one of these skills by two, or both of them by one. Wisdom will increase the player's spell save difficulty and Constitution will provide a nice bonus to concentration saving throws and overall health.
9 Heavily Armored
Toughen Resolve With Heavy Armor
- Grants a +1 bonus to Strength and proficiency with Heavy Armor
By default, Druids have proficiency with Light Armor, Medium Armor, and Shields. While not as squishy as Sorcerers or Wizards, they could always use a little bonus to their Armor Class to make them harder to hit.
Baldur's Gate 3: The Unwritten Rules of Playing a Druid Explained
Among Baldur's Gate 3's classes, Druids are most in tune with the natural world, meaning there are some unwritten rules associated with this class.
This Feat grants a +1 bonus to Strength, and grants proficiency with Heavy Armor, making this a great Feat for the Druid who is typically fighting outside of their Wild Shape form. Unfortunately, the Strength bonus will not be applied to the Wild Shape form, as the Druid will take on the physical statistics of their chosen form, but it's a great way to increase their survivability when knocked out of their Wild Shape.
8 Savage Attacker
Excellent For Any Melee Build
- Roll your damage dice twice and use the highest result when attacking with melee weapons.
Savage Attacker is ideal for melee DPS classes or defenders, and the Druid can take either role, but it should be noted that this Feat only applies when attacking with melee weapons. It can't be used if the Driud is using Claws or other Wild Shape abilities.
Druids with melee builds, especially those that can equip weapons like Halbreds or dual-wield items like scimitars, would benefit the most from this Feat because they do the most damage with close-range weapons. Savage Attacker allows them to potentially double that already generous amount.
7 Durable
Ideal For Both Defenders And Healers
- Increases Consitution by +1
It seems like a minor adjustment, but it can make a big difference in a Druid's build no matter what their party role. Constitution is one of the Druid's primary ability scores, second only to Wisdom, which is their main spellcasting modifier.
Constitution gives the Druid extra hit points and makes them more resilient to the hits they do take, so this is a nice Feat for any character. Druids, however, also take on crucial roles that draw enemy fire away from their allies or heal friendly players, so it's more important to give them extra protection.