Best Druid spells in Baldur’s Gate 3

What are the best Druid spells in Baldur’s Gate 3?

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Deriving their spells and magic from the natural world around them, Druids are one of the classes in Baldur’s Gate 3 that are heavily linked to nature-orientated magic. Although they’re more commonly known for their abilities to turn into wild animals, they also have access to a unique and special spell list, having access to certain spells that aren’t available to other classes. In this article, we’ll explore the best Druid spells, seeing which are the ideal five to consider when making your Druid!

Druid spells in Baldur’s Gate 3

Druidic magic is linked to natural magic. So you won’t see much radiance or necrotic-based magic, but Druids do have access to elemental magic as well as some healing ones. Before we see the best Druid spells, we’ll see what are the spells available to Druids in Baldur’s Gate 3.

Cantrips 1st Level Spells 2nd Level Spells
Guidance Animal Friendship Darkvision
Poison Spray Charm Person Barkskin
Produce Flame Create or Destroy Water Enhance Ability
Resistance Cure Wounds Flame Blade
Shillelagh Entangle Flaming Sphere
Thorn Whip Faerie Fire Heat Metal
Fog Cloud Spike Growth
Goodberry Protection from Poison
Healing Word Pass without Trace 
Jump Moonbeam 
Longstrider Lesser Restoration
Speak with Animals Hold Person 
Thunderwave
Druid Spells Table – Baldur’s Gate 3

Top 5 Druid spells in Baldur’s Gate 3

5 – Spike Growth

In Baldur’s Gate 3, you’ll find that your terrain can change an encounter either in your favor or against it. Moving across difficult terrain costs more movement, and in some cases damage. So turning the tables on your foes and inconveniencing them could change the tide in any encounter.

  • Description: Shape a piece of ground into hard spikes. A creature walking on the spikes takes 1d4 Piercing damage for every 1.5m it moves. The spikes are difficult terrain, halving a creature’s movement speed. 
  • Level: Lvl 2 spell
  • School: Transmutation School
  • Casting Time: Action
  • Range: 18m
  • Requires Concentration: Yes

4 – Healing Word

A bonus action and ranged healing spell is one of the most useful healing spells. A downed enemy can be restored back to life with Healing Word, and although they might not get as much health back if you were to use Cure Wounds, the increased range and cheaper action cost means Healing Word is our go-to healing spell.

  • Description: 1d4+[Spellcasting Modifier] hit points. A creature you can see regains 1d4+[Spellcasting Modifier] hit points.
  • This spell has no effect on Undead or Constructs.
  • Level: 1
  • School: Evocation
  • Casting Time: Bonus Action
  • Range: 18m/60ft
  • Requires Concentration: No
  • Saving Throw: None
  • Additional Details: None

3 – Goodberry

Camp supplies are necessary in Baldur’s Gate 3 to ensure you get a full long rest and recover all of your stats. However, in some rare cases, getting food or supplies might prove a little harder than initially thought. Goodberry is a constant spell that makes sure that will never be a worry for Druids and their party.

  • Description: Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points. The berries appear in the targeted creature’s inventory and disappear after a long rest. 
  • Level: Lvl 1 spell
  • School: Transmutation School
  • Casting Time: Action
  • Range:
  • Requires Concentration: No

2 – Flaming Sphere

The Flaming Sphere spell basically creates a constant-damaging obstacle that you can move. Anyone within range needs to make a save as long as they’re close to it or take damage.

  • Description: Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objets. It also sheds bright ligh in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage. The sphere is immune to damage.
  • Level: Lvl 2 spell
  • School: Conjuration School
  • Casting Time :Action
  • Range: 18m
  • Requires Concentration: Yes
  • Saving Throw: Dexterity

1 – Flame Blade

Druids aren’t known for their damage output and don’t have the most damaging spells like Wizards of Sorcerers do. So when they do get a spell that can grant them some more damage output, it’s very useful. Especially if you don’t have any more Wild Shape slots.

  • Description: Conjure a flaming scimitar in your hand that deals 3d6 Fire damage. It sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again but has to stay on the spellcaster’s person.
  • Level: Lvl 2 spell
  • School: Evocation School
  • Casting Time: Bonus Action
  • Range: N/A
  • Requires Concentration: Yes

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Although Maya grew up and lived among the F1 cars and beaches of Monaco, she spent more time indoors playing on her Xbox 360. As she grew up, so did her love for games, particularly narrative-based games. She loved games that told a story or got her attached to characters. Now, Maya writes both articles about the latest games but also is writing her own novel. She one day hopes to be writing for games herself, especially fantasy RPGs!

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