Baldur's Gate 3 provides a myriad of ways to play the game, which is one of the reasons it's become so popular so fast. If you ever find yourself itching to use nature's power to achieve your goals or simply turn into a giant bear, the Druid is the class for you.
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You can go full spellcaster as a Druid, focusing on area control spells, buffs/debuffs, or straight-up elemental damage. On the flip side, you can become a front-line tank by becoming a Circle of the Moon Druid.
9 Alert
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While a simple plus-five bonus to your initiative may feel underwhelming at first glance, it's extremely valuable for certain classes. For example, Druids excel at utility spells and area control with their magic. Thus, it's incredibly useful to have them consistently act first in combat.
Even for Moon Druids, this is amazing. With Alert, you will reliably go first in combat and will be able to Wild Shape before enemies get a chance to hurt you. Remember, your Wild Shap HP is massive and allows you to act as a legit damage sponge, meaning you want to get into it ASAP.
Other classes with crucial combat skills also appreciate this feat. Such as Barbarians with their Rage and Assassin Rogues.
8 Resilient: Constitution
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As with many spellcasting classes, Druids have a decent amount of concentration spells. This means that the more they manage to maintain their concentration on said spells, the more effective they will be. There are great spells in the Druid spell list, such as Fog Cloud, Barkskin, Flaming Sphere, and Moonbeam.
Resilient increases one of your stats by one and also grants proficiency in its Saving Throw. Constitution is the obvious choice here, as it helps with both maximum HP and Concentration Saving Throws. You could even cast such a spell and then use Wild Shape, using your animal form's naturally high Constitution for your checks.
7 Warcaster
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Warcaster is somewhat similar to Resilient: Constitution. With Warcaster, you gain a direct advantage on Concentration Saving Throws. You can also use a Reaction to cast Shocking Grasp as an opportunity attack instead of using a weapon. This is nice, as Druids rarely have great physical stats to hit enemies with.
While resilient may be more geared towards Moon Druids, Warcaster is the better option for Land and Spore Druids. Since these full spellcaster Druids are usually in their normal form, they'll get to take advantage of the reactionary Shocking Grasp more and will have the chance to maintain concentration on more spells throughout the encounter.
This feat does not grant the spell Shocking Grasp. So you still won't be able to cast it outside of a reaction.
6 Athlete
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While previous entries were equally as useful for Moon and Land Druids, Athlete mainly empowers Circle of the Moon. Unfortunately, the increase to Strength or Dexterity is mostly useless, as you'll be spending a large amount of time in your animal form, using its physical stats. That is unless you've multiclassed into Barbarian.
Athlete has a few effects; the movement cost of standing up is reduced, which is nice. However, the real boon here is the 50 percent increase in your jump distance. This leads to your animal forms being able to reach any enemy they need to, as well as give some forms extra damage as they pounce toward enemies.
You can go into your Owlbear form and use the Crushing Flight attack from high up for hilariously high damages.
5 Mobile
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Once again, Mobile is a feat geared more towards the front-line Druids who'd rather stay in Wild Shape a lot. This is a simple feat; it increases your speed by 10ft, lets you ignore difficult terrain after you dash, and prevents opportunity attacks from enemies you make an attack against.
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Make the most of those Fireball casts.
These are all great bonuses for any melee fighter, and a Druid in Wild Shape is as melee as it gets. This could also let your caster Druid reach advantageous positions in a pinch, so Mobile is worth looking into for any Druid.
4 Sentinel
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Sentinel is quite likely the best feat for any melee class. Yes, that means that Moon Druids absolutely appreciate it as well. Sentinel is quite the robust feat, giving you stronger reactions and opportunity attacks. This feat also lets melee combatants help with some crowd control and positioning.
As a Druid in Wild Shape, you'll mostly want to be right in the thick of things, as you have an enormous health pool and would rather take hits than your party members. Thus, you also get to lock your enemies in place with Sentinel and force them to engage with you. Make sure to target the most problematic enemies and force them to stay by you as long as possible.
3 Mage Slayer
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Just because Druids are primary spellcasters doesn't mean they have to get along with other casters. If you find that magic users are problematic for your party or are simply too annoying, Mage Slayer is the way to go. This feat is the ultimate caster counter, as it gives you several buffs against them.
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The feat works best when you're in melee range with a caster, so Moon Druids may appreciate this a bit more than Spore and Land Druids. Regardless, if spellcasters have been getting on your nerves, pick this up and see how the roles are reversed.
2 Elemental Adept
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While most feats may feel more useful for Moon Druids, Elemental Adept is the perfect pick for full spellcaster Druids to make up for that. With this feat, you pick a damage type and ignore resistances to it. In addition, you cannot roll a one on said types of damage, meaning spells that deal with said damage type will always be more potent.
While there are great spells for each damage type, the best options look to be either Fire or Lightning. Druids have access to amazing spells of both types, and creatures have Fire Resistance quite often, which would be nice to ignore. This feat is for those of you who would be totally fine with burning down a whole encounter with reckless abandon.
This feat does not let you ignore Immunities, only Resistances to the chosen damage type.
1 Tavern Brawler
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Last but not least, Tavern Brawler is the prime example of a feat perfect for Wild Shape-focused Druids. The feat allows you to add your strength modifier a second time when you make an unarmed attack. This applies to Wild Shape claws, bites, etc.
The great thing here is you don't even need to invest in your Strength stat. When you Wild Shape, you assume the physical stats of the animal you turn into, who are usually naturally strong. Thus, Tavern Brawler is an easy, flat damage buff you can have early on. Flat buffs are rare in Baldur's Gate 3, so it's absolutely worth picking up if you plan on spamming Wild Shape.
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