Baldur’s Gate 3: Every Druid Subclass, Ranked
For example, players could focus on lightning damage, picking up the Spellsparkler staff from Waukeen’s Rest (by rescuing Counsellor Florrick), the Jolty Vest from Brem in the Zhentarim Hideout, and the Watersparkers from the chest behind Minthara at the Goblin Camp. Add the Blast Pendant, worn by one of the Petrified Drow near the Selunite Outpost, and the Sparkswall Ring from the Mage Tower Basement in the Underdark. Buy the Lifebringer from Blurg in the Underdark Colony to complete the ensemble. After reaching Grymforge in Act 1, players should replace the Jolty Vest with the Protecty Sparkswall for better spell save DCs and pick up The Real Sparky Sparkswall shield, also found in Grymforge.
In the case that you don’t go with a Duergar and instead choose the Half Elf for the Mask of the Wild passive, choose the Charlatan background, which grants bonuses to Deception and Sleight of Hand, or the Guild Artisan background, which grants proficiency to Insight and Persuasion.
Spore Druids can make excellent use of any staff that has added damage, such as the Gold Wyrmling Staff (Act 1, Sold by Roah Moonglow at the Goblin Camp) or the Cacophony Staff (Act 1, Sold by Lady Esther at the Rosymorn Monastery Trail) since the bonus damage will stack with the necrotic damage from Symbiotic Entity. When paired with the Shillelagh spell these staves can dish out a surprising amount of damage while scaling entirely off the Druid’s Wisdom. This can be further boosted using the Polearm Master Feat.
There are a total of three BG3 subclasses Rogue players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, and other features. As you level up in one of these BG3 Rogue subclasses, you will gain more abilities that are unique to your subclass choice.
This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called «Star Maps» to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three «Cosmic Omens» per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy’s attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.
At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm’s damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:
The max level in Baldur’s Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Cleric build. In character creation, you gain the basics for the Cleric class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.
One excellent Act 3 option would be the full Bhaalist set, especially the Bhaalist Armor and its ability to make nearby foes vulnerable to piercing, which pairs well with the piercing damage inflicted by the Legion of Bees.
When a Rogue has Expertise in a skill, their normal Proficiency bonus is doubled for that skill. So, as long as a Rogue is proficient in Stealth, that Proficiency bonus increases when they choose to gain Expertise in Stealth as well.
This section covers the best equipment for Life Domain Clerics in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts.
Outside of this, players could also use Eldritch Knight as their subclass when planning to multiclass heavily into other spellcasting classes, taking spells that are defensive in nature or otherwise require no attack roll or saving throw to be effective. This allows players to remain at low intelligence and still benefit from the Eldritch Knight spells they choose, freeing up those points to spend on stats that benefit their chosen spellcasting class.
Where equipment is concerned , Rangers should seek out the «Speedy Reply» scimitar in Act 1 (found on a dead caravan agent near Flind) or the «Thorn Blade» Scimitar sold by Dammon in Act 2. These two can be very effective during the first two acts, though the Thorn Blade’s poison damage is unfortunately resisted by quite a few foes. The Justiciar’s Scimitar (found in the Gauntlet of Shar during Act 2) is also an excellent pick that synergizes well with the Gloom Stalker’s stealth tactics. During Act 3, players can track down Belm, a returning weapon from baldur’s Gate 3 secrets Gate 2, which is an exceptional weapon that can turn your bonus action into an extra attack and is thus excellent for builds that aren’t dual-wielding. It has some unique synergy with certain weapons when held in the off-hand, which are discussed in the Act 3 section.


