Baldur's Gate 3 Druid Guide - Circle of the Land Subclass - Level 1-12 Guide

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hey everybody it's Lear from the origami and in today's Butler's Gate 3 guide we're going to be looking at the circle of the land subclass for the Druid this video we're going to cover features a level one of character creation including ability recommendations gonna give you a full level 2 to 12 breakdown as well as all the Spells available as you level up now after that we will also show you General equipment recommendations and my thoughts on multi-classing the circle of the land Druid you can use the timestamps below to jump to the area that most interest you remember drop a like and leave a comment below if your thoughts feedback and questions and now without further Ado let's go and check out the circle of the land druid okay at level one you're not going to get to choose the subclass yet but what you will get is two level one spells you're gonna get access to cantrips and you're gonna get to pick two of them I highly recommend guidance and Chile but here are all the options that you can choose from if you wish feel free to pause it to read the details in addition to this you will have five spells you have access to and memorized initially and here are those now when it comes to abilities I recommend eight strength 14 dexterity 16 Constitution eight intelligence 17 wisdom and 10 charisma we've got the 14 dexterity to maximize your AC while using medium armor you want lots of health and this will also help you with your saving throw when it comes to maintaining concentration spells and in wisdom we do have 17 at 17 if you use the hag trick or rather the hag feature if you Savor you can get plus one wisdom and this will bump it up to 18 wisdom if you choose that and it will make it so that you can get to 20 wisdom much easier if whatever reason you're choosing not to go that route and get that point you can just as easily drop this to 15 and bump something else up as you wish but for Min maxing this is pretty good and at level two you do get to choose the circle of the land Druid unlike the circle of the Moon Drew that's all about Transformations and circle of the spores it's going to be more a little bit more necromantic in nature and a little beefier that has options to do melee if you really want as well this is going to be the closest thing to a pure Caster however with that being said that doesn't mean that you cannot transform you can while cheap but it does take an action instead of a bonus action and you can still do it twice for short rest you're also going to be more limited with What creatures you can transform into at level one you can only transform into a badger the spider the wolf and a cat if you want to see what these look like in my circle of the Moon video I do a full showcase showing all the Transformations and how they're like at level 12. so make sure to check out that video and use the timestamp to view those and then you're also gonna get natural recovery as an action you can replenish expended spell slots while out of combat now you will get to pick another cant trip and you will still only be able to prepare five spells as at level one but now you have access to all of them here so let's take a look at the ones that are available again feel free to pause them the video if you want to read them there's a good variety of offensive and defensive spells here I do want to point out that both longstrider and speak of animal are great to cast as ritual spells meaning they will not use up a spell slot both of them last until the end of your long rest do not need concentration and they can either let you speak of animals or let you move faster when anytime you move or move further you can also cast this on your colleagues for the same cost so those are both very versatile now do note as you level up you're going to be able to prepare more and more spells as I will be mentioning but you will always be choosing amongst all your spells and as you unlock more levels there will be more and more potential spells So eventually you'll have a one two three four five maybe even level six spells and you're gonna be able to choose a certain amount of prepared spells from across all of those not level three you're gonna get one more level one spell and also gonna get two level two spells this is gonna gain you access to level two spells in general and here they are again enhanceability is amazing and does require concentration though and as you'll see there'll be a variety of offensive defensive and support spells that you can choose from Moonbeam is also great for offense that you can repeatedly use for one spell slot and protection from Poison is another one of those spells that once you cast it it lasts until long rest and can give you resistance against poison so situationally this could be great you're going to be able to prepare six spells across your two levels and you're also going to get the circle of the land feature and this is going to give you two spells that are always prepared and you can choose from Arctic that will give you access to hold person and Spike growth Coast which will give you a mirror image and Misty step both excellent desert gives you blur and silence Force gives you bark skin and whole person grassland gives you invisibility and pass without Trace Mountain gives you mirror image and Spike growth swamp gives you melf's acid arrow and darkness and the underdark gives you web and Misty step all right a level four you're gonna get one more level two spell slot you're gonna be able to select another can trip gonna prepare seven spells you will also now be able to transform into a deep Roth and you're going to get your first feet now feet wise you can't go wrong with ability improvements to get your wisdom up towards 20. also as you'll be doing a lot of casting and there's quite a few concentration spells out there warcaster can be phenomenal to give you advantage on saving throws to maintain concentration or a spell if for whatever reason you had 15 Constitution instead of 16 you could actually use resilient to bump that up to 16 and also allow you to get proficiency with Constitution saving throws which will again help you maintain your concentration checks even more and another option that could be quite good for you since you're going to be doing a lot of casting is Elemental adept you get to pick one of these types of damage and you're going to ignore spell resistance of that damage type and when you cast suppose the type you cannot roll a one so again if you're going to be casting a lot that one could be quite useful as well now there is one more feat to consider and that is Tavern brawler so what this normally does is when you're making an armed attack use an improvised weapon or throw something your strength modifier is added twice to the damage and attack rules so what this doesn't say is that this will actually work with Druids when they're transformed into strength based Transformations like the owl bear so this can be very helpful for increasing damage and to hit if you find yourself transforming a decent amount do note this has been bugged recently well since the game came out and it works for the attacks but doesn't seem to work for the damage but I believe it should work so hopefully this will be fixed either way it's something to consider for your builds at level five you're gonna get two level three spell slots gonna get wild strikes it can be conditional attack after making unarmed strike while in Wild shape you're gonna get access to level three spells and here are all the options for you you're gonna get to prepare a total across all of these you're also going to get another set of spells from circle of the land these are spells that will be always prepared these are new combinations so if you go Arctic you're going to get sleet storm and haste Coast is going to give you a sleet storm and call lightning desert's going to give you a protect from energy and hypnotic pattern Forest is going to give you call lightning and plant growth grasslands is going to give you daylight and haste mountain is going to give you cold lightning and flight swamp is going to give you a stinking cloud and vampiric touch and the under dark is going to give you a gaseous form and stinking cloud at level 6 you're gonna get an additional level 3 spell slot the ability to prepare nine spells you're going to get land stride difficult terrain so difficult terrain is no longer no longer slows you down and you can now transform into a panther as well as an owl bear at level seven you're gonna get level 4 spell slot and access to level 4 spells you can prepare up to 10 of them total of all your spells and here are your level 4 spell options you're also going to get two more spells from another tier of Circle of the land spells that are always prepared Arctic gives you contradmental and ice storm Coast gives you freedom of movement and confusion desert gives you blight and Wall of Fire Forest is going to give you conjure minor Elemental and grasping Vine grassland gives you freedom of movement and polymorph mountain is going to give you Stone skin and dominate Beast swap gives you cards your mind Elemental and grasping Vine and underdark is going to give you greater invisibility and dominate Beast at level 8 you're going to get another level for spell slot you can prepare 11 spells and you're going to pick your second feet at level nine you're gonna get another level 4 spell slot one level five spell slot you can prepare 13 spells and you get access to fifth level spells here are the options conjugate Elemental is very powerful and you're going to get two more spells that are always prepared from circle of the land at this tier Arctic gives you cone of cold and Contagion Coast is going to give you conjun Elemental and greater restoration desert is going to give you wall of stone and insect plague force is going to give you mask your wounds and Contagion grassland is going to give you greater restoration and insect plague mountain is going to give you a wall of stone and cadrilla Metal swamp is going to give you insect plague and Cloud kill and underdark is going to give you Contagion and Cloud kill at level 10 you're going to get another level 5 spell slot improve wild strikes you can now make two additional attacks after making unarmed strike while in Bear shape or rather wild shape you're going to be able to pick yet another can trip prepare 14 spells you're also going to get a subclass feature called Nature's Ward you can't be Charmed or frightened by Elementals in Phase disease and poison also no longer affect you so very potent there and you can now also wild shape to a Dilophosaurus at level 11 you're going to get a level 6 spell slot you can prepare 15 spells and get access to the following five level six spells sunbeam's quite powerful and at level 12 you're gonna be able to prepare 16 spells and you're gonna pick your final feed all right when talking about equipment for the circle of the land Druid this is a druid that is gonna spend more time not shape-shifted than the other subclasses although they can still very effectively shape shift I definitely recommend since you have 14 dexterity and this setup to get the best possible medium armor you can I would lean more towards having a shield and a one-handed staff so that you can be more tanky get a nice bow or crossbow to give you some range damage potential if you're low on spells for example but you can also get something that just gives you some support stats on the Range slot and then really when it comes to the rest of your equipment you can do a combination of support items that will give you access to extra spell casts or extra spell slots since you like casting a lot with this build anything that will help you do more damage or be more effective while transformed is is helpful but not as helpful as for the circle of the Moon Druid since you're not gonna spend as much time in that form of the setup uh if you were then you should just go circle of the Moon draw it now when it comes to multi-classing I'm a little bit torn on this you still as you level up get the scaling Transformations that are better the higher level you get you get a lot of variety of offensive and defensive spells with this Druid you could definitely multi-class in it if you wish to but I don't know how productive it would be if you multi-classed with a martial class like a fighter I guess you could potentially get heavy armor if you want to be a little bit more tanky on it because you technically can wear heavy armor as a druid in this game there's no limitations on that but otherwise you get pretty much everything you need for a Caster with this setup that can also be quite tanky when need be if they transform all right guys uh that's gonna bring me to the end of the circle of the land subclass for the Druid I hope you found it informative and helpful if you did make sure to drop a like let me know your thoughts in the comments below and as always if you want to see more from me make sure to subscribe thank you for your support and I'll see you in the next video
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Channel: Leeroy Gaming
Views: 3,588
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Keywords: baldurs gate 3, baldurs gate 3 Druid, bg3 Druid, baldurs gate 3 Druid guide, baldurs gate 3 class guide, baldurs gate 3 Druid class, baldurs gate 3 classes, baldurs gate 3 Druid build, bg3 Druid guide, baldurs gate 3 Druid Circle of the Land guide, bg3 Druid circle of the land guide, bg3 Circle of the Land, best Druid subclass bg3, bg3 Druid subclasses, baldurs gate 3 Druid subclasses, bg3 Circle of the Land Druid, baldurs gate 3 druid circle of the Land
Id: MiHSITgumi4
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Length: 17min 19sec (1039 seconds)
Published: Fri Sep 01 2023
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