18 December 2025

Baldur’s Gate 3 Druid Spell Tier List

By newsgame


Druids in Baldur’s Gate 3 are one of the most flexible spellcasting classes in the game. They heal, control terrain, summon allies, dominate beasts, and still hold their own in damage-heavy encounters—often all in the same fight. That versatility also means their spell list is huge, and not every option pulls its weight equally once action economy, concentration limits, and late-game scaling come into play.

This tier list ranks all of Baldur’s Gate 3’s Druid spells based on overall usefulness across a full playthrough, factoring in combat impact, utility outside combat, scaling into later Acts, and how well each spell synergizes with what Druids already do best. Druids thrive when controlling space, summoning allies, and supporting their party through adaptability rather than raw damage. The best spells lean into that identity and reward positioning, preparation, and creativity.

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S-Tier Druid Spells in Baldur’s Gate 3: Guided by Sylvanus Himself

These spells define why Baldur’s Gate 3’s Druids can be strong companions. They scale well, remain useful from the moment they’re unlocked all the way into the game’s final moments, and meaningfully change encounters when used correctly. These spells may lean into the Druid class identity, as well.

  • Goodberry: The Goodberry spell in BG3 is criminally underrated. Outside of combat, it’s efficient healing and free camp supplies. Inside combat, though, it shines as a bonus-action emergency heal when someone is downed or barely standing. The flexibility alone earns it S-Tier.
  • Insect Plague: One of the strongest battlefield control spells available. Difficult terrain, heavy damage, and disadvantage on Perception rolls all wrapped into a massive area. It locks down fights and punishes clustered enemies mercilessly.
  • Speak with Animals: This spell is non-negotiable. Entire alternate solutions, humor, and lore are locked behind it. If you’re playing a Druid without this prepared, you’re missing content, full stop. Just being able to talk to Scratch and the Owlbear cub makes this spell worth it.
  • Mass Cure Wounds: Reliable, wide-area healing that scales well into late-game encounters. When things go wrong, this spell stabilizes the entire party in a single action.
  • Enhance Ability: Incredible both in and out of combat. Advantage on ability checks turns dialogue, exploration, and BG3‘s puzzles in your favor, and it remains useful throughout the game.
  • Hold Person: This spell becomes absurd at higher levels. Paralysis guarantees critical hits in melee, and against humanoid enemies, it can instantly swing fights in your favor.
  • Spike Growth: Exceptional terrain control. Enemies might fall just trying to reach you, especially when paired with forced movement or chokepoints.
  • Dominate Beast: Few things feel more “D&D Druid” than turning nature against itself. Strong control, thematic flavor, and excellent action economy.
  • Stoneskin: Resistance to non-magical physical damage is huge, especially in Acts 1 and 2. A strong defensive option when concentration is otherwise free.
  • Conjure Elemental: Summons add damage, soak hits, and force enemies to split attention. Always good, always relevant.
  • Planar Binding: Turning powerful extraplanar enemies into allies is as strong as it sounds. High-impact and worth occupying one of BG3‘s limited spell slots.
  • Heal: A massive single-target heal that trivializes emergency recovery scenarios.
  • Heroes’ Feast: One of the strongest buffs in the game. Immunities, bonus HP, and advantage on Wisdom saves make entire encounters safer before they even begin.
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A-Tier Druid Spells in Baldur’s Gate 3: One With Nature

Not every spell in Baldur’s Gate 3 can hog the spotlight. However, many spells that are not top-tier can still be incredibly efficient under the right circumstances. Excellent spells that either fall off slightly later or are more situational, but still deserve frequent preparation.

  • Blight: Devastating against plant enemies and still solid elsewhere. A strong burst option when damage is needed.
  • Guidance: Arguably the best cantrip in Baldur’s Gate 3. Always useful, always relevant, and should always be prepared.
  • Charm Person: Shines in dialogue-heavy situations and offers occasional combat utility. Flexibility carries it far.
  • Entangle: A fantastic spell for BG3‘s early-game. It’s a beginner’s control spell that teaches players how battlefield manipulation works.
  • Fog Cloud: Heavily obscuring an area can completely neutralize ranged enemies and spellcasters.
  • Ice Knife: Reliable early damage, terrain creation, and splash damage, even on a miss. Extremely efficient.
  • Barkskin: Guaranteed Armor Class boost has value, especially for squishier allies early on.
  • Thunderwave: Strong area damage and knockback, especially lethal near ledges.
  • Call Lightning: Outstanding when paired with Create Water. Scales well and dominates longer fights.
  • Moonbeam: One of BG3 Act 2’s MVP spells. Radiant damage, repositioning, and sustained pressure.
  • Conjure Minor Elemental / Conjure Woodland Beings: More bodies on the field means more actions soaked and more damage dealt. Simple and effective.
  • Grasping Vine: Excellent positional control that complements terrain-based strategies.
  • Ice Storm: Reliable damage plus area denial. A clear upgrade over Sleet Storm.
  • Polymorph: Crowd control via comedy. Turns major threats into harmless sheep and buys time.
  • Wall of Fire / Wall of Stone / Wall of Thorns / Sunbeam: High-impact environmental spells in BG3 that reward good positioning and planning.

B-Tier Druid Spells in Baldur’s Gate 3: Maybe Kagha Would Use These

The spells in the B-Tier are still useful. They just have clear limitations. They work, but often compete with stronger options for spell slots and concentration.

  • Poison Spray: Decent early cantrip, but has limited longevity.
  • Resistance: Helpful, but rarely worth the action unless saving throws are the primary threat.
  • Shillelagh: Good for niche builds, but BG3‘s Druids usually have better things to do than swing weapons.
  • Thorn Whip: Excellent effect, poor action economy. Bonus-action access makes it much better if players achieve it by obtaining the Sorrow staff.
  • Create or Destroy Water: Strong synergies exist, but it demands careful planning to shine.
  • Cure Wounds / Healing Word: Functional healing, but quickly outpaced by stronger options.
  • Enhance Leap / Longstrider / Darkvision: Quality-of-life spells that feel overpriced for their slot cost.
  • Flaming Sphere: Solid early damage, but concentration competition hurts it later.
  • Heat Metal: Situationally devastating, but useless against non-metal enemies.
  • Protection from Poison / Protection from Energy / Daylight: Defensive tools that work, but consumables often do the job better.
  • Sleet Storm: Does a lot, but none of it as well as specialized alternatives.
  • Contagion: Flavorful, but inefficient and overshadowed by better debuffs. Additionally, spells from the School of Necromancy just don’t match a Druid’s code very well. Narratively speaking, it’s also a weaker spell.
  • Greater Restoration / Wind Walk: Niche utility spells that rarely justify preparation outside specific scenarios.

C-Tier Druid Spells in Baldur’s Gate 3: City Dwellers

Not every spell can be Oak Father-certified. And even in Baldur’s Gate 3, some spells just take up space. These are spells that are either redundant, poorly scaled, or simply outclassed.

  • Produce Flame: A torch does the same job without costing a spell.
  • Animal Friendship: Charming beasts sounds good until other options arrive.
  • Flame Blade: Thematically cool, mechanically unnecessary if you are a Druid. When you can literally Wild Shape in BG3 with amazing animal forms, some spells are just better left unused.
  • Gust of Wind: There are better ways to control space.
  • Lesser Restoration: Emergency-only, especially since it does not grant any HP. And Baldur’s Gate 3’s combat emergencies usually demand stronger actions.
  • Feign Death: Overly situational with better defense alternatives available.
  • Pass Without Trace: Strong effect, but the slot cost hurts.
  • Plant Growth: Movement denial exists elsewhere in stronger forms.
  • Confusion: Unreliable compared to cleaner crowd control options.
  • Freedom of Movement: Helpful, but rarely worth the preparation slot.


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Baldur’s Gate 3

9/10

Released

August 3, 2023

ESRB

M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence