Circle of the Land |
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Initial Circle of the Land Features |
Inherited Druid Features |
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Circle of the Land is a Subclass of Druid in Baldur's Gate 3. Circle of the Land Druid's primary Ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour, and Shields.
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. A druid's magic is influenced by the land where they were initiated into the circle’s mysterious rites.
Druids of this Circle connect to powerful magic that flows through the earth and binds all living things together.
BG3 Druid Class Progression
- Level 2
- Choose Druid Circle (Circle of the Moon, Circle of the Land, Circle of the Spores)
- Wild Shape (Action)
- Wild Shape: Cat (Action)
- Wild Shape: Badger (Action)
- Wild Shape: Wolf (Action)
- Wild Shape: Spider (Action)
- Level 4
- Pick a Druid Cantrip (Cantrips)
- Wild Shape: Deep Rothe (Action)
- Feat - Choose one from the Feats list
- Level 5
- Wild Strike (Class Feature)
- Level 6
- Wild Shape: Panther (Action)
- Wild Shape: Owlbear (Action)
- Level 8
- Level 10
- Pick a Druid Cantrip (Cantrips)
- Improved Wild Strike (Class Feature)
- Wild Shape: Dilophosaurus (Action)
- Level 12
BG3 Circle of the Land Druid Class Progression
- Level 2
- Natural Recovery (Action)
- Pick an additional Druid Cantrip (Cantrips)
- Level 3
- Level 5
- Level 6
- Land's Stride: Difficult Terrain (Class Feature)
- Level 7
- Level 9
- Level 10
- Nature's Ward (Class Feature)
- Level 11
- +1 Natural Recovery Charge
BG3 Circle of the Land Prepared Spells
At level 3, 5, 7 and 9 you can select one druid circle to obtain their spells. These spells are always prepared. Spells marked with * are significant in that they are not normally druid circle of land spells: and therefore are only available if you select that circle.You do not have to select the same circle each time, and can mix-and-match different circles between levels (e.g. select Arctic spells at level 3 but choose Coast spells at level 5).
| Level | Arctic | Coast | Desert | Forest | Grassland | Mountain | Swamp | Underdark |
| Druid Level 3 |
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| Druid Level 5 | ||||||||
| Druid Level 7 | ||||||||
| Druid Level 9 |
BG3 Druid Spell Slots
| Level | Cantrips Known | I | II | III | IV | V | VI |
| Level 1 Druid | 2 | 2 | - | - | - | - | - |
| Level 2 Druid | 2 | 3 | - | - | - | - | - |
| Level 3 Druid | 2 | 4 | 2 | - | - | - | - |
| Level 4 Druid | 3 | 4 | 3 | - | - | - | - |
| Level 5 Druid | 3 | 4 | 3 | 2 | - | - | - |
| Level 6 Druid | 3 | 4 | 3 | 3 | - | - | - |
| Level 7 Druid | 3 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Druid | 3 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Druid | 3 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Druid | 4 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Circle of the Land Tips & Builds
- Notes, Tips, and other Trivia for the Circle of the Land subclass go here.
All Druid Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting and Time. Just type into the search box what you are looking for.
Quick Search of All Druid Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Divination | The target gains a +1d4 bonus to Ability Checks.
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Cantrip | Conjuration | Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
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Cantrip | Abjuration | Action |
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
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Cantrip | Transmutation | Bonus Action |
Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spellcasting ability for attack rolls. |
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Cantrip | Transmutation | Action |
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. |
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Lv 1 | Enchantment | Action |
Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. |
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Lv 1 | Enchantment | Action |
Magically charm a humanoid that you can see. A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
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Lv 1 | Transmutation | Action |
Call forth rain. It extinguishes exposed flames and forms a water surface.
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Lv 1 | Evocation | Action |
A creature you touch regains 1d8+[Spellcasting Modifier] hit points. This spell has no effect on undead or constructs.
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Lv 1 | Conjuration | Action |
Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.
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Lv 1 | Evocation | Action |
Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
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Lv 1 | Conjuration | Action |
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
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Lv 1 | Transmutation | Action |
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. |
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Lv 1 | Evocation | Bonus Action |
A creature you can see regains 1d4+[Spellcasting Modifier] hit points. This spell has no effect on Undead or Constructs.
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Lv 1 | Transmutation | Action |
Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | Action |
Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | Action |
Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Evocation | Bonus Action Action |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Remove one disease or condition afflicting a creature. |
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Lv 2 (Circle of the Land Only) | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
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Lv 2 (Circle of the Land Only) | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a dryad to light alongside you. She can use Nature's Step. Entangle enemies. and Summon a wood woad.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down and they can't be magically Paralysed or Restrained. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures towards itself.
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6~40 Damage
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5~40 Damage Create a blazing wall of fire, burning anyone who dares stand too close.
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, Petrification, Stun or curse afflicting it. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
6~27 Healing Unleash a soothing lturn ofenetgy that heals you and nearby allies. No effect on undead and constructs. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
7~56 Damage Create a wall of pliable, twisted thorns surrounded by Entangling vines.
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
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Lv 6 | Evocation | Action Level 6 Spell Slot |
8~48 Damage A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing
Melee |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
All Druid Spells Gallery
Circle of the Land Cantrips
Circle of the Land Lvl 1 Spells
Circle of the Land Lvl 2 Spells

(Melf's Acid Arrow)
(Swamp Only)

Misty Step
(Coast / Underdark)

Mirror Image
(Coast / Mountain)

Pass without Trace
(Grassland)
Circle of the Land Lvl 3 Spells

Call Lightning
(Coast / Forest)

Daylight
(Grassland)

(Gaseous Form)
(Underdark Only)

(Grant Flight)
(Mountain Only)

(Haste)
(Arctic / Grassland Only)

(Hypnotic Pattern)
(Desert Only)

(Lightning Bolt)
(Mountain Only)

Plant Growth
(Forest)

Protection from Energy
(Desert)

Sleet Storm
(Arctic / Coast)

(Stinking Cloud)
(Swamp / Underdark Only)
Circle of the Land Lvl 4 Spells

Blight
(Desert / Swamp)

Confusion
(Coast)

Conjure Minor Elemental
(Arctic / Forest)

Dominate Beast
(Mountain / Underdark)

Freedom of Movement
(Coast / Grassland)

Grasping Vine
(Forest / Swamp)

(Greater Invisibility)
(Underdark Only)

Ice Storm
(Arctic)

Polymorph
(Grassland)

Stoneskin
(Mountain)

Wall of Fire
(Desert)
Circle of the Land Lvl 5 Spells

(Cloudkill)
(Swamp / Underdark Only)

(Cone of Cold)
(Arctic Only)

Conjure Elemental
(Coast /Mountain)

Contagion
(Arctic / Forest / Underdark)

Greater Restoration
(Coast / Grassland)

Insect Plague
(Desert / Grassland / Swamp)
Druid Lvl 6 Spells
AnonymousEasily the best Druid subclass in my opinion. Drow, or Halfling with 1 level of fighter for hand crossbows and helm of Arcane Acuity in act 2, wet your target and get nuking. Everyone tends to think spore is the best because that's what they read... I beg to differ, and spore only becomes really good in act 3. Pft...

AnonymousBetter than wizard, even this being the worst druid subclass.

Anonymousmountain 3 does not get pass without trace, it's mirror image

AnonymousLand Druid's Mountain Circle has Lightning Bolt again, patch 4.1.1.4251417 (Hotfix 15)

AnonymousPrimal Strike IS NOT working in the game right now, meaning circle of moon wild shape DON'T actually have magic attack which is atrocious. So, you might as well go for Druid of the Land to have haste without spending levels on wizard. Being an owlbear it's even better to turn using an action since you can rage at the same turn from bonus action that you saved, getting some temporary hp and controlling enemies before they focus you and kill your owl bear in one turn.

AnonymousThe druid spells is just too weak damage wise, compared to a proper arcane caster.

AnonymousThere's no longer Lightning Bolt for Land Druid's Mountain Circle. They patched it and have replaced it with Call Lightning. :(

AnonymousI feel druids really got the short end of the stick in this. They are missing several of the most iconic spells from the druid spell list in the official 5e Player's Handbook, including Conjure Animals, Wind Wall, and Giant Insect. Also, Polymorph was nerfed into the ground. If not a moon druid abusing wild shape (which has its own list of problems in its implementation in BG3), druids just feel like worse clerics.

AnonymousMoon druid with one level dip into wizard cam get you any of land unique spells

AnonymousSo what even druid can learn melf acid arrow but not ACID sorceror

AnonymousCan get Cone of Cold even when selecting a different region such as swamp. Not locked to arctic. Needs to be changed.

Anonymous
AnonymousThis adds a lot of tools to the druid belt but with 90% of these spells requiring concentration, I feel so many will not be applied. It would be nice to have some spells' concentration requirements removed to help with applying utility and CC throughout battles. I know this is based on 5E but they've made other adjustments and this could make playing Circle of the Land as well as wizards a bit more desireable.
Perhaps there's other perspectives out there that would change my mindset here.
AnonymousNote: Lvl 3 spell Grand Flight should be Grant Flight I'm pretty sure

AnonymousNote that the spells associated with each circle (that become "always prepared") when you choose your second spell circle at level 5 are different than the spells that were listed for each circle at level 3. The spells for each circle at level 5 are as follows:
SPELL CIRCLES (LEVEL 5 VERSION)
Artic: Sleet Storm, Haste
Coast: Sleet Strom, Call Lightning
Desert: Protection from Energy, Hypnotic Pattern
Forest: Call Lightning, Plant Growth
Grassland: Daylight, Haste
Mountain: Call Lightning, Fly
Swamp: Stinking Cloud, Vampiric Touch
Underdark: Gaseous Form, Stinking Cloud
It's worth noting that some of the spells offered for each circle are not under the list of spells you naturally get as a druid that require a spell slot of level 3 or higher to cast (as far as I can tell in early access with a 'character' level 5 cap). Notable are the spells Hypnotic Pattern, a 2 turn concentration wisdom save AoE CC (The CC on a particular affected enemy will break if they take damage. You don't get advantage when attacking an affected enemy), Haste, a 10 turn concentration haste potion buff for either yourself or someone else in your party, and Fly, a 10 turn concentration ability to fly. The remaining spells you don't get naturally, which include Stinking Cloud, Vampiric Touch, and Gaseous Form are also possibly very useful, but I haven't had time to test these myself.







































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Perfect subclass
Gain all abilities by 11 allowing for a 1lvl dip into wizard to gain wizard spells too using int crown to offset your obvious starting int of 8.
You don't need druid forms either which allows for easy infinite gold and item shop glitching using druid forms which still allows for achievements without mods in hardcore. See guide on frostt1988 tiktok.
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