The best Druid feats in Baldur’s Gate 3 (BG3) can help you make the most of this wildly flexible class. Thanks to their ability to not only change shape, but also cast a wide range of spells, Druids are invaluable to many parties in a lot of different roles. To make the most of them though, you’ll want to choose the best Druid feats for them as they level up, so here are our picks.
Using the best Druid feats in Baldur’s Gate 3 means that the class can even flow between different roles as battles go on. This flexibility allows you to treat them as a frontline fighter, a support unit, and a magic damage-dealer depending on what the circumstances call for. So, with that out of the way, let’s get into things!
Mobile is a feat that, to be honest, is usually at its best with a class like the Monk, who can use it to bolster their already obscene movement speed even further. However, because this feat also affects Druids when they wild shape, it’s also pretty incredible for Druids in BG3. The ability to avoid difficult terrain is a niche but useful bonus, but one of the biggest buffs is that you can get in close, hit someone, and then run away without getting opportunity attacked. This is a great choice if you like a hit-and-run playstyle.
Mage Slayer is another feat that will benefit those who love to use melee wild shapes. This feat allows you to have advantage on all magic-based saving throws, as long as the spell was cast within melee range of you. Better yet, you also get to take a melee attack on the caster as a reaction. The latter part doesn’t always seem to work in wild shape, but it still does good work if you’re up close for any other reason.
Tavern Brawler works for Monks, sure, but did you know that most bears use unarmed strikes? It’s true! The buff that Tavern Brawler offers allows you to add your strength modifier twice to your unarmed attack rolls and damage. It’s an excellent choice as long as you’re sticking with wild shapes that use unarmed strikes, and can help boost your damage substantially.
If you’re looking to get into melee range with another frontline fighter, then Sentinel is basically essential. This feat allows you to react to a melee attack on an ally with your own melee attack back, but only if your ally doesn’t have the sentinel feat themselves. It’s a lot of hoops, but it makes you a powerful defender if you’ve got someone else tanking for your Druid.
The Elemental Adept feat has a few flavors, namely Acid, Cold, Fire, Lightning, and Thunder. Taking this feat makes it so that your spells ignore resistance to that damage type when you cast a spell of that type. You also can’t roll a 1 when casting a spell of that type, which is a nice boost to consistency. This is a great pick if you’re building your Druid with a specific damage type in mind, like with a Circle of the Land Druid, or one who’s taking a lot of Fire spells like Wall of Fire, Flame Blade, and Flaming Sphere.
With the Lucky feat, you get three luck rolls to use per long rest. You’ll be able to use these rolls on attacks, saving throws, or any other ability check. This feat will always be useful, and really helps you out of some tough situations when you really need a roll to succeed. It’s also just a good one for any class, so that’s worth keeping in mind, but it’s less specialized than the others on this list.
With Alert, you gain a +5 to Initiative and can’t be surprised. Plus, this extra roll to Initiative is very valuable for the Druid. You already have excellent spell range and control spells that you can use to tie up enemies, and with this feat, you’ll be able to get off spells that can turn the tide of the battle before anyone else can make a move. This is especially useful if you’re multiclassing and want to do something funky like a Druid Rogue, because it makes sneak attacks that little bit easier.
It’s always nice to have options, and this feat provides some excellent extra Cleric spells. This feat is the best of the Magic Initiate bunch, as Clerics and Druids use the same stat for spellcasting. You’ve got a few options for the spells themselves, but we’re a big fan of more healing options and also of taking Guidance, which is pretty much the best cantrip in the game.
Improving saving throws is always a good idea, and with Resilient, you can boost your Constitution saving throws. This is not only great for allowing your Druid to better survive Constitution-based attacks, but it also improves concentration. Being able to pass concentration checks is important for allowing your Druid to maintain their use of the strongest spells.