Choosing a class is an important part ofBaldur’s Gate 3, because this will determine the role that a character will play in their party. While some classes will specialize in dealing the most damage possible, others are experts in providing support. One class that provides great support is the druid.
A druid is a class that is attuned to nature, and they use the power that this brings to cast powerful spells that can aid a team. One druid subclass that has the ability to control the battlefield to prevent enemies from overpowering the team is The Circle of the Land.

Circle Of The Land Druid Overview
A circle of the land druid is aspellcaster that uses Wisdomto make spells more effective against targets.
As a druid, you have access to thefull list of druid spells, and you canchoose which ones you’d like to have prepared at all times.
A great way to use magic abilities as a circle of the land druid is todismantle enemy attack forces by casting spellsthat make their paths difficult to traverse.
Features
2
Natural Recovery: while out of combat, you canreplenish expended spell slots.
3
5
6
7
9
10
Nature’s Ward: Cannot becharmed or frightenedby elementals and fey.Disease and poisonalso no longer affect you.
Recommended Circle Of The Land Druid Character Creation
Best Race For A Circle Of The Land Druid
Theduergar dwarfis the best race to pick for a circle of the land druid, because of theirnatural resistance to several conditions.
Dwarven Resilience grants dwarvesadvantage against being poisoned, and it makes themresistant to poison damage. Duergar Resilience grantsadvantage on saving throws against illusions, getting charm, and paralysis.
It’s important for circle of the land druids to prevent falling into any conditions, becausethey’ll need to maintain concentration on spells throughout battles.
Other useful features of duergar dwarves aresuperior darkvision, which grants the ability tosee out in the dark up to 24m, and the ability to cast theduergar magic spells:Enlargeand Invisibility.
Best Background For A Circle Of The Land Druid
Thefolk herois the best background for a circle of the land druid because of their skills in animal handling and survival. These two areWisdom skills, which is a key ability score for druids.
Best Ability Score Distribution For A Circle Of The Land Druid
The abilities you’ll need to prioritize as a circle of the land druid areWisdom, Constitution, and Dexterity.
Wisdomwill have to be your highest ability score, because yourability to cast spells effectively is dependent on this.
Constitutionwill be your next priority, because this will help youmaintain your concentration on spells. This will alsoraise your maximum hit points.
Dexterityis also important, because this willimprove your armour class and your initiative.
8
14
16
Best Circle Of The Land Druid Level-By-Level Build
You’ll be able toincrease the number of prepared spells every time you level up. That being said, all the spells you gain when you level up will be available to you, andyou’ll be able to switch out spells using your spell book outside of combat anytime you’d like.
For buffs that you can cast outside of combat, you canswitch them out for combat spells once you’re done casting them. That way, your spell book will be filled with the most essential spells while you’re in battle.
1
Subclass:circle of the land
Cantrip:Guidance- this is an important support spell that grants targets +1d4 to ability checks.
Circle of the Land:Underdark- this grantsWebfor additional crowd control, andMisty Stepfor mobility.
4
Cantrip:Poison Spray- this can target creatures within 3m of you, and deals great poison damage.
Additional Prepared Spells:Lesser Restoration- this is an important support spell that cures targets of disease, poison, paralysis, or blindness.
Feat:ability improvement (+2 Wisdom)- you’ll need as many points in this ability as possible, because this affects your ability to cast spells.
Circle of the Land:Swamp- this grants Stinking Cloud for disabling creatures within an area, and Vampiric Touch to deal necrotic damage on targets, while taking half as many hit points.
Additional Prepared Spells:Call Lightning- this is a great spell to use against creatures that are weak to lightning, and it can be used for 10 turns without expending a spell slot.
Circle of the Land:Swamp- this grants Blight, which is a powerful spell that deals necrotic damage, and Grasping Vine, which uses a bonus action to summon a vine that can drag creatures toward itself for 10 turns.
Additional Prepared Spells:Conjure Woodland Being- this summons an ally that can fight alongside you for a day, and it even has spells of its own. She can cast Nature’s Step, Entangle, and Summon.
Feat:ability improvement (+2 Constitution)- you have a lot of spells that require concentration, and a high Constitution score will help you maintain them.
Additional Prepared Spells:Ice Storm- this is also great for crowd control, while dealing heavy AOE cold damage.
Circle of the Land:Swamp- this grants Insect Plague and Cloudkill. Both are highly effective crowd control spells that deal heavy damage. Insect Plague also acts as difficult terrain, and Cloudkill can be repositioned at every turn.
Additional Prepared Spells:Mass Cure Wounds- this heals all allies within 18m.
Cantrip:Produce Flame- this is a useful spell for dispelling darkness within a 9m radius, and it can even be thrown for 1d8 fire damage.
Additional Prepared Spells:Greater Restoration- this spell is imporant for removing curses, and dispelling charm, petrification, or stun on your target.
11
Additional Prepared Spells:Heroes' Feast- this is one of the best spells to cast at the start of every day. This makes all creatures close to the caster immune to poison, disease, and frighten. This also increases their hit points, and grants advantage on Wisdom saves.
12
Additional Prepared Spells:Wall of Thorns- this spell can allow you to make it difficult for foes to traverse the battlefield, thanks to a wall of thorns that deals 7d8 piercing damage.
Feat:war caster- this improves your ability to maintain concentration on spells. You’ll also be able to cast Shocking Grasp at targets moving out of melee range.
Best Circle Of The Land Druid Gear
When picking gear for a circle of the land druid, you’ll need equipment that canboost the effectiveness and the damage of your spells.
It’s also useful to have gear that can help youresist damage and conditions,so you canmaintain concentration on your spells.
Headgear:Wapira’s Crown
Crowning Glory: when healing another, you regain +1d6 hit points.
Act 1: This can be received as a reward from Zevlor after helping the tieflings in the Save the Refugees quest.
Armour:Obsidian Laced Robe
Flaming Revenge: On a successful saving throw against a spell, deal 1d4 + proficiency bonus fire damage to the caster.
Resistance to fire damage.
Act 2: This can be purchased from Quartermaster Talli in Last Light Inn.
Gloves:Hellrider’s Pride
Helm’s Protection: When you heal another creature, it gains resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
+1 Strength saving throws.
Act 1: This be purchased or received as a reward from Zevlor in the Druid Grove in the Investigate Kagha quest.
Footwear:Vital Conduit Boots
Vital Conduit: Grants the wearer 8 temporary hit points when they cast a spell that requires concentration.
+1 Athletics
Act 1: This can be purchased from A’jak’nir Jeera in Crèche Y’llek.
Amulet:Necklace of Elemental Augmentation
Elemental Augmentation: when one of your cantrips deals acid, cold, fire, lightning, or thunder damage, add your spellcasting modifier to the damage dealt.
Act 1: This can be looted from a display case in the Inquisitor’s Chamber in Crèche Y’llek. This can also be found in a chest on a shipwreck northwest of the South Span Checkpoint in Act 3.
Ring 1:Ring of Salving
Saviour’s Allure: restore +2 hit points every time you heal another creature.
Act 1: This can be purchased from Omeluum at the Myconid Colony after completing the Help Omeluum Investigate The Parasite quest.
Ring 2:The Whispering Promise
Blessed Mercy: healing a creature grants them +1d4 to attack rolls and saving throws for 2 turns.
Act 1: This can be purchased from Volo in the Druid Grove or in your camp. This can also be purchased from Grat the Trader in the Goblin Camp.
One-handed: 1d6 + 1 (2~7) + Strength modifier (Bludgeoning damage)
Two-handed: 1d8 + 1 (1~8) + Strength modifier (Bludgeoning damage)
Arcane Enchantment:Gain a +1 bonus to spell save DC and spell attack rolls.
Gain spell:Melf’s Acid Arrow
Act 2: This can be purchased from Blurg in the Myconid Colony.
Location
Headgear:Hood of the Weave
Arcane Enchantment: +2 to spell save DC and spell attack rolls.
Act 3: This can be purchased from Mystic Carrion in Philgrave’s Mansion in the Lower City.
13 Armour Class + Dexterity modifier
High Spellcasting: +1 to spell save DC.
Green Bed Regeneration: you gain +1d4 hit points when you start your turn on plant growth or vines.
Advantage on Constitution saving throws.
Gain the ability to cast the Plant Growth spell.
Act 3: This can be purchased from the Sorcerous Sundries if Lorroakan is alive. If Lorroakan is dead, this can be stolen from Rolan in Ramazith’s Tower.
Cloak: Cloak of the Weave
Arcane Enchantment: +1 to spell save DC and spell attack rolls.
Absorb Elements: take half damage from the next elemental attack targeting you, and deal +1d6 of that element type on your next attack.
Act 3: This can be purchased from Helsik after unlocking her special stock.
Gloves:Helldusk Gloves
Infernal Acuity: +1 bonus to spell attack rolls and spell save DC.
Infernal Touch: weapon attacks deal +1d6 fire damage, while unarmed attacks deal +1d6 necrotic damage, and they can possibly inflict bleeding.
+1 Strength saving throws
Gain cantrip: Rays of Fire
Act 3: This can be looted from Haarlep’s body in the House of Hope.
Amulet:Spellcrux Amulet
Spell Slot Restoration: once per day, replenish an expended spell slot of any level as a bonus action.
Act 2: This can be looted from The Warden’s body in the Moonrise Towers Prison.
Ring: Ring of Mental Inhibition
Mental Inhibition: a foe that fails a saving throw against your spell or action will gain mental fatigue for 2 turns.
Act 2: This can be looted from a chest in the Ruined Battlefield, east of the Shadowed Battlefield waypoint.
One-handed: 1d6 + 2 (3~8) + Strength modifier (bludgeoning damage)
Two-handed: 1d8 + 2 (3~10) + Strength modifier (bludgeoning damage)
Arcane Enchantment:+1 bonus to spell save dc and spell attack rolls.
Arcane Battery:The next spell you cast doesn’t cost a spell slot.
Spell: Kereska’s Favour
Act 3: This can be found inside a globe of invulnerability in Ramazith’s Tower.