Halsin and Jaheira are druid characters in Baldur's Gate 3 who can become your full-fledged companions from the second act if you complete their quest chains. Instead of breaking down the build for each separately, we've put together a fairly universal guide for any druid, so you can remodel any of these heroes for a comfortable playthrough.
Tip: Before the siege of the Moon Towers, take Jaheira into your squad to minimize the chance of her death.
The druid is a fairly versatile class. They can unleash the power of nature on their enemies as well as heal allies quite well. However, we do not recommend fully leveling them up in healing, as the Priest class is much better suited for this task.
The main characteristic of the druid is Wisdom. It affects the damage and healing power of your spells. There's a misconception that Agility is equally important for them, but this is not entirely true. The druid is a class in which, in addition to the main contribution to Wisdom, you need to maintain a balance between Stamina (your HP), Agility (your Armor Class), and Intelligence (most druid skills depend on it, as well as passing saving throws).
Recommended Attributes are shown in the screenshot above.
Desired Cantrips are Thorn Whip and Shillelagh, as those will be most essential at the first level.
The Circle of the Moon is definitely the best and most versatile subclass for a druid. By choosing it, you gain the ability to not only heal with a bonus action but also to use the Wild Shape ability with only a bonus action. This is very useful throughout the game.
Your prepared spells at level two should be as follows:
This way, your hypothetical Halsin or Jaheira will be ready for any situation.
At the third level, we need to temporarily remove Healing Word to make room for more powerful and necessary spells at this stage. Moonbeam and Spike Growth should be added to your pool, as they not only provide excellent control but also deal decent damage.
Guidance is quite useful, and it plays a significant role in rolls and dialogues, so it's definitely worth taking by the fourth level.
Here we bring back Healing Word, which was removed earlier, because such healing is still necessary.
The feat should be Tough, because health is a key factor for a druid, and this feat doubles it.
At the fifth and sixth levels, until the fourth circle of spells is unlocked, you need to choose Call Lightning and Sleet Storm. You can take them in any order, but keep in mind that both spells are extremely useful in the game.
The seventh level is Summon Forest Creature. Summoned creatures in battle are often underrated by players, but they are extremely useful — at least to give you a chance to hold your own against a large number of enemies.
Your next spell is Ice Storm. It not only deals significant damage but also creates an icy surface on the ground, causing many enemies to slip and fall, thereby losing their turn.
Next, we recommend increasing your Wisdom to 18 through Ability Score Improvement, thereby increasing both damage and healing power.
At the ninth level, the most useful spells will be Conjure Elemental and Mass Cure Wounds.
Since all the highly useful cantrips have already been chosen, the only more or less useful option left is Poison Spray.
The spell to take is Insect Plague because area-of-effect damage spells are never superfluous.
Sunbeam is an extremely useful spell from the druid and cleric arsenal that saves more than one life. It deals colossal damage to enemies and blinds them in addition, which is very valuable.
The final spell to choose is Heroes' Feast. With its help, your party will be protected from fear, poison, and other unpleasant things, and will also receive additional bonuses until a long rest.
The next step is the familiar Ability Score Improvement. You could certainly raise Wisdom to 20, but we recommend focusing on Constitution and adding both points there. This will maintain a balance between damage and your HP pool, as druids often are not the main tanks or fighters in the game — they always strike a middle ground.