Thundersnow Herald - Druid Build (2024)

The Druid build for Baldur's Gate 3 - Thundersnow Herald. You are a Druid who uses your Lightning and Cold spells to create a rare sight - Thundersnow. This nature's weather is a rare sight that you will be able to manipulate with your fingers.

Contents

  • Druid Build - Thundersnow Herald
    • Class Contribution
  • Leveling Overview
  • Starting the Game - Level 1
    • Races
    • Class
    • Cantrips
    • Prepare Spells
    • Background
    • Abilities
    • Skills and Expertise
  • Leveling Progression - Levels 2-12
  • Maximizing Ability Scores
  • Potions, Elixirs and Consumables
  • Illithid Powers
  • Equipment Recommendations
    • Act 1
    • Act 2 - mid-game
    • Act 3 - Final Build setup
  • Build Mechanics
    • Important Mechanics and Combos
    • Early Game Combat
    • Late Game Combat
  • Build Variations
  • Conclusion

Druid Build - Thundersnow Herald

The idea of this build is to embrace the Lightning spells that Druid gets - Thundersnow Herald - Druid Build (1)Call Lightning​ and Thundersnow Herald - Druid Build (2)Lightning Bolt. This allows you to create a caster that with Cleric multiclass can deal large amounts of damage. Moreover, as a Druid, you have plenty of control spells if the situation requires.

So what is the story here? The idea is that as a Land Druid, you find joy in using nature's gifts - lightning, and cold, which seem to regulate the world order with Blizzard and Thunderstorms. However, with looming dangers, you decide that you need to expand your horizons.

You learn that taking a Cleric's mantle and worshipping Talos, will give you that power that you need. Now you can protect the balance of nature and have the required power in your hands. Becoming a Tempest Cleric gives you Thundersnow Herald - Druid Build (3)Destructive Wrath, allowing you to use the inner Cleric power to unleash all destroying Lightning spells.

As you increase your knowledge and obtain better gear, you will also fully learn to control Cold magic and spells like Thundersnow Herald - Druid Build (4)Ice Storm​ or Thundersnow Herald - Druid Build (5)Cone of Cold​ will cover whole areas in chilling freeze. The end goal is to be able to create a special thunderstorm - Thundersnow, a rare sight seen in nature, where Lightning and Snow intertwine.

The build idea is from Jevin the Paladin, Druid multiclass guide - https://www.reddit.com/r/BG3Builds/comments/1b3zoo0/a_comprehensive_druid_multiclassing_cheatsheet

Class Contribution

The build can be made as a pure, with access to 3 feats, or take a dip in one of a few classes. I prefer Sorcerer as you will use plenty of Concentration spells and Constitution Saving Throw proficiency helps with that immensely.

9-10 Level Land Druid

You can go either 9 or 10 Druid depending on your needs. The main difference is that level 10 gives Thundersnow Herald - Druid Build (6)Improved Wild Strike​ and Thundersnow Herald - Druid Build (7)Nature's Ward, which can be situationally useful, but otherwise are not relevant for the build.

  • Control spells - Druid comes with plenty of control spells - Thundersnow Herald - Druid Build (8)Sleet Storm, Thundersnow Herald - Druid Build (9)Plant Growth, Thundersnow Herald - Druid Build (10)Confusion, Thundersnow Herald - Druid Build (11)Web, etc. These are excellent options to be used to weaken foes and unlock the full potential of the party for Advantage on attack rolls.
  • Summons like Thundersnow Herald - Druid Build (12)Conjure Woodland Being, offer additional free Thundersnow Herald - Druid Build (13)Spike Growth, that damages enemies and slows them down. You can also get Thundersnow Herald - Druid Build (14)Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning spell casters.
  • Thundersnow Herald - Druid Build (15)Wild Shape​ - the iconic action of Druids allowing them to change into different animals. This is useful in the early to mid-game but loses its value as you become a full spell caster.
  • The main highlights are spells - Thundersnow Herald - Druid Build (16)Call Lightning​ and Thundersnow Herald - Druid Build (17)Lightning Bolt, which will be your bread and butter as damage-dealing spells. Later you will also unlock Thundersnow Herald - Druid Build (18)Ice Storm​ and Thundersnow Herald - Druid Build (19)Cone of Cold, to cover areas in Ice.
  • Gives Thundersnow Herald - Druid Build (20)Create Water, that can be used together with Lightning spells for double damage.

2-3 Level Tempest Cleric

Feel free to choose whether you need 2 levels or 3 if you require access to level 2 spells. I will go with 3 levels.

  • The main highlight is Tempest Cleric's Thundersnow Herald - Druid Build (21)Destructive Wrath​ passive, allowing you to maximize the lightning damage of your spells. This is what will make you a destructive menace with Thundersnow Herald - Druid Build (22)Call Lightning​ and Thundersnow Herald - Druid Build (23)Lightning Bolt.
  • Access to various useful spells - Thundersnow Herald - Druid Build (24)Command, Thundersnow Herald - Druid Build (25)Sanctuary, etc. Moreover, if you decide to go with 3 Clerics, you will also obtain a Thundersnow Herald - Druid Build (26)Spiritual Weapon, Thundersnow Herald - Druid Build (27)Warding Bond, etc.
  • Thundersnow Herald - Druid Build (28)Wrath of the Storm​ is an excellent way to weaponize your reactions, especially if enemies are wet for double damage.

Leveling Overview

Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.

LevelClassSelection
1Druid 1STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8
Skills: Perception, Medicine
Cantrips:Thundersnow Herald - Druid Build (29)Shillelagh, Thundersnow Herald - Druid Build (30)Guidance​ or Thundersnow Herald - Druid Build (31)Resistance
Recommended Prepared Spells: Thundersnow Herald - Druid Build (32)Healing Word, Thundersnow Herald - Druid Build (33)Create or Destroy Water, Thundersnow Herald - Druid Build (34)Ice Knife, Thundersnow Herald - Druid Build (35)Faerie Fire.
2Druid 2Subclass: Circle of the Land
Cantrips: Thundersnow Herald - Druid Build (36)Produce Flame
3Druid 3Circle of Land:Thundersnow Herald - Druid Build (37)Underdark
Recommended Prepared Spells:Thundersnow Herald - Druid Build (38)Moonbeam, Thundersnow Herald - Druid Build (39)Spike Growth, Thundersnow Herald - Druid Build (40)Heat Metal, Thundersnow Herald - Druid Build (41)Enhance Ability.
Scribe Spells: Thundersnow Herald - Druid Build (42)Cloud of Daggers
4Druid 4Cantrips: Thundersnow Herald - Druid Build (43)Thorn Whip
Feat: Ability Improvement +2 Wisdom or +1 Wisdom and +1 Constitution
5Druid 5
Circle of Land: Thundersnow Herald - Druid Build (44)Mountain
Recommended Prepared Spells: Thundersnow Herald - Druid Build (45)Sleet Storm, Thundersnow Herald - Druid Build (46)Call Lightning, Thundersnow Herald - Druid Build (47)Plant Growth
6Cleric 1Cantrips: Thundersnow Herald - Druid Build (48)Sacred Flame, Thundersnow Herald - Druid Build (49)Light, Thundersnow Herald - Druid Build (50)Thaumaturgy
Subclass: Tempest Domain
Deity: Talos
Prepare Spells: Thundersnow Herald - Druid Build (51)Shield of Faith, Thundersnow Herald - Druid Build (52)Command​, Thundersnow Herald - Druid Build (53)Sanctuary
7Cleric 2-
8Druid 6-
9Druid 7Circle of Land: Thundersnow Herald - Druid Build (54)Underdark​​
Recommended Prepared Spells: Thundersnow Herald - Druid Build (55)Conjure Woodland Being, Thundersnow Herald - Druid Build (56)Grasping Vine, Thundersnow Herald - Druid Build (57)Confusion, Thundersnow Herald - Druid Build (58)Ice Storm
10Druid 8Feat: Thundersnow Herald - Druid Build (59)Dual Wielder, Thundersnow Herald - Druid Build (60)Alert​ or Ability Improvement +2 Wisdom
11Druid 9Circle of Land:Thundersnow Herald - Druid Build (61)Arctic
Recommended Prepared Spells: Thundersnow Herald - Druid Build (62)Conjure Elemental, Thundersnow Herald - Druid Build (63)Insect Plague.
12Cleric 3Prepare Spells: Thundersnow Herald - Druid Build (64)Aid, Thundersnow Herald - Druid Build (65)Warding Bond​, Thundersnow Herald - Druid Build (66)Spiritual Weapon

Starting the Game - Level 1

This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Spore Druid build. Some of these choices are impactful as you cannot respec them.

Races

Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.

If you are having difficulties making a choice, pick whatever you prefer in terms of looks or roleplay. "The perfect race pick" is important if you are into extreme min-maxing.

RaceFeaturesDescription
Thundersnow Herald - Druid Build (67)HalflingOne of the best races for casters giving dice rerolls and reducing chances of spell concentration failing.
Thundersnow Herald - Druid Build (70)Gnome
  • Thundersnow Herald - Druid Build (71)Gnome Cunning
Gives advantages to spellcasting abilities, making you resistant to the most deadly control spells.
Thundersnow Herald - Druid Build (72)High Elf
  • Thundersnow Herald - Druid Build (73)Elven Weapon Training
  • Thundersnow Herald - Druid Build (74)Darkvision
  • Thundersnow Herald - Druid Build (75)Fey Ancestry
Access to bonus cantrip, Thundersnow Herald - Druid Build (76)Friends​ can be useful if you are the main character.
Thundersnow Herald - Druid Build (77)Drow
  • Thundersnow Herald - Druid Build (78)Drow Weapon Training
  • Thundersnow Herald - Druid Build (79)Superior Darkvision
  • Thundersnow Herald - Druid Build (80)Fey Ancestry
Gives access to Hand Corssbows, which can be used to weaponize your bonus action for a little additional damage.

Class

Overview
Thundersnow Herald - Druid Build (81)Druid
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
Features
Thundersnow Herald - Druid Build (82)Spell SlotsThese can be used to cast spells and are restored each long rest.

Cantrips

You can choose two options for the 1st level. You will be able to pick more later on.

CantripDescription
Thundersnow Herald - Druid Build (83)GuidancePick this if you do not have a cleric in the group. This is the most useful cantrip in the game that helps with almost all ability roll checks.
Thundersnow Herald - Druid Build (84)ShillelaghIt is a good early-game damage cantrip, but it requires you to enter melee range.
Thundersnow Herald - Druid Build (85)ResistanceIt can be used in a situation where you do not have a way to effectively attack. Use this to buff yourself or a party member. Be careful as it will cancel any other spell concentration.

Prepare Spells

I will cover my recommended prepared spells to include for each Spell level. Pick the ones that are interesting or fit your playstyle.

SpellDescription
Thundersnow Herald - Druid Build (86)Healing WordExcellent spell for the early game, where you might need an instant recovery of an ally. However, it loses value on Druid as you progress.
Thundersnow Herald - Druid Build (87)Create or Destroy WaterOne of the S-Tier spells, that is good to have in your arsenal. You can use it to weaken enemies for Ice and Lightning spells.
Thundersnow Herald - Druid Build (88)Ice KnifeExcellent spell early in the game, that can deal decent damage and apply Ice surfaces for enemies to slip.
Thundersnow Herald - Druid Build (89)Faerie FireExcellent early game spell, where getting Advantage for your party members might be difficult. Use this to improve their hit chances. In the mid-game, I would remove this.
Thundersnow Herald - Druid Build (90)LongstriderIf you do not have another buffer in the group, having this spell is a great way to improve your and allies' movement speed.

Background

Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Wisdom.

BackgroundSkillsDescription
Guild ArtisanInsight
Persuasion
A great choice, especially as you also get persuasion for better dialogue outcomes.
Folk HeroAnimal Handling
Survival
Useful choice, that gives two wisdom-related skill proficiencies.
AcolyteInsight
Religion
A somewhat mixed bag. Insight is good, for some game situations, but religion is not related to many impactful things.

Abilities

Now let's take a look at the abilities of the Spore Druid build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.

AbilityValueDescription
Thundersnow Herald - Druid Build (91)Strength8Not relevant for the build.
Thundersnow Herald - Druid Build (92)Thundersnow Herald - Druid Build (93)Dexterity16 (15+1)Very important ability. It will give a higher Armour Class and improve initiative, allowing you to go earlier in combat.
Thundersnow Herald - Druid Build (94)Constitution15If you get Hag's Hair, then I would set this at 14, as you will use the Ability Improvement feat for +2 Wisdom. However, without it, you can then allocate +1 to Wisdom and +1 to Con.
Thundersnow Herald - Druid Build (95)Intelligence8Least important stat for the build.
Thundersnow Herald - Druid Build (96)Wisdom17 (15+2)The main spellcasting ability of Druid, which will determine spell success.
Thundersnow Herald - Druid Build (97)Charisma8If you will leave Constitution at 14, put the 2 points here. Otherwise, leave it at 8.

Skills and Expertise

Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Wisdom-related.

  • Perception
  • Insight
  • Medicine
  • Survival
  • Animal Handling

Leveling Progression - Levels 2-12

Here is the detailed progression for the Lightning Druid to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options

It will take a few levels before you can start using those powerful Lightning spells that I mentioned.

Level 2

This is where you will have left the tutorial area, and will start exploring the world.

Subclass

Now you are ready to pick the subclass. As you can expect:

Overview
Thundersnow Herald - Druid Build (98)Circle of the Land
Features
Thundersnow Herald - Druid Build (99)Wild Shape ChargeAllows transforming into a beast using Thundersnow Herald - Druid Build (100)Wild Shape.
Thundersnow Herald - Druid Build (101)Wild ShapeTake the form of an animal. As you progress to higher levels, new options are unlocked.
Thundersnow Herald - Druid Build (102)Natural RecoveryExcellent way to restore spell slots, to extend the combat capabilities for the next encounter.

Cantrips

SpellDescription
Thundersnow Herald - Druid Build (103)Produce FlameExcellent cantrip can be used to deal damage and light up dark areas.

Level 3

First level 2 spells become available

Circle of the Land

This is a unique feature to land druids giving additional spell access besides the one in the prepared list. Generally, I recommend taking those picks that have spells that you cannot prepare.

OptionsDescription
Thundersnow Herald - Druid Build (104)UnderdarkAccessing both Thundersnow Herald - Druid Build (105)Web​ and Thundersnow Herald - Druid Build (106)Misty Step​ are excellent spell options. The latter gives much-needed mobility while not in wild shape form.

Prepare Spells

As second-level spells are unlocked here are a few recommendations that I recommend to keep on your list:

SpellDescription
Thundersnow Herald - Druid Build (107)MoonbeamExcellent spells can be reused multiple times during a fight, saving spell slots.
Thundersnow Herald - Druid Build (108)Spike GrowthThis can be used to make enemies slow down and get damage. After you obtain Thundersnow Herald - Druid Build (109)Conjure Woodland Being, this becomes somewhat redundant as Dryad can cast it for free.
Thundersnow Herald - Druid Build (110)Heat MetalVery useful control spell, for the early game. You can use it to make targets drop their weapons, disabling some very strong early-game opponents.
Thundersnow Herald - Druid Build (111)Enhance AbilityUsually, I reserve this spell for Bard. However, if you do not have it, Thundersnow Herald - Druid Build (112)Enhance Ability​ can be a lifesaver in important ability checks.

Level 4

Now, you get some other great picks - the first feat is unlocked.

Cantrips

SpellDescription
Thundersnow Herald - Druid Build (113)Thorn WhipDid not use it much, but could be useful in some situations where you could pull enemies closer to your group.

Feat

FeatDescription
Ability ImprovementIf you will get Auntie Ethel's Hair, go for Wisdom +2. If without the hair, set Wisdom +1 and Constitution +1.

Level 5

Level 5, is a big step for any caster and especially Druid. Not only do you unlock level 3 spells, but get improvements to the Thundersnow Herald - Druid Build (114)Wild Shape​ forms.

FeatureDescription
Thundersnow Herald - Druid Build (115)Wild StrikeAllows making a second attack with Wild Shape transformation.

Circle of the Land

Because we are going for the Lightning build setup, here is my recommendation:

OptionsDescription
Thundersnow Herald - Druid Build (116)MountainBoth of the spells here are not accessible to Druid. However, Thundersnow Herald - Druid Build (117)Lightning Bolt​ is an excellent pick especially if you are using Thundersnow Herald - Druid Build (118)Create or Destroy Water. Or you want just a strong blasting spell that does not use Concentration.

Prepare Spells

As third-level spells are unlocked here are a few recommendations that I recommend to keep on your list:

SpellDescription
Thundersnow Herald - Druid Build (119)Sleet StormThis spell is a sleeper and is overlooked by many people. It is ridiculously strong, allowing you to make enemies skip their turns as they fall. Follow up with attacks with allies for Advantage. Use it together with Thundersnow Herald - Druid Build (120)Hunger of Hadar​ to create the ultimate trap for your foes.
Thundersnow Herald - Druid Build (121)Call LightningIf you need a blaster spell, this is a great option, however, it will require Concentration, so be careful not to cancel other spell effects. Also, Thundersnow Herald - Druid Build (122)Call Lightning​ deals double damage on wet enemies. It works similarly to Thundersnow Herald - Druid Build (123)Moonbeam, which could be replaced once you get it.
Thundersnow Herald - Druid Build (124)Plant GrowthThis spell does not use any concentration spell and can slow down enemies to a stop. It can also work well in Thundersnow Herald - Druid Build (125)Hunger of Hadar, making foes just barely move.

Level 6 - Cleric Lv 1

So to fit the theme and gain access to some powerful empowerments for Lightning Druid, multiclass into Cleric:

Thundersnow Herald - Druid Build (126)

Class

Overview
Thundersnow Herald - Druid Build (127)Cleric
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.
Features
Thundersnow Herald - Druid Build (128)Spell SlotsThese can be used to cast spells and are restored each long rest.
Thundersnow Herald - Druid Build (129)Domain SpellsUnique spell list accessible based on your cleric subclass.

Cantrips

CantripDescription
Thundersnow Herald - Druid Build (130)Sacred FlameAlthough this cantrip is notorious for failing, with high Spell Save DC, you will have an option for some radiant damage, which is especially useful in Act 2.
Thundersnow Herald - Druid Build (131)LightYou can illuminate yourself or your allies.
Thundersnow Herald - Druid Build (132)ThaumaturgyAdvantage source when doing Intimidation dialogue checks.

Subclass

Overview
Thundersnow Herald - Druid Build (133)Tempest Domain
Features
Thundersnow Herald - Druid Build (134)Wrath of the StormUnique reaction that can deal lightning or thunder damage to the targets attacking you.
Thundersnow Herald - Druid Build (135)ThunderwaveIt can be used to push back enemies from ledges.
Thundersnow Herald - Druid Build (136)Fog CloudCreate an obscured area, that can be used to pickpocket or blind enemies.

Deity

So generally you can pick whatever. However, as the build revolves around being a master of Lightning and Talos' icon is Lightning, I think it is a perfect pick. So choose Talos.

Prepare Spells

SpellDescription
Thundersnow Herald - Druid Build (137)Shield of FaithIt can improve the armor class but uses a Concentration slot.
Thundersnow Herald - Druid Build (138)CommandOne of the more powerful control spells, that does not use Concentration. It can also make enemies do various actions - flee, grovel, or drop their weapons.
Thundersnow Herald - Druid Build (139)SanctuaryExcellent defensive spell, that makes it impossible for enemies to attack you. You can use it together with Thundersnow Herald - Druid Build (140)Moonbeam​ as it is bugged and works while Thundersnow Herald - Druid Build (141)Sanctuary​ is active.

Level 7 - Cleric 2

The second cleric level is the most important for this build. This unlocks a crucial feature to make Lightning Damage hit for those big numbers:

FeatureDescription
Thundersnow Herald - Druid Build (142)Destructive WrathAllows to maximize lightning spell damage. Use Thundersnow Herald - Druid Build (143)Lightning Bolt​ on wet enemies; you will see 100+ damage per hit.
Thundersnow Herald - Druid Build (144)Turn UndeadMake undead run away from you.

Level 8 - Druid Lv 6

This is a major step for Druid. You unlock a few class features, that will pair well with terrain control spells:

FeatureDescription
Thundersnow Herald - Druid Build (145)Land's Stride: Difficult TerrainYou can now easily move on that difficult terrain that you can summon

New Thundersnow Herald - Druid Build (146)Wild Shape​ options are unlocked:

ActionDescription
Thundersnow Herald - Druid Build (147)Wild Shape: PantherIt can become invisible and attack with bonus damage.
Thundersnow Herald - Druid Build (148)Wild Shape: Owlbear​​The most powerful wild shape in my opinion. Owl Bear has a decent attack with bonus action, and tons of HP and can be used to crush enemies.

Level 9 - Druid Lv 7

Level 4 spells are unlocked and some of them give unique Druid aspects.

Circle of the Land

To be fair, I would pick any of the choices here. Check the next section on recommended spells. Druid can prepare all of them except one:

OptionsDescription
Thundersnow Herald - Druid Build (149)UnderdarkThundersnow Herald - Druid Build (150)Greater Invisibility​ can be situationally useful. If you have a character that has high stealth rolls, this can be used to make them kill enemies without ever being detected. If not, just take any other option.

Prepare Spells

Level 4 spells are plentiful and all of them bring something unique, here are my picks:

SpellDescription
Thundersnow Herald - Druid Build (151)Ice Storm
Deals decent damage, but most importantly create Ice surfaces that will leave enemies Prone.
Thundersnow Herald - Druid Build (152)Conjure Woodland BeingThis spell is almost a mandatory pick. The Dryad can cast Thundersnow Herald - Druid Build (153)Spike Growth​ for free. It can also summon a special beast, that can Thundersnow Herald - Druid Build (154)Entangle​ and act as a decoy.
Thundersnow Herald - Druid Build (155)Grasping VineAlthough it may not seem special, the spell only costs bonus action and has no Concentration requirement. It's a perfect control addition to an already strong arsenal of Land Druid.
Thundersnow Herald - Druid Build (156)ConfusionOne of the most powerful control spells, that can outright win encounters for you.
Thundersnow Herald - Druid Build (157)Wall of FireA very strong spell, that if placed correctly can destroy foes. It does hit them multiple times - at your and your enemy's turn.
Thundersnow Herald - Druid Build (158)BlightThis spell can be used for free with the special effect of Staff of Cherished Necromancy.

Level 10 - Druid Lv 8

The main highlight of this level is the feat.

Feats

Now you have plenty of choices here that you can pick based on your preferences.

FeatDescription
Thundersnow Herald - Druid Build (160)AlertI think having one caster in a party who can always go first is important, especially on Honour Mode.
Thundersnow Herald - Druid Build (161)Dual WielderGenerally, this is mandatory on any caster as there are really good spellcasting weapons. However, if you are wildshaping often, the bonus Spell Save DC may become redundant. I would also skip this if you have another caster like Sorcerer in the group.
Ability ImprovementIf you have started with 16 Wisdom, because you have no access to Auntie Ethel's Hair, then a second +2 Wisdom is a good boost.

Level 11 - Druid Lv 9

Now you get access to level 5 spells.

Circle of the Land

OptionsDescription
Thundersnow Herald - Druid Build (162)ArcticThundersnow Herald - Druid Build (163)Cone of Cold​ is an excellent spell that allows dealing substantial damage on wet enemies. Druid cannot access it otherwise. This also fits the build theme very well.

Prepare Spells

Compared to previous levels, there are fewer spells to pick and even fewer that I think are useful. However, they are still worthy of consideration.

SpellDescription
Thundersnow Herald - Druid Build (164)Conjure ElementalWith level 5 spell slots, this spell is okay. But it starts shining once you get access to Level 6 spell slots. You can then summon Thundersnow Herald - Druid Build (165)Conjure Elemental: Water Myrmidon​ which can cover the whole area in water. You know what comes next? You or your party members can use Cold or Lightning spells to shred everyone to pieces.
Thundersnow Herald - Druid Build (166)Insect PlagueIf you did not obtain this one from the Circle of Land picks, it is a perfect choice. These locusts deal a good amount of damage, and can also work together with other control spells like Thundersnow Herald - Druid Build (167)Spike Growth​ or Thundersnow Herald - Druid Build (168)Plant Growth.
Thundersnow Herald - Druid Build (169)Greater RestorationNothing spectacular, however, there are a few situations where removing curses can help.

Level 12 - Pick your last class level

So the last level can either be Cleric or Druid. This depends on your needs. Generally, as a Caster, I would go with Cleric, as it will give some additional spells. Level 10 Druid does not offer much to expand the playstyle we are going for here.

So I will go with Cleric Lv 3:

SpellDescription
Thundersnow Herald - Druid Build (170)ShatterAn okay spell that has its uses against constructs, however, it will not play a major role in the last part of the game.
Thundersnow Herald - Druid Build (171)Gust of WindCan push enemies 5 meters and force them to become off-balance.

Prepare Spells

Level 2 spells for Cleric can be situationally useful:

SpellDescription
Thundersnow Herald - Druid Build (172)AidIt can be used to improve your summons' and allies' HP.
Thundersnow Herald - Druid Build (173)Warding BondExcellent spell that can be used to improve the survivability of your party members, by increasing their resistances. The cost is that you will also receive the same amount of damage.
Thundersnow Herald - Druid Build (174)Spiritual WeaponAlthough these weapons are not some powerful destroyers, they can be summoned using bonus action and distract enemies in the middle of the fight.

Maximizing Ability Scores

Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.

  1. Act 1 - Auntie Ethel Hair - you will want to get +1 Wisdom if you pick this choice.
  2. Feat - Ability Improvement - +2 Wisdom
  3. Act 3 - Mirror of Loss - pick +2 Wisdom.

This will allow you to reach 22 natural Wisdom.

Potions, Elixirs and Consumables

Let's take a look at what consumables you can use to further empower the build.

Potions

These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.

ConsumableDescription
Thundersnow Herald - Druid Build (175)Potion of SpeedIn case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns.
Thundersnow Herald - Druid Build (176)Potion of Animal SpeakingAlthough not something powerful, it is worth stocking up and saving a spell slot.
Thundersnow Herald - Druid Build (177)Potion of InvisibilityCan be used to get a perfect position before the encounter starts.

Elixirs

Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.

Be sure to activate them before combat as otherwise, you will need to use Bonus Action.

Remember to activate one elixir after each Long Rest. These are found plentiful throughout the game, so don't save them too much.

ConsumableDescription
Thundersnow Herald - Druid Build (178)Elixir of BloodlustVery effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn.
Thundersnow Herald - Druid Build (179)Elixir of Battlemage's PowerGain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success.
Thundersnow Herald - Druid Build (180)Elixir of Peerless FocusAnother good choice that allows to better maintain spell Concentration.
Thundersnow Herald - Druid Build (181)Superior Elixir of Arcane CultivationGrant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter.
Thundersnow Herald - Druid Build (182)Supreme Elixir of Arcane CultivationGrant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter.
Thundersnow Herald - Druid Build (183)Elixir of VigilanceFor some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Thundersnow Herald - Druid Build (184)Alert​ this becomes redundant.

Illithid Powers

This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.

At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers.

Illithid PowerTypeDescription
Thundersnow Herald - Druid Build (185)Favourable BeginningsBaseBeneficial power to take as it does not have any costs, and provides only benefits on the first hits.
Thundersnow Herald - Druid Build (186)Psionic BacklashBaseA decent use for reaction to deal some bonus psychic damage.
Thundersnow Herald - Druid Build (187)Ability DrainBaseThis power works in Thundersnow Herald - Druid Build (188)Wild Shape, making it excellent for weakening enemies.
Thundersnow Herald - Druid Build (189)Cull the WeakBaseCan help to kill an enemy faster if it is left with a few HP.
Thundersnow Herald - Druid Build (190)Illithid ExpertiseEliteAs you are not a charisma-based character, these proficiencies help with dialogue checks.
Thundersnow Herald - Druid Build (191)Black HoleEliteOne of the most powerful illithid powers works well with Druid's area control spells.
Thundersnow Herald - Druid Build (192)Mind SanctuaryEliteExtremely strong action that can be used by your allies.
Thundersnow Herald - Druid Build (193)FreecastEliteRemove the cost of spell slots or charges.

Equipment Recommendations

Now I would like to go through some gear recommendations to maximize the Spore Druid Build. Items are especially important as they take the build to the next level thanks to their unique effects.

The main aspect of Druid is that they can wear both Light and Medium Armor. Generally, I would recommend robes with Spell Save DC. If you cannot use those, then take something sturdier.

Act 1

SlotItemDescription
Thundersnow Herald - Druid Build (194)Melee (One-Handed)Mourning FrostAlthough this staff does not give improved Spell Save DC, it gives unique effects with cold spells like Thundersnow Herald - Druid Build (196)Ice Knife. Moreover, the staff comes with a Thundersnow Herald - Druid Build (197)Ray of Frost​ cantrip.
Melf's First StaffThe best staff for caster in Act 1 as it gives bonus Spell Save DC, improving spell success.
The SpellsparklerIf this is free, you could use it to get some bonuses from The Protecty Sparkswall armor.
TorchDo you think I am joking? Fortunately, no. With Thundersnow Herald - Druid Build (202)Shillelagh​ spell this becomes one of the strongest early-game weapons able to surpass in damage all two-handed weapons. You can even dual-wield these, to have strong killers for most of Act 1.
Thundersnow Herald - Druid Build (203)RangedBow of AwarenessGives bonus initiative, allowing one to go earlier in combat. I recommend this for the early games, as you will have low dexterity.
Hand Crossbow +1Equip two of these so that you can attack with your bonus action. This is a great way to get some bonus damage, especially if you cannot reach the target. Only works if you are a Drow.
Thundersnow Herald - Druid Build (206)HeadThe Shadespell CircletThe only truly relevant headwear for Act 1. There are other options but they are just side bonuses.
Thundersnow Herald - Druid Build (208)Cloak-Nothing really of note here.
Thundersnow Herald - Druid Build (209)ArmorThe Protecty SparkswallThe best caster armor in Act 1.
Githyanki Half PlateThe most relevant early-game armor, that you can take from Lae'zel
Thundersnow Herald - Druid Build (212)GlovesBracers of DefenceThe +2 Armour class is a big boost especially if you do not have a shield proficiency.
Winter's ClutchesThese gloves can be useful when using spells like Thundersnow Herald - Druid Build (215)Ice Knife​ and later Thundersnow Herald - Druid Build (216)Ice Storm. I would keep them.
Thundersnow Herald - Druid Build (217)BootsDisintegrating Night WalkersOne of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Thundersnow Herald - Druid Build (219)Misty Step​ to increase that mobility.
Boots of StridingExcellent shoes, as you will be casting Concentration spells left and right. This will reduce your chance of getting the spell canceled.
Boots of SpeedExcellent boots, although I would leave them for a frontline character if their slots are free. Can be used to avoid getting hit while running away.
Thundersnow Herald - Druid Build (222)AmuletPearl of Power AmuletCan be used to restore spell slots
Amulet of Misty StepGives mobility improvement thanks to the Thundersnow Herald - Druid Build (225)Misty Step​ spell.
Thundersnow Herald - Druid Build (226)RingsRing of ProtectionThe best option for Act 1. The bonus Armour Class is a great boost for survivability.
The Whispering PromiseI would say there is a niche use of this early in the game when you can cast Thundersnow Herald - Druid Build (229)Healing Word​ with bonus action to buff your allies.
Crusher's RingThe ring can be useful if you are running with a dual-wield Torch in the early game.

Act 2 - mid-game

You will get access to some better caster items, but overall no major changes to the build setup.

SlotItemDescription
Thundersnow Herald - Druid Build (232)Melee (Two-Handed)-Use the ones from Act 1.
Thundersnow Herald - Druid Build (233)RangedDarkfire ShortbowAmazing bow that allows to precast Thundersnow Herald - Druid Build (235)Haste​ before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. Otherwise, stay with bows from the previous act.
Ne'er MisserThese hand crossbows are excellent if you need to weaponize your bonus action.
Thundersnow Herald - Druid Build (237)HeadFistbreaker HelmThe best caster headwear in Act 2.
Coldbrim HatAlthough this works only once per turn, it works well with spells that target Dexterity like Thundersnow Herald - Druid Build (240)Sleet Storm.
Thundersnow Herald - Druid Build (241)CloakCloak of ProtectionImproves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class.
Fleshmelter CloakDeal additional damage to the attackers.
Thundersnow Herald - Druid Build (244)ArmorYuan-ti Scale MailIf you need a higher Armour Class and The Protecty Sparkswall is taken, this is a perfect alternative.
Robe of Exquisite FocusYou can wear this if The Protecty Sparkswall is taken.
Thundersnow Herald - Druid Build (249)GlovesGloves of Belligerent SkiesYou have access to Lightning and Thunder damage sources. Moreover, you can easily get Radiant damage via Callous Glow Ring. I would only recommend these if they are not used by another character like Cleric.
Thundersnow Herald - Druid Build (252)BootsDisintegrating Night WalkersOne of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Thundersnow Herald - Druid Build (254)Misty Step​ to increase that mobility.
Evasive ShoesOptional boots if you need a little bit more Armour Class.
Thundersnow Herald - Druid Build (256)AmuletStrange Tendril AmuletI like Thundersnow Herald - Druid Build (258)Evard's Black Tentacles​ spell, as it is a very strong crowd-control option.
Amulet of the HarpersAllows casting a Thundersnow Herald - Druid Build (260)Shield​ spell, and can be a lifesaver if attacked heavily for one turn. This is useful before you obtain the Sorcerer dip.
Thundersnow Herald - Druid Build (261)RingsEversight RingIf you have a Thundersnow Herald - Druid Build (263)Darkness​ party, or members who use this spell, being able to see inside, can make you extremely sturdy.
Ring of Mental InhibitionExcellent ring, that you can activate its effects with your control spells.
Callous Glow RingA good ring that can apply additional radiant damage per target.

Act 3 - Final Build setup

This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.

SlotItemDescription
Thundersnow Herald - Druid Build (266)Melee (One-Handed)MarkoheshkirThe most powerful stave in the game. If it is free, feel free to use it and activate relevant Kereska's Favour based on the spells you use. My favorite picks are Frost of Dark Winter and Bolts of Doom.
Staff of Spell PowerVery powerful stave that also gives access to Thundersnow Herald - Druid Build (269)Arcane Battery, giving a free (including level 6) spell cast.
WoeGives additional effects like healing.
Thundersnow Herald - Druid Build (271)RangedHellrider LongbowThe bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed.
Hand Crossbow +2A solid hand crossbow that you can obtain in Act 3.
Thundersnow Herald - Druid Build (274)HeadHood of the WeaveThe best caster headwear, that gives +2 Spell Save DC.
Helldusk HelmetThe helmet can be used to be able to see in Thundersnow Herald - Druid Build (277)Darkness​ if your group utilizes this spell.
Thundersnow Herald - Druid Build (278)CloakCloak of The WeaveThe best cloak in the game for casters.
Cloak of DisplacementGreat way to avoid attacks and reduce the chance of enemy attacks landing.
Thundersnow Herald - Druid Build (281)ArmorArmour of LandfallOne of the best caster items in general, as it gives Constitution Saving Throw an advantage, resulting in less spell cancelation. Moreover, it improves Spell Save DC.
Robe of the WeaveGives bonus Armour Class and improves Spell Save DC.
Thundersnow Herald - Druid Build (284)GlovesHelldusk GlovesGives bonuses to Spell Save DC, which will increase spell success chance.
Gauntlet of the TyrantGives +1 Spell Save DC.
Quickspell GlovesAllows casting spells with bonus action once per short rest.
Thundersnow Herald - Druid Build (287)BootsDisintegrating Night WalkersOne of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Thundersnow Herald - Druid Build (289)Misty Step​ to increase that mobility.
Helldusk BootsYou can avoid failing a saving throw using a reaction. This might break your concentration and ruin the whole encounter.
Bonespike BootsGives bonus armor class and increased saving throw rolls.
Thundersnow Herald - Druid Build (292)AmuletAmulet of The DevoutAlthough this is the best amulet of the caster, generally it is best in the slot for cleric builds. However, I would not skip this if you are playing this build as a main character.
Spellcrux AmuletIt allows restoring spell slots easily.
Thundersnow Herald - Druid Build (295)RingsRing of Feywild SparksThe only ring that gives access to +1 Spell Save DC. This effect is not listed.
Ring of Mental InhibitionStill a good ring from Act 1, that will work with some of your spells.
Snowburst RingAllows creating patches of Ice, with spells like Thundersnow Herald - Druid Build (299)Cone of Cold.
Ring of EvasionAllows avoiding the fail of Dexterity saving throw. These usually are wide-area spells.

Build Mechanics

In this section, I would like to dive deep into how to play the Spore Druid. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.

Important Mechanics and Combos

Let's go through key mechanics and tips on how to effectively use the build.

Shillelagh

So one of the unique druid cantrips is Thundersnow Herald - Druid Build (301)Shillelagh. It is very effective in the early game, where you can make a weapon like Torch one of the strongest weapons. Thundersnow Herald - Druid Build (303)Symbiotic Entity​ also helps by giving additional necrotic damage rider, giving a decent damage boost.

You may use this cantrip with other late-game weapons like Markoheshkir, Staff of Spell Power, etc. However, it does start to fall off, especially as Druid does not get access to Thundersnow Herald - Druid Build (306)Extra Attack. Moreover, you have access to very strong control spells, using the same action resource. So I do recommend this mechanic in the early game, but it does fall off later on.

Using different area Control spells

The interesting part of Spore Druid is that it has access to plenty of area-of-effect spells. For example, you can use two types of controls, one for the air and another for the ground. So for example - Thundersnow Herald - Druid Build (307)Plant Growth​ and Thundersnow Herald - Druid Build (308)Insect Plague, making the area inaccessible and enemies getting destroyed.

The strongest combo in my opinion would be Thundersnow Herald - Druid Build (309)Sleet Storm​ together with Thundersnow Herald - Druid Build (310)Hunger of Hadar​ (that you need Bard or Warlock to cast). This outright makes enemies skip their turn and get damaged by the killing of dark clouds.

So the main two categories:

  • Ground - Thundersnow Herald - Druid Build (311)Sleet Storm, Thundersnow Herald - Druid Build (312)Spike Growth, Thundersnow Herald - Druid Build (313)Plant Growth, Thundersnow Herald - Druid Build (314)Ice Storm, Thundersnow Herald - Druid Build (315)Grasping Vine​ (be careful as it can get damaged by air effects), and so on
  • Air - Thundersnow Herald - Druid Build (316)Insect Plague, Thundersnow Herald - Druid Build (317)Cloudkill, Thundersnow Herald - Druid Build (318)Hunger of Hadar​ (obtained from other class)

Sanctuary + Moonbeam

Although this applies if you were multiclass into cleric, I still wanted to mention this combo. It allows you to cheese most of the fights while you stay safely under the Thundersnow Herald - Druid Build (319)Sanctuary​ effect. Then use Thundersnow Herald - Druid Build (320)Moonbeam​ to move it around and damage enemies.

Wild Shapes forms

This build can effectively use Thundersnow Herald - Druid Build (321)Wild Shape​ till about level 10, after that, because you will not get Thundersnow Herald - Druid Build (322)Improved Wild Strike​ it falls off. Moreover, the build's idea is being a caster, so turning into a beast form, defeats its purpose.

Maximizing Companion amount

Spore Druid can summon plenty of minions that result in its small army. This can become tedious to manage, but they do offer plenty of bonuses and distractions for enemies.

  1. Thundersnow Herald - Druid Build (323)Conjure Minor Elemental​ - either Mud or Ice Mephits, although I do not use these as they are very weak.
  2. Thundersnow Herald - Druid Build (324)Conjure Woodland Being​ - summons a Dryad, that has free Thundersnow Herald - Druid Build (325)Spike Growth.
  3. Drayd's special action Thundersnow Herald - Druid Build (326)Fallen Lover, summons a Wood Woad to fight by your side.
  4. Thundersnow Herald - Druid Build (327)Conjure Elemental​ - the goal is to access the level 6 spell slot so that you can use Thundersnow Herald - Druid Build (328)Conjure Elemental: Water Myrmidon. This will be a huge helper in combat and can instantly cover the area with water and apply wet status.

This can drain plenty of spell slots, so I do recommend having Potion of Angelic Slumber, to restore those spell slots.

Applying Wet Status

The core of the build relies on Wet status, which will double the damage of Lightning and Cold spells. As a Druid and Cleric, you will have access to Thundersnow Herald - Druid Build (329)Create or Destroy Water, allowing you to create rain at will.

However, this will cost a full action, and you will either have to get yourself Thundersnow Herald - Druid Build (330)Haste​ or have an ally create it. For example, a Water Bottle is an easy option that any companion can throw and weaken foes.

After you get level 6 spell slots at level 11, Thundersnow Herald - Druid Build (331)Conjure Elemental: Water Myrmidon​ can do this job perfectly, and replace any need for other sources.

Maximum Lightning Damage

So, the main build highlight is Lightning damage. To get huge numbers you will need a few things:

  1. Apply Wet status, which was mentioned above.
  2. Use Lightning spells like Thundersnow Herald - Druid Build (332)Call Lightning, Thundersnow Herald - Druid Build (333)Lightning Bolt,​ or Thundersnow Herald - Druid Build (334)Chain Lightning​ (accessible via scrolls or Markoheshkir).
  3. Once casting a spell activate Thundersnow Herald - Druid Build (336)Destructive Wrath​ for maximum rolls. This will most likely kill any normal enemies and inflict heavy damage on bosses.

Thundersnow Herald - Druid Build (337)Destructive Wrath​ is the highlight of the build, however, it is limited as it uses Channel Divinity Charge, which is restored each short rest.

Early Game Combat

Let's cover how you should progress combat levels 1-6.

  • You can use a simple Torch with Thundersnow Herald - Druid Build (339)Shillelagh​ to deal more damage than all of the early-game weapons. This is useful until you get a weapon that can give Spell Save DC.
  • Use Hand Crossbow +1 offhand attack, to deal additional damage from range.
  • Early in the game, you can use Thundersnow Herald - Druid Build (341)Healing Word​ together with The Whispering Promise ring, to buff up your allies using bonus action.
  • Cast control or Concentration spells like Thundersnow Herald - Druid Build (343)Faerie Fire, Thundersnow Herald - Druid Build (344)Spike Growth, Thundersnow Herald - Druid Build (345)Sleet Storm,​ etc. These are excellent for the early game.
  • On the other hand, if an encounter is pretty easy, you can cast Thundersnow Herald - Druid Build (346)Moonbeam​ and use it to pick off weak foes each turn, saving spell slots.
  • Once your concentration slot is filled, you can use Thundersnow Herald - Druid Build (347)Plant Growth, and further slow down foes, to be picked down by your companions.
  • Be careful when moving onto a Thundersnow Herald - Druid Build (348)Sleet Storm​ or Thundersnow Herald - Druid Build (349)Spike Growth. These have effects that might make you fall on ice or cancel your concentration.
  • Once you get access to Thundersnow Herald - Druid Build (350)Lightning Bolt​ and Thundersnow Herald - Druid Build (351)Call Lightning, use these on wet enemies to double the damage.

Late Game Combat

Overall, nothing much changes from the early game, just that your beasts get buffed up.

  • Thundersnow Herald - Druid Build (352)Conjure Woodland Being​ - already mentioned, this is an amazing summon, that can cast Thundersnow Herald - Druid Build (353)Spike Growth​ for free. This saves you a spell slot, and you can follow up with something more deadly like Thundersnow Herald - Druid Build (354)Insect Plague.
  • Continue using area control spells like - Thundersnow Herald - Druid Build (355)Ice Storm, Thundersnow Herald - Druid Build (356)Plant Growth, Thundersnow Herald - Druid Build (357)Sleet Storm,​ etc. These are excellent for breaking enemy positions.
  • The top dog is Thundersnow Herald - Druid Build (358)Conjure Elemental: Water Myrmidon​ which is available once you have access to level 6 spell slots. This can cover the area in water, and apply wet status. This means that you can become a Myrmidon and have a summoned ally with the same effects.
  • Get Thundersnow Herald - Druid Build (359)Haste​ or Potion of Speed, to be able to cast two spells per turn. For example, apply Thundersnow Herald - Druid Build (360)Create Water​ and follow up with Thundersnow Herald - Druid Build (361)Lightning Bolt​ + Thundersnow Herald - Druid Build (362)Destructive Wrath​ for an instant kill.
  • Play around with abilities - cover areas on snow, release lightning bolts, and freeze enemies in their tracks. Utilize all that the build has to offer and fight off any type of enemy.

Build Variations

There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.

SetupDescription
Nature's Guardian Build:
  • 11 Land Druid
  • 1 Sorcerer
A more versatile build that can also utilize Thundersnow Herald - Druid Build (363)Wild Shape​ to turn into various animals if the situation arises. Moreover, you get access to a Sorcerer dip which provides Constitution Saving Throw proficiency.

Conclusion

Thank you for reading the Thundersnow Herald - Druid build for Baldur's Gate 3. This is a new thing, I wanted to try, where I concentrate more on creating a backstory and creating a build around that. Moreover, this is a very powerful caster, that can easily destroy hordes of enemies with correct preparation.

Cheers!

Thundersnow Herald - Druid Build (2024)

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