[Top 10] Baldur's Gate 3 Best Weapons For Druids

Halsin, Archdruid of the Emerald Grove


Baldur’s Gate 3 has many powerful weapons for different races and classes. Choosing which weapon fits your character build can be difficult. This article lists the 10 best weapons for druids to use throughout the game.

10. Sylvan Scimitar 

Jaheira with the Sylvan Scimitar on her back. 

 

The Sylvan Scimitar is a magical weapon adding spellcasting modifiers to attacks. Jaheira carries this weapon when you first meet her. It allows the wielder to use their Spellcasting Ability modifier instead of their Dexterity modifier to determine their Attack Roll bonus. Druids are proficient in scimitars, and the additional magic combines well with the druid's inherent spellcasting abilities, as Jaheira exemplifies. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient in scimitars, adding a bonus to Attack Rolls
  • Spell Blade build: Your druid will act as a battle mage with this weapon
  • It is found on Jaheira: A druid character already wields the blade in the game 

Weapon details:

  • Damage: 1d6 (Slashing)
  • Weapon Type: Scimitar
  • Effect: Melee Caster: Instead of its Dexterity Modifier, the affected entity adds its Spellcasting Ability Modifier to Attack Rolls.
  • Weapon Enchantment +1
  • Unlockable Skills/Spells: Flourish and Lacerate
  • Rarity: Uncommon
  • Weight: 1.35 kg
  • Price: 65 gp

How to get this weapon: Recruit or loot Jaheira in Act 2

 

9. Melf's First Staff 

Melf's First Staff from Baldur's Gate 3

 

Melf’s First Staff is a quarterstaff that once belonged to a famous wizard. It allows the caster to wield Mef’s Acid Arrow, damaging enemies in combat. This weapon is great for any spellcasters as it gives them a free Level 2 spell that can be cast once per Long Rest. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with quarterstaffs, adding a bonus to Attack Rolls
  • Strengthens your character: This weapon makes druid spellcasters more powerful
  • Great beginner weapon: This starter weapon is best for the Circle of Spores subclass due to the acid effects 

Weapon details:

  • Damage: 1d8 (1d6)+5 (bludgeoning)
  • Weapon Type: Quarterstaff
  • Effects: Arcane Enchantment: 
  • You gain a +1 bonus to Spell Save DC and Spell Attack Rolls.
  • Melf’s Acid Arrow: Shoot a green arrow that covers the target and the ground with acid. Deals 4~16 Acid damage immediately and 2~8 Acid damage at the end of the target’s turn—one per Long Rest.
  • Rarity: Uncommon.
  • Weight: 1.8 kg.
  • Value: 100 gp

How to get this weapon: Wares of merchant Blurg in the Myconic Colony in the Underdark

 

8. Rhapsody 

Rhapsody dagger from Baldur's Gate 3

 

Rhapsody is a lightly enchanted, powerful, and rare dagger. This dagger gives the wielder Scarlet Remittance, granting the user a +1 to Attack Rolls and Spell Save DC for each enemy killed, capping at a maximum of +3. Sweet Bloodletting also allows wielders to inflict Bleeding on enemies. 

Why this weapon is great for druids:

  • Extra necrotic damage: Dual wielding as Circle of Spore druid adds extra combat damage 
  • Proficiency: Druids are proficient with daggers, adding a bonus to Attack rolls
  • Great for Fighter/Druids: This is a bonus for druids who act as a fighter rather than a distant spellcaster

Weapon details:

  • Damage: 1d4 +6 (piercing)
  • Weapon Type: Dagger, Light, Finesse
  • Effects: 
  • Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
  • Sweet Bloodletting: Possibly inflict Bleeding when hitting a creature with this weapon while Hiding or Invisible.
  • Weapon Enchantment +1
  • Weight: 0.45 kg
  • Value: 480 gp
  • Rarity: Very Rare

How to get this weapon: Dropped by Cazador in Act 3 if he is defeated

 

7. Devotee's mace

Devotee's Mace from Baldur's Gate 3

 

The Devotee’s Mace is a powerful weapon in Baldur’s Gate 3. It’s obtainable with just one spell. This mace has a unique action called Healing Incense Aura. When wielded in your main hand activated, all nearby allies will regain 1d4 hit points at the beginning of each turn during the next 10 turns. This power is available once per long rest.

While it is exclusively accessed by clerics, other classes can rig the game to access the weapon’s power as well. Either have Shadowheart cast Divine Intervention (Level 10) to get the weapon. Equip it on your druid, or reclass your druid temporarily to cast the spell, then change them back to the Druid class once the weapon is obtained. Warning: This is a one-use spell. 

Why this weapon is great for druids:

  • Healing abilities: A great addition to druids excelling in healing abilities
  • One-hand and shield-based: A powerful weapon for a support druid build
  • Proficiency: Druids are proficient with maces, adding a bonus to Attack rolls

Weapon details:

  • Weapon Type: Mace, One-Handed
  • Damage: 1D6 +3 (bludgeoning), +1D8 (radiant)
  • Effect: 
  • Gain Healing Incense Aura (Class Action, Main Hand Only): Emanate a soothing aura. You and nearby allies regain 1d4 hit points at the start of your turn over 10 Turns.
  • +3 Weapon Enchantment
  • Weight: 1.8 kg
  • Value: 640 gp
  • Rarity: Legendary

How to get this weapon: Reward from Arm Thy Servant variant of Divine Intervention spell for Level 10 clerics

 

6. Staff of Spell Power

The Staff of Spell Power from Baldur's Gate 3

 

The Staff of Spell Power is a very rare quarterstaff acquired later in the game in The House of Hope. Similar to the Markoheshkir but less powerful, it possesses Arcane Battery, allowing you to cast your next spell without using a spellslot. You also gain a +1 bonus to Spell Save DC and spell attack rolls.

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with a quarterstaff, adding a bonus to Attack rolls
  • Bonus spellcasting: Spellcasting druids receive bonus spell slot abilities
  • Alternatives to Markoheshkir: If Markosheshkir is already wielded by a companion, the Staff of Spell Power is a decent alternative for your character

Weapon details:

  • Weapon Type: Quarterstaff
  • Damage: 1d8 (1d6)+2 (Bludgeoning)
  • Rarity: Very Rare
  • Effects:
  • Arcane Enchantment: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls.
  • Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell slot.
  • Weight: 1.8 kg
  • Value: 480 gp

How to get this weapon: Loot in a locked room in the House of Hope in Act 3

 

5. Staff of Arcane Blessing 

The Staff of Arcane Blessing from Baldur's Gate

 

The Staff of Arcane Blessing is an uncommon, two-handed melee weapon available early in the game. The weapon grants the wielder the Bless spell, enhancing the damage output and combat accuracy. It includes a unique enchantment, Mystra’s Blessing, adding an extra 1d4 to saving throws and weapon attack rolls and another 2d4 to spell attack rolls.  

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with quarterstaffs, adding a bonus to Attack rolls
  • Higher damage: Elevates the overall damage potential of the druid
  • Added spellcasting: Spellcasting druids receive an extra spell ability

Weapon details:

  • Weapon Type: Quarterstaff
  • Damage: 1D8 (Bludgeoning) +3
  • Type: Quarterstaff
  • Effect: 
  • Mystra’s Blessing: Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and an additional 2d4 to Spell Attack Rolls.
  • Bless: Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
  • Weight: 1.8 kg
  • Value: 100 gp
  • Rarity: Uncommon

How to get the weapon: In the Arcane Tower Basement in the Underdark during Act 1

 

4. Staff of Cherished Necromancy 

The Staff of Cherished Necromancy from Baldur's Gate 3

 

The Staff of Cherished Necromancy is a great addition to the Circle of Spells druid subclass later in the game. The staff is equipped with enchantments that enhance necromantic spells. It adds Weapon Enchantment +2, adding damage and power to the effectiveness of spells and necromantic abilities. 

The staff also has the Life Essence Harvest ability, allowing the player to absorb the energy of a defeated enemy as Life Essence, which the wielder retains until their next Long Rest. The Heightened Necromany feature of the weapon also boosts the power of Necromancy spells. Enemies impacted by those spells have a Disadvantage on their Saving Throws. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with quarterstaffs, adding a bonus to Attack rolls
  • Added necromancy damage: Circle of Spores get bonus damage to all necromancy spells
  • Frees your spell slot up: Druids can cast damage and animation spells without using a spell slot

Weapon details:

  • Weapon Type: Quarterstaff
  • Damage: 1D8 (Bludgeoning) + 1, +1D4 (Necrotic)
  • Type: Quarterstaff
  • Effects: 
  • Heightened Necromancy: Creatures have Disadvantage on Saving Throws against your Necromancy spells.
  • Life Essence Harvest: When the wielder kills a hostile creature with a spell, they greedily absorb its energy and gain Life Essence until their next Long Rest.
  • Weapon Enchantment +2
  • Weight: 1.8 kg
  • Value: 480
  • Rarity: Very Rare

How to get the weapon: Mystic Carrion merchant in Philgrave’s Mansion in Act 3

 

3. Selûne’s Spear of Night 

The Nightsong holding Selune's Spear of Night

 

Selûne’s Spear of Night is a powerful spear that is a great fit for all druid subclasses. The wielder of the spear is granted access to Moonbeam (Level 2), a radiant damage spell, once every Long Rest. It also allows Darkvision and the Selûne Blessing, providing the wielder an Advantage on Wisdom saving throws and Perception checks. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with spears, adding a bonus to Attack rolls
  • Spellcasting advantages: Druids receive additional spellcasting abilities
  • Added benefits: This weapon benefits Wisdom-based classes, such as druids, the most

Weapon details:

  • Weapon Type: Versatile, Separ
  • Damage: 1D8 Piercing (Two-Handed), 1D6 (One-Handed)
  • Requirements: Simple Weapon proficiency
  • Rarity: Legendary
  • Effects:
  • Selune’s Blessing: You gain an advantage on Wisdom Saving Throws and Perception Checks.
  • Darkvision: You can see in the dark up to 12m.
  • Moonbeam: (Level 3 Evocation Spell)
  • Moonmote: (Class Actions)
  • Weapon Enchantment +3
  • Weight: 1.35 kg
  • Value: 640 gp

How to get the weapon: Rewarded at camp in Act 2 if you save the Nightsong

 

2. The Blood of Lathander 

The Blood of Lathander mace from Baldur's Gate 3

 

The Blood of Lathander is a well-hidden, legendary mace in earlier in the game. It’s found through a particular side quest, Find The Blood of Lathander. The mace grants three special features, Lathander’s Blessing, Lathander’s Light, and Sunbeam (Level 6) Evocation spell, making it one of the most powerful weapons for druids in the game. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with maces, adding a bonus to Attack rolls
  • Found early on: Druids can use this powerful weapon for the entire game
  • Defensive perks: Lathander’s blessing helps injured druids regain hit points quicker

Weapon details:

  • Weapon Type: Mace, One-Handed
  • Damage: 1D6 +3 (Bludgeoning)
  • Rarity: Uncommon
  • Effects:
  • Lathander’s Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2d12 hit points. Allies Within 9m also regain 1d6 hit points.
  • Lathander’s Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed in a Constitution Saving Throw. On Save: Targets still take half damage. 10 turns. Requires Concentration.
  • Gain Sunbeam Spell: A beam of brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot.
  • Weight: 1.8 kg
  • Value: 640 gp

How to get the weapon: Solve the puzzles in the Creche Y’llek under Rosymorn Monastery in the Mountain Pass area after Act 1

 

1. Markoheshkir 

Markoheshkir from Baldur's Gate 3

 

The most powerful weapon for druids in Baldur’s Gate 3, Markoheshkir is a legendary staff obtained early in Act 3. The Arcane Battery ability allows you to cast one spell without expending a spell slot once every Long Rest. While the weapon doesn’t provide healing abilities, it grants a powerful level 4 Evocation spell called Kereska’s Favor, allowing the caster to imbue themself with an element and unlock resistances and spells associated with it. 

Why this weapon is great for druids:

  • Proficiency: Druids are proficient with quarterstaffs, adding a bonus to Attack rolls
  • Best for spellcasting: This weapon helps druid builds who do not forge melee attacks
  • Gain additional abilities: This includes additional spells, resistances, and an extra spell slot

Weapon details:

  • Weapon Type: Quarterstaff
  • Damage: 1D8 (Bludgeoning) +1
  • Rarity: Legendary
  • Effects:
  • Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
  • Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot.
  • Weapon Enchantment: +2
  • Grants Kereska's Favour (Level 4 Evocation Spell)
  • Weight: 1.8 kg
  • Value: 770 gp

How to get the weapon: Located inside a Globe of Invulnerability in Ramazith’s Tower, Act 3

 

You may also be interested in:

[Top 5] Baldur's Gate 3 Best Druid Builds

Baldur's Gate 3 Best Classes - What Should You Choose

[Top 10] Baldur's Gate 3 Best Party Composition Ideas

 

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As a curious artificer, my articles appear in esteemed publications like Baldur's Mouth. My broadsheets in Baldur's Gate are famous
Gamer Since: 2012
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