Learn about the Druid class in Pillars of Eternity II: Deadfire, including stats, subclasses like Animist, Fury, Lifegiver, Shifter, Ancient, and Watershaper, and Spiritshift forms.
Druids have the following base characteristics:
- Health: 40 + 10 / level (Medium)
- Accuracy: 20 + 3 / level
- Deflection: 20 + 3 / level (Medium)
- Fortitude: 25 + 3 / level (High)
- Reflex: 25 + 3 / level (High)
- Will: 20 + 3 / level (Medium)
- Skill bonuses: +2 Alchemy, +2 Explosives, +2 Metaphysics, +2 Religion, +2 Survival
Druids must pick one of five subclasses on character creation, with a sixth available only to a companion.
Subclasses
- Animist: The base class with no advantages or disadvantages.
- Fury: Requires the Storm Blight Spiritshift. Gains extra range and Penetration on spells with the "Elements" keyword. Kills while Spiritshifted extend the Spiritshift duration by +5s. Cannot cast spells with the "Restoration" keyword.
- Lifegiver: Gains +2 PL when casting spells with the "Rejuvenation" keyword. Gains +5 PL to Rejuvenation spells when Spiritshifted. Loses -3 PL to Rejuvenation spells when Spiritshift ends. Cannot cast "Summoned Creature" spells.
- Shifter: Can switch to any animal form 1 / encounter. Spiritshift base duration is 22s. Heals 20 Health + 5 / PL when Spiritshift ends. Cannot cast spells in animal form.
- Ancient: Gains +1 PL when casting spells with the "Beasts" and "Plant" keywords. Suffers -10 defence vs. Veil Piercing attacks. Takes +15% damage from Vessels.
- Watershaper: Available to the companion Tekēhu. Has unique spells. Chill Fog, Blast of Frost, and Ninagauth's Freezing Pillar spells are enemy AoE. Cannot cast spells with the "Fire" and "Beasts" keywords.
Spiritshift
Druids select one of five forms to transform into on character creation. Spiritshift is a 1 / encounter ability, lasting for a base 15s (increased by Intellect, not Power Level). While Spiritshifted, the Druid loses equipment benefits but can cast spells freely, gaining natural weapons and armour that scale with character level. Natural weapons (claws) do base 13-19 damage depending on form. Natural armour (hide) provides base 8 AR with no recovery penalty. You cannot become "proficient" in shifted form's natural weapons, so multiclassing a Druid with a Devoted (Fighter) results in a -10 Accuracy penalty when using Spiritshift.
- Spiritshift Bear: Claws do Slash damage, hide provides +2 AR. Gains +1 Engagement. Can use a roar 1/encounter to Frighten enemies within 3m for 10s.
- Spiritshift Boar: Tusks do Pierce damage and inflict +10% Raw damage / 3s for 6s. Gains +1 Engagement and recovers +4 Health / 3s.
- Spiritshift Cat: Claws do Slash damage and attack faster than other natural weapons. Can increase attack speed by +33% once per encounter.
- Spiritshift Stag: Antlers do Pierce damage. Gains +7 to all defences. Can use Carnage once per encounter, doing -66% damage in a 1m radius with Interrupt on hit.
- Spiritshift Wolf: Teeth do Pierce damage. Gains +1 Stride. Can perform a knockdown attack once per encounter.
- Spiritshift Storm Blight: Required for the Fury subclass. Attacks are ranged (10m, 1 bounce), do Electricity damage, and are boosted by the Heart of the Storm passive. Can use two 1/encounter abilities: Shifting Storm and Storm's Rage.
- Spiritshift Shark: Unique to Tekēhu. Teeth do Pierce damage. While in Shark form, Tekēhu is immune to Dexterity afflictions.
Druid Spellcasting
Druids select one 1st level spell at level 1. On subsequent level ups, they can learn a new spell or a cross-class passive ability. At new Power Levels, Druids automatically learn bonus spells specific to their subclass.
Spell Progression by Subclass:
- PL 1: Animist: Sunbeam; Fury: Dancing Bolts; Lifegiver: Nature's Vigor; Shifter: Nature's Mark; Ancient: Summon Sporelings; Watershaper: Ondra's Whip
- PL 2: Animist: The Moon's Light; Fury: Burst of Summer Flame; Lifegiver: The Moon's Light; Shifter: Insect Swarm; Ancient: Hold Beasts; Watershaper: Blizzard
- PL 3: Animist: Returning Storm; Fury: Returning Storm; Lifegiver: Nature's Balm; Shifter: Infestation of Maggots; Ancient: Wild Growth; Watershaper: Chill Fog
- PL 4: Animist: Conjure Blight; Fury: Hail Storm; Lifegiver: Moonwell; Shifter: Form of the Delemgan; Ancient: Form of the Delemgan; Watershaper: Boiling Spray
- PL 5: Animist: Plague of Insects; Fury: Relentless Storm; Lifegiver: Cleansing Wind; Shifter: Nature's Terror; Ancient: Wall of Thorns; Watershaper: Ocean Burst
- PL 6: Animist: Sunlance; Fury: Sunlance; Lifegiver: Garden of Life; Shifter: Garden of Life; Ancient: Venombloom; Watershaper: Watery Double
- PL 7: Animist: Lashing Vine; Fury: Weather the Storm; Lifegiver: Nature's Bounty; Shifter: Rusted Armor; Ancient: Call to the Primordials; Watershaper: Blast of Frost
- PL 8: Animist: Regenerate; Fury: Avenging Storm; Lifegiver: Regenerate; Shifter: Entropy; Ancient: Fire Stag; Watershaper: Wall of Frost
- PL 9: Animist: Tornado; Fury: Great Maelstrom; Lifegiver: Pollen Patch; Shifter: Pollen Patch; Ancient: Aspect of Galawain; Watershaper: Ninagauth's Freezing Pillar
- As a caster, the Druid has some AoE damage and debuff spells but is somewhat weaker than a Wizard.
- She has some healing and buffing spells but is no replacement for dedicated healers.
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