Land Druid Build - Nature's Guardian (2024)

The best Land Druid build for Baldur's Gate 3 - The Nature's Guardian. You will be able to use a wide variety of tools to handle any combat situation - area control spells, damage spells, summon minions, and turn yourself into a wild beast with a separate layer of HP.

Contents

  • Land Druid Build - Nature's Guardian
    • 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

Land Druid Build - Nature's Guardian

Land Druids are amazing powerhouses both from class and subclass perspectives. They may seem weak initially, especially if you come from a class like Sorcerer. However, they come with amazing versatility.

At first, I was hesitant, with the Land subclass. Well, you get some spells, that most of the other classes get, so what? Interestingly, your spells are both prepared and selected, so you can switch them when preparing for the encounter.

Cast Land Druid Build - Nature's Guardian (1)Sleet Storm​ or Land Druid Build - Nature's Guardian (2)Plant Growth​ and make enemies either walk slowly or skip their turns altogether. You also get a variety of control spells like Land Druid Build - Nature's Guardian (3)Confusion, Land Druid Build - Nature's Guardian (4)Ice Storm, and Land Druid Build - Nature's Guardian (5)Heat Metal​ which can be utilized based on the situation.

And I am just beginning. You can also access Land Druid Build - Nature's Guardian (6)Conjure Woodland Being, Land Druid Build - Nature's Guardian (7)Conjure Minor Elemental, etc. The former allows summoning a Dryad, that can cast free Land Druid Build - Nature's Guardian (8)Spike Growth. So with your spells and Dryad, you can have full control. Well, that's not all, the Dryad can also summon another fighter, which is a great distraction and can entangle enemies.

To top it all off you can use various beasts to Land Druid Build - Nature's Guardian (9)Wild Shape​ depending on the situation. Need a heavy hitter? Go for Owlbear. Need something nimble? Take Panther or Wolf. This is amazing as you get another layer of HP. Just don't expect too much out of them as Land Druid shines when using spells.

Credits: Greg758 from BG3 Discord for ideas and improvement suggestions.

Class Contribution

So with this build, I will be doing 1 level dip for some multiclassing. To be fair, there are a few options that you can choose, based on your requirements.

11 Level Druid

So Druid is the core of this build and it comes with plenty of good stuff:

  • Control spells - Druid comes with plenty of control spells - Land Druid Build - Nature's Guardian (10)Sleet Storm, Land Druid Build - Nature's Guardian (11)Plant Growth, Land Druid Build - Nature's Guardian (12)Confusion, Land Druid Build - Nature's Guardian (13)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 Land Druid Build - Nature's Guardian (14)Conjure Woodland Being, offer additional free Land Druid Build - Nature's Guardian (15)Spike Growth, that damages enemies and slows them down. You can also get Land Druid Build - Nature's Guardian (16)Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning and Cold spell casters.
  • Land Druid Build - Nature's Guardian (17)Wild Shape​ - the iconic action of Druids allowing them to change into different animals. They are not very powerful, however, they do provide a decent layer of HP. Of course, picking something like an Owlbear is still a strong option as it can hit multiple enemies and get them Proned.

1 Level Sorcerer

  • Provides Constitution Saving Throw proficiency which will help maintain spell concentration. Moreover, this also works in Land Druid Build - Nature's Guardian (18)Wild Shape. So you can cast control spells, and continue the fight in an animal form.
  • Access to Land Druid Build - Nature's Guardian (19)Shield, which is an excellent cheap survivability boost if the situation demands it. The +5 Armour Class is a huge boon, allowing you to avoid deadly attacks.
  • Access to a variety of cantrips like Land Druid Build - Nature's Guardian (20)Friends, which are especially useful if you are the main character, as you can win over some of the dialogues with low charisma.
  • Sorcerer subclass - if you pick Storm Sorcerer you get access to Land Druid Build - Nature's Guardian (21)Tempestuous Magic: Flight​ which gives a big boost in mobility after you cast a spell. On the other hand, Draconic Bloodline gives access to Land Druid Build - Nature's Guardian (22)Draconic Resilience, together with some bonus spells like Land Druid Build - Nature's Guardian (23)Armour of Agathys, which can work perfectly with Land Druid Build - Nature's Guardian (24)Wild Shape.

There are other dips that I cover in the build variation section at the end of the build, but this is the one that fits my needs the best.

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:Land Druid Build - Nature's Guardian (25)Shillelagh, Land Druid Build - Nature's Guardian (26)Guidance​ or Land Druid Build - Nature's Guardian (27)Resistance
Recommended Prepared Spells: Land Druid Build - Nature's Guardian (28)Healing Word​, Land Druid Build - Nature's Guardian (29)Create or Destroy Water​, Land Druid Build - Nature's Guardian (30)Ice Knife, Land Druid Build - Nature's Guardian (31)Faerie Fire.
2Druid 2Subclass: Circle of the Land
Cantrips: Land Druid Build - Nature's Guardian (32)Produce Flame
3Druid 3Circle of Land:Land Druid Build - Nature's Guardian (33)Underdark
Recommended Prepared Spells:Land Druid Build - Nature's Guardian (34)Moonbeam, Land Druid Build - Nature's Guardian (35)Spike Growth, Land Druid Build - Nature's Guardian (36)Heat Metal, Land Druid Build - Nature's Guardian (37)Enhance Ability.
Scribe Spells: Land Druid Build - Nature's Guardian (38)Cloud of Daggers
4Druid 4Cantrips: Land Druid Build - Nature's Guardian (39)Thorn Whip
Feat: Ability Improvement +2 Wisdom or Land Druid Build - Nature's Guardian (40)War Caster: Concentration.
5Druid 5
Circle of Land: Land Druid Build - Nature's Guardian (41)Desert​ or Land Druid Build - Nature's Guardian (42)Mountain
Recommended Prepared Spells: Land Druid Build - Nature's Guardian (43)Sleet Storm, Land Druid Build - Nature's Guardian (44)Call Lightning, Land Druid Build - Nature's Guardian (45)Plant Growth
6Druid 6-
7Druid 7Circle of Land: Land Druid Build - Nature's Guardian (46)Underdark​​
Recommended Prepared Spells: Land Druid Build - Nature's Guardian (47)Conjure Woodland Being​, Land Druid Build - Nature's Guardian (48)Grasping Vine, Land Druid Build - Nature's Guardian (49)Confusion​, Land Druid Build - Nature's Guardian (50)Ice Storm
8Sorcerer 1
(respec as first level)
Cantrips: Land Druid Build - Nature's Guardian (51)Friends​, Land Druid Build - Nature's Guardian (52)Minor Illusion​, Land Druid Build - Nature's Guardian (53)Mage Hand, Land Druid Build - Nature's Guardian (54)Blade Ward
Spells: Land Druid Build - Nature's Guardian (55)Shield​, Land Druid Build - Nature's Guardian (56)Magic Missile​/Land Druid Build - Nature's Guardian (57)Mage Armour
Subclass: Storm Sorcerer
9Druid 8Feat: Land Druid Build - Nature's Guardian (58)Dual Wielder, Land Druid Build - Nature's Guardian (59)Alert​ or Ability Improvement +2 Wisdom
10Druid 9Circle of Land:Land Druid Build - Nature's Guardian (60)Arctic​ or Land Druid Build - Nature's Guardian (61)Swamp
Recommended Prepared Spells: Land Druid Build - Nature's Guardian (62)Conjure Elemental​, Land Druid Build - Nature's Guardian (63)Insect Plague​.
11Druid 10Cantrips: anything
12Druid 11Recommended Prepared Spells:Land Druid Build - Nature's Guardian (64)Heroes' Feast​, Land Druid Build - Nature's Guardian (65)Sunbeam

Starting the Game - Level 1

This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Land 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
Land Druid Build - Nature's Guardian (66)HalflingThe best option for Concentration heavy builds. As you will be using Land Druid Build - Nature's Guardian (69)Sleet Storm, Land Druid Build - Nature's Guardian (70)Web, etc. Avoiding its cancellation will be a huge boon. Of course, this does have negative aspects of lower movement speed while in Land Druid Build - Nature's Guardian (71)Wild Shape.
Land Druid Build - Nature's Guardian (72)Wood Half-Elf
  • Land Druid Build - Nature's Guardian (73)Civil Militia
  • Land Druid Build - Nature's Guardian (74)Darkvision
  • Land Druid Build - Nature's Guardian (75)Fey Ancestry
  • Fleet of Foot - your movement speed is increased by 1.5m.
It comes with improved movement speed and Shield proficiency, which is especially useful early in the game.
Land Druid Build - Nature's Guardian (76)Wood Elf
  • Land Druid Build - Nature's Guardian (77)Elven Weapon Training
  • Land Druid Build - Nature's Guardian (78)Darkvision
  • Land Druid Build - Nature's Guardian (79)Fey Ancestry
  • Fleet of Foot - your movement speed is increased by 1.5m.
It comes with improved movement speed which bonus also works in Land Druid Build - Nature's Guardian (80)Wild Shape.

Class

Overview
Land Druid Build - Nature's Guardian (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
Land Druid Build - Nature's Guardian (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
Land Druid Build - Nature's Guardian (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.
Land Druid Build - Nature's Guardian (84)ShillelaghIt is a good early game, damage cantrip, but it requires you to enter melee range. Perfect for an early game.
Land Druid Build - Nature's Guardian (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
Land Druid Build - Nature's Guardian (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.
Land Druid Build - Nature's Guardian (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.
Land Druid Build - Nature's Guardian (88)Ice KnifeExcellent spell early in the game, that can deal decent damage and apply Ice surfaces for enemies to slip.
Land Druid Build - Nature's Guardian (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.
Land Druid Build - Nature's Guardian (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 Land Druid build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.

AbilityValueDescription
Land Druid Build - Nature's Guardian (91)Strength8Not relevant for the build.
Land Druid Build - Nature's Guardian (92)Land Druid Build - Nature's Guardian (93)Dexterity16 (15+1)Very important ability. It will give a higher Armour Class and improve initiative, allowing you to go earlier in combat.
Land Druid Build - Nature's Guardian (94)Constitution15You could also leave this at 14. However, with Ability improvement you could round this to 16 and wisdom to 18 if not using Auntie Ethel Hair. This would leave you very effective in sustaining spells.
Land Druid Build - Nature's Guardian (95)Intelligence8Least important stat for the build.
Land Druid Build - Nature's Guardian (96)Wisdom17 (15+2)The main spellcasting ability of Druid. If you do not plan on getting Auntie Ethel's Hair, I would still leave it at 17 and round it with Ability Improvement Feat.
Land Druid Build - Nature's Guardian (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 Land 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

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

Cantrips

SpellDescription
Land Druid Build - Nature's Guardian (103)Produce FlameExcellent cantrip that can be used both 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
Land Druid Build - Nature's Guardian (104)UnderdarkAccessing both Land Druid Build - Nature's Guardian (105)Web​ and Land Druid Build - Nature's Guardian (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
Land Druid Build - Nature's Guardian (107)MoonbeamExcellent spell, that can be reused multiple times during a fight, saving spell slots.
Land Druid Build - Nature's Guardian (108)Spike GrowthThis can be used to make enemies slow down and get damage in the meantime. After you obtain Land Druid Build - Nature's Guardian (109)Conjure Woodland Being, this becomes somewhat redundant as Dryad can cast it for free.
Land Druid Build - Nature's Guardian (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.
Land Druid Build - Nature's Guardian (111)Enhance AbilityUsually, I reserve this spell for Bard. However, if you do not have it, Land Druid Build - Nature's Guardian (112)Enhance Ability​ can be a lifesaver in important ability checks.

Level 4

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

Cantrips

SpellDescription
Land Druid Build - Nature's Guardian (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 ImprovementGet +2 Wisdom, as this is Druid's main spellcasting modifier. For now, I do not recommend anything else even if you are heavily shapeshifting.
Land Druid Build - Nature's Guardian (114)War Caster: ConcentrationThere is a case for the War Caster feat. At least, until you obtain the Sorcerer multiclass as this Concentration advantage will make it difficult for enemies to cancel your spells.

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 Land Druid Build - Nature's Guardian (115)Wild Shape​ forms.

FeatureDescription
Land Druid Build - Nature's Guardian (116)Wild StrikeAllows making a second attack with Wild Shape transformation.

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
Land Druid Build - Nature's Guardian (117)ArcticAlthough Land Druid Build - Nature's Guardian (118)Haste​ is not a spell that would be the most efficient use for Druid, it is still a good option to have.
Land Druid Build - Nature's Guardian (119)DesertLand Druid Build - Nature's Guardian (120)Hypnotic Pattern​ is an excellent control spell that can outright disable groups of enemies. It does work on allies, so be careful.​
Land Druid Build - Nature's Guardian (121)MountainBoth of the spells here are not accessible to Druid. However, Land Druid Build - Nature's Guardian (122)Lightning Bolt​ is an excellent pick especially if you are using Land Druid Build - Nature's Guardian (123)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
Land Druid Build - Nature's Guardian (124)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 Land Druid Build - Nature's Guardian (125)Hunger of Hadar​ to create the ultimate trap for your foes.
Land Druid Build - Nature's Guardian (126)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, Land Druid Build - Nature's Guardian (127)Call Lightning​ deals double damage on wet enemies. It works similarly to Land Druid Build - Nature's Guardian (128)Moonbeam​, which could be replaced once you get it.
Land Druid Build - Nature's Guardian (129)Plant GrowthThis spell does not use any concentration spell and can slow down enemies to a stop. It can also work well in Land Druid Build - Nature's Guardian (130)Hunger of Hadar, making foes just barely move.

Level 6

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

FeatureDescription
Land Druid Build - Nature's Guardian (131)Land's Stride: Difficult TerrainYou can now easily move on that difficult terrain that you can summon

New Land Druid Build - Nature's Guardian (132)Wild Shape​ options are unlocked:

ActionDescription
Land Druid Build - Nature's Guardian (133)Wild Shape: PantherCan become invisible and attack with bonus damage.
Land Druid Build - Nature's Guardian (134)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 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
Land Druid Build - Nature's Guardian (135)UnderdarkLand Druid Build - Nature's Guardian (136)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
Land Druid Build - Nature's Guardian (137)Conjure Woodland BeingThis spell is almost a mandatory pick. The Dryad can cast Land Druid Build - Nature's Guardian (138)Spike Growth​ for free. It can also summon a special beast, that can Land Druid Build - Nature's Guardian (139)Entangle​ and act as a decoy.
Land Druid Build - Nature's Guardian (140)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.
Land Druid Build - Nature's Guardian (141)ConfusionOne of the most powerful control spells, that can outright win encounters for you.
Land Druid Build - Nature's Guardian (142)Ice Storm
Deals decent damage, but most importantly create Ice surfaces that will leave enemies Prone.
Land Druid Build - Nature's Guardian (143)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.
Land Druid Build - Nature's Guardian (144)BlightThis spell can be used for free with the special effect of Staff of Cherished Necromancy.

Level 8 - respec for Level 1 Dip

Now, I recommend doing a respec if you plan on taking level 1 dip for Sorcerer or any other class. I will be taking Sorcerer, as I do not see a need for a third feat. So from level 1, take Sorcerer. Here are a few reasons:

  • Get proficiency in Constitution Saving Throws. This is important as it allows you to sustain Concentration on spells while being hit.
  • Access to defensive spells.
  • Have the correct spellcasting modifier on items, which depends on the last class taken via multiclassing (it will be Druid).

Class

Overview
Land Druid Build - Nature's Guardian (146)Sorcerer
Features
Land Druid Build - Nature's Guardian (147)Spell SlotsThese can be used to cast spells and are restored each long rest.

Cantrips

Take those cantrips that do not rely on damage as they will be using the Charisma modifier, which will be low for Druid.

CantripDescription
Land Druid Build - Nature's Guardian (148)FriendsIf you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during rolls.
Land Druid Build - Nature's Guardian (149)Blade WardCan be useful in some situations, where you do not have a use for your action and you are out of spell slots.
Land Druid Build - Nature's Guardian (150)Minor IllusionYou can use this cantrip to pull enemies together before an encounter.

Spells

SpellsDescription
Land Druid Build - Nature's Guardian (151)ShieldVery good spell that can ensure +5 Armour Class giving a good survivability boost.
Land Druid Build - Nature's Guardian (152)Magic MissileI recommend this spell. It is not very powerful, but it can hit multiple enemies and does not miss. You can easily finish off a straggler with a few HP and damage the second foe. The missiles scale with higher spell slots, and are useful throughout the game.
Land Druid Build - Nature's Guardian (153)Mage ArmourThis spell will give 13 Armour Class. Pair this with a dexterity bonus and you have 16 Armour Class at the start of the game. It's more than a heavy armor user. Moreover, getting a shield will also net 18. Only take this with Storm Sorcerer, Draconic Bloodline does not need it

Subclass

SubclassDescription
Land Druid Build - Nature's Guardian (154)Draconic BloodlineDraconic Bloodline is perfect if you want free Land Druid Build - Nature's Guardian (155)Mage Armour​ and access to spells like Land Druid Build - Nature's Guardian (156)Armour of Agathys​ from your Dragon Ancestor. Otherwise, at level 1 it does not give anything unique.
Land Druid Build - Nature's Guardian (157)Storm SorcererThe Land Druid Build - Nature's Guardian (158)Tempestuous Magic: Flight​ feature is a good addition, giving improved mobility and a way to use bonus action effectively in some specific situations.

My recommended pick:

Overview
Land Druid Build - Nature's Guardian (159)Storm Sorcery
Features
Land Druid Build - Nature's Guardian (160)Tempestuous MagicAfter you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks.

After you are done picking Sorcerer, multiclass back into Druid and go through levels 1-7:

Land Druid Build - Nature's Guardian (161)

Level 9 - 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
Land Druid Build - Nature's Guardian (162)AlertI think having one caster in a party who can always go first is important, especially on Honour Mode.
Land Druid Build - Nature's Guardian (163)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 second +2 Wisdom is a good boost.

Level 10 - Druid Lv 9

Now you get access to level 5 spells.

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 most of them with a few exceptions:

OptionsDescription
Land Druid Build - Nature's Guardian (164)ArcticLand Druid Build - Nature's Guardian (165)Cone of Cold​ is an excellent spell that allows dealing substantial damage on wet enemies. Druid cannot access it otherwise.
Land Druid Build - Nature's Guardian (166)SwampOffers two great area control spells - Land Druid Build - Nature's Guardian (167)Cloudkill​ and Land Druid Build - Nature's Guardian (168)Insect Plague. These can then be used with other actions like Land Druid Build - Nature's Guardian (169)Plant Growth​ for total battlefield control. Land Druid Build - Nature's Guardian (170)Cloudkill​ also works well with the next level's feature Land Druid Build - Nature's Guardian (171)Nature's Ward.

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
Land Druid Build - Nature's Guardian (172)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 Land Druid Build - Nature's Guardian (173)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.
Land Druid Build - Nature's Guardian (174)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 Land Druid Build - Nature's Guardian (175)Spike Growth​ or Land Druid Build - Nature's Guardian (176)Plant Growth.
Land Druid Build - Nature's Guardian (177)Greater RestorationNothing spectacular, however, there are a few situations where removing curses can help.

Level 11 - Druid Lv 10

This level is important as you will get some subclass features which will also greatly improve Land Druid Build - Nature's Guardian (178)Wild Shape.

FeatureDescription
Land Druid Build - Nature's Guardian (179)Improved Wild StrikeGives your wild shape forms a third attack, which is a huge improvement. Not many other classes get access to this.
Land Druid Build - Nature's Guardian (180)Nature's WardRemember, you obtained Land Druid Build - Nature's Guardian (181)Cloudkill? Well, this passive feature works well with it. In addition, you get some other good resistances.
Land Druid Build - Nature's Guardian (182)Wild Shape: DilophosaurusAnother Wild Shape form to pick from.

Cantrips

To be fair, pick anything, you already have everything covered that is needed for Land Druid.

Level 12 - Druid Lv 11

The last level gives access to level 6 spells from the Druid spell list.

Prepare Spells

Level 6 spells offer some good additions. Pick based on your preference and test them out after each long rest.

SpellDescription
Land Druid Build - Nature's Guardian (183)Heroes' FeastThis may seem a bit disappointing, however, as Druid gets multiple summons, each of them would get buffed by this. Moreover, you gain an advantage on Wisdom saves, and the strongest spells in the game target this ability.
Land Druid Build - Nature's Guardian (184)SunbeamAlthough it is not a groundbreaking spell, it deals decent damage, can target multiple enemies, and makes them blind. The most attractive part is that it can be recast without expending another spell slot.

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
Land Druid Build - Nature's Guardian (185)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.
Land Druid Build - Nature's Guardian (186)Potion of Animal SpeakingAlthough not something powerful, it is worth stocking up and saving a spell slot.
Land Druid Build - Nature's Guardian (187)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
Land Druid Build - Nature's Guardian (188)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.
Land Druid Build - Nature's Guardian (189)Elixir of Battlemage's PowerGain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success.
Land Druid Build - Nature's Guardian (190)Elixir of Peerless FocusAnother good choice that allows to better maintain spell Concentration.
Land Druid Build - Nature's Guardian (191)Superior Elixir of Arcane CultivationGrant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter.
Land Druid Build - Nature's Guardian (192)Supreme Elixir of Arcane CultivationGrant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter.
Land Druid Build - Nature's Guardian (193)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 Land Druid Build - Nature's Guardian (194)Alert​ this becomes redundant.

Illithid Powers

This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. Sadly, they do not work well with Land Druid Build - Nature's Guardian (195)Wild Shape, so most of them should used in normal form or just skipped.

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
Land Druid Build - Nature's Guardian (196)Favourable BeginningsBaseBeneficial power to take as it does not have any costs, and provides only benefits on the first hits.
Land Druid Build - Nature's Guardian (197)Psionic BacklashBaseA decent use for reaction to deal some bonus psychic damage.
Land Druid Build - Nature's Guardian (198)Ability DrainBaseThis power works in Land Druid Build - Nature's Guardian (199)Wild Shape, making it excellent for weakening enemies.
Land Druid Build - Nature's Guardian (200)Cull the WeakBaseCan help to kill an enemy faster if it is left with a few HP.
Land Druid Build - Nature's Guardian (201)DisplaceBaseWhile in Land Druid Build - Nature's Guardian (202)Wild Shape: Owlbear​ form you can easily knock back enemies, which can result in them receiving additional psychic damage.
Land Druid Build - Nature's Guardian (203)Illithid ExpertiseEliteAs you are not a charisma-based character, these proficiencies help with dialogue checks.
Land Druid Build - Nature's Guardian (204)Black HoleEliteOne of the most powerful illithid powers, that works well with Druid's area control spells.
Land Druid Build - Nature's Guardian (205)Mind SanctuaryEliteExtremely strong action that can be used by your allies.
Land Druid Build - Nature's Guardian (206)FreecastEliteRemove the cost of spell slots or charges.

Equipment Recommendations

Now I would like to go through some gear recommendations to maximize the Land 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.

The biggest downside with Druid is that much gear works both in normal and in Wild Shape form. Also, some spells like Land Druid Build - Nature's Guardian (207)Moonbeam​ don't work with some radiant items, making it not as powerful as it could be.

Act 1

SlotItemDescription
Land Druid Build - Nature's Guardian (208)Melee (One-Handed)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 Land Druid Build - Nature's Guardian (213)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.
Land Druid Build - Nature's Guardian (214)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.
Land Druid Build - Nature's Guardian (217)HeadThe Shadespell CircletThe only truly relevant headwear for Act 1. There are other options but they are just side bonuses.
Land Druid Build - Nature's Guardian (219)Cloak-Nothing really of note here.
Land Druid Build - Nature's Guardian (220)ArmorThe Protecty SparkswallThe best caster armor in Act 1.
Githyanki Half PlateThe most relevant early-game armor, that you can take from Lae'zel
Land Druid Build - Nature's Guardian (223)GlovesBracers of DefenceThe +2 Armour class is a big boost especially if you do not have access to a shield.
Gloves of DexterityTo be fair these gloves can be a decent option if they are free. You will get a bonus Armour Class from increased Dexterity.
Winter's ClutchesThese gloves can be useful when using spells like Land Druid Build - Nature's Guardian (227)Ice Knife​ and later Land Druid Build - Nature's Guardian (228)Ice Storm​. Although this is not a dedicated Cold build the Encrusted with Frost effect is very useful for weakening enemies and getting them prone.
Land Druid Build - Nature's Guardian (229)BootsDisintegrating Night WalkersOne of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Land Druid Build - Nature's Guardian (231)Misty Step​ to increase that mobility.
Boots of Stormy ClamourThis is a very powerful item, however, I would only wear it if you do not have another dedicated controller like Cleric or Sorlock.
Boots of SpeedExcellent boots, although I would leave them for frontline character if their slots are free. Can be used to avoid getting hit while running away.
Land Druid Build - Nature's Guardian (234)AmuletAmulet of BrandingI like this amulet as it gives another use for bonus action, which can be epxloited by your allies.
Pearl of Power AmuletCan be used to restore spell slots
Amulet of Misty StepGives mobility improvement thanks to the Land Druid Build - Nature's Guardian (238)Misty Step​ spell.
Land Druid Build - Nature's Guardian (239)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 Land Druid Build - Nature's Guardian (242)Healing Word​ with bonus action to buff your allies.

Act 2 - mid-game

For Act 2, you will be dropping that heavy armor for some great medium ones. Some of the items will still be the best ones even if they are from Act 1.

SlotItemDescription
Land Druid Build - Nature's Guardian (243)Melee (Two-Handed)-use the ones from Act 1.
Land Druid Build - Nature's Guardian (244)RangedDarkfire ShortbowAmazing bow that allows to precast Land Druid Build - Nature's Guardian (246)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.
Land Druid Build - Nature's Guardian (247)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 Land Druid Build - Nature's Guardian (250)Sleet Storm​.
Land Druid Build - Nature's Guardian (251)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.
Land Druid Build - Nature's Guardian (254)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.
Land Druid Build - Nature's Guardian (259)Gloves-Specifically, for the Land Druid build, Act 2, does not bring many options. So reuse gloves from Act 1.
Land Druid Build - Nature's Guardian (260)BootsDisintegrating Night WalkersThe boots are still the best ones you can equip.
Evasive ShoesOptional boots if you need a little bit more Armour Class.
Boots of StridingI recommend these shoes if you use Land Druid Build - Nature's Guardian (264)Wild Shape heavily. This will allow you to walk on the ice surfaces that you can create with Land Druid Build - Nature's Guardian (265)Sleet Storm.
Land Druid Build - Nature's Guardian (266)AmuletAmulet of the HarpersAllows casting a Land Druid Build - Nature's Guardian (268)Shield​ spell, and can be a lifesaver if attacked heavily for one turn.
Land Druid Build - Nature's Guardian (269)RingsEversight RingIf you have a Land Druid Build - Nature's Guardian (271)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.
Ring of TwilightImproves Armour class while obscured, also works in Land Druid Build - Nature's Guardian (274)Wild Shape.

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
Land Druid Build - Nature's Guardian (275)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 Winer and Bolts of Doom.
Staff of Spell PowerVery powerful stave that also gives access to Land Druid Build - Nature's Guardian (278)Arcane Battery, giving a free (including level 6) spell cast.
Staff of Cherished NecromancyThe staff can be used to cast Necromancy spells for free. One of them is Land Druid Build - Nature's Guardian (280)Blight.
WoeGives additional effects like healing.
Land Druid Build - Nature's Guardian (282)RangedHellrider LongbowThe bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed.
Land Druid Build - Nature's Guardian (284)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 Land Druid Build - Nature's Guardian (287)Darkness​ if your group utilizes this spell.
Shapeshifter HatMentioning this as a goodwill. To be fair, I find the additional charge not as important, especially when long resting in Act 3 is easy.
Land Druid Build - Nature's Guardian (289)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.
Land Druid Build - Nature's Guardian (292)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.
Land Druid Build - Nature's Guardian (295)GlovesHelldusk GlovesGives bonuses to Spell Save DC, which will increase spell success chance.
Quickspell GlovesAllows casting spells with bonus action once per short rest.
Land Druid Build - Nature's Guardian (298)BootsHelldusk BootsYou can avoid failing a saving throw, which might break your concentration using a reaction.
Bonespike BootsGives bonus armor class and increased saving throw rolls.
Land Druid Build - Nature's Guardian (301)AmuletAmulet of The DevoutThis amulet is in high demand, I would recommend it on cleric, if you don't have one, then put it on the Druid.
Spellcrux AmuletIt allows restoring spell slots easily.
Fey Semblance AmuletIt gives a huge bonus against most control spell effects, reducing the chance that their effects would land.
Land Druid Build - Nature's Guardian (305)RingsRing of Feywild SparksThis ring has a hidden bonus of +1 Spell Save DC. Use it if you don't have any other dedicated casters like Sorcerer.
Ring of Mental InhibitionThe ring is still an excellent option for applying negative status effects.
Eversight RingIt can be used if you have the Land Druid Build - Nature's Guardian (309)Darkness​ effect party setup and need to see in magical darkness.

Build Mechanics

In this section, I would like to dive deep into how to play the Circle of Land 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.

Using different area Control spells

The interesting part of Land 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 - Land Druid Build - Nature's Guardian (310)Plant Growth​ and Land Druid Build - Nature's Guardian (311)Insect Plague, making the area inaccessible and enemies getting destroyed.

The strongest combo in my opinion would be Land Druid Build - Nature's Guardian (312)Sleet Storm​ together with Land Druid Build - Nature's Guardian (313)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 - Land Druid Build - Nature's Guardian (314)Sleet Storm, Land Druid Build - Nature's Guardian (315)Spike Growth, Land Druid Build - Nature's Guardian (316)Plant Growth, Land Druid Build - Nature's Guardian (317)Ice Storm, Land Druid Build - Nature's Guardian (318)Grasping Vine​ (be careful as it can get damaged by air effects), and so on
  • Air - Land Druid Build - Nature's Guardian (319)Insect Plague, Land Druid Build - Nature's Guardian (320)Cloudkill, Land Druid Build - Nature's Guardian (321)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 Land Druid Build - Nature's Guardian (322)Sanctuary​ effect. Then use Land Druid Build - Nature's Guardian (323)Moonbeam​ to move it around and damage enemies.

Wild Shapes forms

Although Druid can pick various Land Druid Build - Nature's Guardian (324)Wild Shape​ forms, I mostly use Owlbear. It is great because you can turn into it and already attack using bonus action. This attack also can Prone enemies, giving your allies attack roll advantages.

Another important aspect is that these forms give a new layer of HP, making Druid extremely sturdy multiclass. The negative aspect is that most of the bonuses from gear do not translate into the animal form.

These forms also retain spell concentration, so you can have something like Land Druid Build - Nature's Guardian (325)Sleet Storm​ active, while you pummel your foes with Owl Bear form.

But remember, they do not replace your casting capabilities, and by using them you are sacrificing some of your potential. Still, I liekd using them when I wanted to save spell slots, or on some simple fights.

Maximizing Companion amount

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. Land Druid Build - Nature's Guardian (326)Conjure Minor Elemental​ - either Mud or Ice Mephits
  2. Land Druid Build - Nature's Guardian (327)Conjure Woodland Being​ - summons a Dryad, that has free Land Druid Build - Nature's Guardian (328)Spike Growth.
  3. Drayd's special action Land Druid Build - Nature's Guardian (329)Fallen Lover, summons a Wood Woad to fight by your side.
  4. Land Druid Build - Nature's Guardian (330)Conjure Elemental​ - summoning one of Myrmidons especially Water can cover the whole battlefield in Water, making enemies weak to Ice and Lightning.

Early Game Combat

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

  • You can use a simple Torch with Land Druid Build - Nature's Guardian (332)Shillelagh​ to deal more damage than all of the early-game weapons.
  • Early in the game, you can use Land Druid Build - Nature's Guardian (333)Healing Word​ together with The Whispering Promise ring, to buff up your allies using bonus action.
  • Cast control or Concentration spells like Land Druid Build - Nature's Guardian (335)Faerie Fire, Land Druid Build - Nature's Guardian (336)Spike Growth, etc. On the next turn, you can either go attack with another offensive spell that does not use Concentration like Land Druid Build - Nature's Guardian (337)Ice Knife. Or use Land Druid Build - Nature's Guardian (338)Wild Shape​ to turn into a beast to attack on the next turn.
  • On the other hand, if an encounter is pretty easy, you can cast Land Druid Build - Nature's Guardian (339)Moonbeam​ and use it to pick off weak foes each turn, saving spell slots.
  • Once your concentration slot is filled, you can use Land Druid Build - Nature's Guardian (340)Plant Growth​ which does not use it, and will further slow down foes, to be picked down by your companions.

Late Game Combat

For the late game, Land Druid gets a wider variety of control spells and can summon better beings and elementals, which can be huge lifesavers:

  • Now you will have a wider variety of casting options. For example, Land Druid Build - Nature's Guardian (341)Grasping Vine​ has been buffed up recently, and it does not use a concentration slot. It can be utilized with other control spells to disable groups of enemies.
  • Land Druid Build - Nature's Guardian (342)Conjure Woodland Being​ - already mentioned, this is an amazing summon, that can cast Land Druid Build - Nature's Guardian (343)Spike Growth​ for free. This saves you a spell slot, and you can follow up with something more deadly like Land Druid Build - Nature's Guardian (344)Insect Plague.
  • The top dog is Land Druid Build - Nature's Guardian (345)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. Do you know what to do next? Cast lightning or ice spells with double damage, both yourself and with allies, to clear encounter in one or two turns.
  • Land Druid Build - Nature's Guardian (346)Confusion​ is one of my personal favorites, and you can use it together with the already-mentioned Land Druid Build - Nature's Guardian (347)Plant Growth​ or Land Druid Build - Nature's Guardian (348)Grasping Vine.
  • Land Druid Build - Nature's Guardian (349)Heroes' Feast​ can be used to buff you, your summons, and your allies with a significant HP increase. Moreover, it gives resistance and other goodies, making late-game encounters easier.
  • Land Druid Build - Nature's Guardian (350)Wild Shape​ is still relevant and you can now hit 3 times with the main attack. Of course, your late-game spells have big opportunity costs, so I would only use animal forms if it's an easier encounter.

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
  • 1 Cleric
  • 11 Land Druid
With this setup, you gain access to Land Druid Build - Nature's Guardian (351)Sanctuary​ which you can combine with Land Druid Build - Nature's Guardian (352)Moonbeam.
  • 10 Land Druid
  • 2 Tempest Cleric
This is a Lightning-focused build, that is mainly there as a caster. The cleric gives access to Land Druid Build - Nature's Guardian (353)Destructive Wrath​ and Land Druid Build - Nature's Guardian (354)Sanctuary, which can be used to outright cheese most of the game encounters.
  • 9 Land Druid
  • 3 Sorcerer
Another Druid/caster-focused build, but this time you obtain Land Druid Build - Nature's Guardian (355)Metamagic: Quickened Spell​ that will allow casting strong spells with bonus action.

Conclusion

Thank you for reading the best Land Druid build for Baldur's Gate 3. This is an extremely versatile build that I had a lot of fun making. It offers strong area control, plenty of summons and unique Land Druid Build - Nature's Guardian (356)Wild Shape​ action to turn into animals with another layer of HP.

Cheers!

Land Druid Build - Nature's Guardian (2024)

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