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Avenger is one of the three class kits available to druids in Baldur's Gate II: Shadows of Amn, Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition. Through intense training and rituals, these druids are able to take on three unique forms exclusive to their kit.

In addition to their normal druid spells, six wizard spells also appear in their spellbook as if they were priest spells: Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos and Chain Lightning. They can cast these while wearing armor and also profit from more spellslots by higher Wisdom. Unlike the wizard spell, Avenger's Chain Lightning also ignores magic resistance. Additionally, Avengers gain more shapeshifting options than normal druids.

These rituals have drained the druid physically, which results in having Strength and Constitution reduced by 2 points when the player creates a new character and they can only wear leather armor.

Ability Scores[]

Character ability Min. requirement. Max. number.
Strength 3 16
Dexterity 3 18
Constitution 3 16
Wisdom 12* 18
Intelligence 3 18
Charisma 15* 18
  • Prime Requisites for Dual-Classing: Humans require a minimum of 15 in Wisdom and Charisma and 17 in Strength to dual-class into a fighter. Since human Avengers start with a maximum of 16 Strength, they will need to improve their Strength by 1 point permanently before being eligible to dual-class.

Note: For the information of this table the human race was used, because they have no character bonunes/penalties related to race and therefore act like a 'neutral'. For other races this may be slightly different. See Ability Scores for more information.

Special Abilities[]

Shapeshifting[]

Main article: Shapeshift

At level 7, the druid gains the ability to shapeshift into a black bear, brown bear, and wolf once each per day. The Avenger also gains the ability to transform into a sword spider, baby wyvern, or fire salamander. See Shapeshift for more details.

At level 19, gets an additional use of Shapeshift.

Poison Immunity[]

At level 15, druids become immune to poison.

Elemental Resistance[]

At level 18, druids gain a 10% resistance to fire, cold, electricity, and acid. This is increased to 20% at level 21 and 30% at level 24.

Priest spells[]

For the complete list of spells, see Spells (Baldur's Gate II). For the complete list of spell that can be used by clerics, druids and rangers, see Priest spells (Baldur's Gate II). Here are all spells that can be used by druids.

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Armor of Faith Barkskin Call Lightning Animal Summoning I Animal Summoning II Animal Summoning III Confusion
Bless Charm Person or Mammal Cure Disease Call Woodland Beings Cause Critical Wounds Conjure Animals Conjure Earth Elemental
Cure Light Wounds Find Traps Cure Medium Wounds Cause Serious Wounds Chaotic Commands Conjure Fire Elemental Creeping Doom
Detect Evil Flame Blade Dispel Magic Cloak of Fear Cure Critical Wounds Dolorous Decay Earthquake
Doom Goodberry Hold Animal Cure Serious Wounds Insect Plague Fire Seeds Fire Storm
Entangle Know Alignment Invisibility Purge Death Ward Iron Skins Harm Nature's Beauty
Shillelagh Resist Fire/Cold Miscast Magic Defensive Harmony Magic Resistance Heal Shield of the Archons
Slow Poison Protection From Fire Farsight Mass Cure Physical Mirror Regeneration
Rigid Thinking Negative Plane Protection Pixie Dust Wondrous Recall
Strength of One Neutralize Poison True Seeing
Summon Insects Poison
Protection From Lightning 7
7 8 11 12 10 9 Total all spells: 64

High-level class abilities[]

Druids receive quest level priest spells which are added to the level 7 spellbook. The spells can only be selected once. To druids, these abilities become avialable when they reach lvl 15.

Spell progression[]

Spell lvl/


Druid lvl

1 2 3 4 5 6+ 7++ Total # of spellslots
1 1 - - - - - - 1
2 2 - - - - - - 2
3 2 1 - - - - - 3
4 3 2 - - - - - 5
5 3 3 1 - - - - 7
6 3 3 2 - - - - 8
7 3 3 2 1 - - - 9
8 3 3 3 2 - - - 11
9 4 4 3 2 1 - - 14
10 4 4 3 3 2 - - 16
11 5 4 4 3 2 1 - 19
12 6 5 5 3 2 2 - 23
13 6 6 6 4 2 2 - 26
14 6 6 6 5 3 2 1 29
15 6 6 6 6 6 6 6 42
16 7 7 7 6 6 6 6 45
17 7 7 7 7 6 6 6 46
18 8 8 8 8 6 6 6 50
19 9 9 8 8 6 6 6 52
20 9 9 9 8 7 6 6 54
21 9 9 9 9 8 6 6 56
22 9 9 9 9 8 6 6 56
23 9 9 9 9 9 7 6 58
24 9 9 9 9 9 7 6 58
25 9 9 9 9 9 7 7 59
26 9 9 9 9 9 7 7 59
27 9 9 9 9 9 7 7 59
28 9 9 9 9 9 7 7 59
29 9 9 9 9 9 7 7 59
30 9 9 9 9 9 7 7 59
31 9 9 9 9 9 7 7 59

Notes: Priests gain additional spell slots for their wisdom. +Usable by priest whose wisdom is 17 or higher. ++Usable by priest whose wisdom is 18 or higher.

Note that the wisdom requirement is gone Baldur's Gate II: Throne of Bhaal, any priest whose wisdom is lower than 16 may learn lvl 6 and 7 spells, including quest level priest spells

Table for experience, hitpoints and weapon proficiency[]

Level Required experience Hit Dice (d8) Weapon proficiency
1 0 1 2
2 2,000 2
3 4,000 3
4 7,500 4 1
5 12,500 5
6 20,000 6
7 35,000 7
8 60,000 8 1
9 90,000 9
10 125,000 9 + 2
11 200,000 9 + 4
12 300,000 9 + 6 1
13 750,000 9 + 8
14 1,500,000 9 + 10
15 3,000,000 9 + 12
16 3,150,000 9 + 14 1
17 3,330,000 9 + 16
18 3,450,000 9 + 18
19 3,600,000 9 + 20
20 3,750,000 9 + 22 1
21 3,900,000 9 + 24
22 4,150,000 9 + 26
23 4,400,000 9 + 28
24 4,700,000 9 + 30 1
25 5,000,000 9 + 32
26 5,500,000 9 + 34
27 6,000,000 9 + 36
28 6,500,000 9 + 38 1
29 7,000,000 9 + 40
30 7,500,000 9 + 42
31 8,000,000 9 + 44
32 9 + 46 Total: 9

Mod content[]

With the Tweaks Anthology mod, a neutral evil Avenger can wear the Human Flesh.

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