Circle of the Moon |
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Circle of the Moon Initial Features |
Inherited Druid Features |
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Circle of the Moon is a Subclass of Druid in Baldur's Gate 3.The Circle of the Moon Druid's primary Ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour, and Shields.
The Circle of the Moon Subclass has a much heavier focus on the Wild Shape Class Feature of the Druid than the Circle of the Land Subclass. If you like shapeshifting and want to do so more effectively then you'll likely enjoy this Subclass.
Druids sworn to the moon draw on its mercurial nature to transform into massive creatures and primal elementals.
BG3 Druid Class Progression
- Level 2
- Choose Druid Circle (Circle of the Moon, Circle of the Land, Circle of the Spores)
- Wild Shape (Action)
- Wild Shape: Cat (Action)
- Wild Shape: Badger (Action)
- Wild Shape: Wolf(Action)
- Wild Shape: Spider (Action)
- Level 4
- Pick a Cantrip (Cantrips)
- Wild Shape: Deep Rothe (Action)
- Feat - Choose one from the Feats list
- Level 5
- Wild Strike (Class Feature)
- Level 6
- Wild Shape: Panther (Action)
- Wild Shape: Owlbear (Action)
- Level 8
- Level 10
- Pick a Cantrip (Cantrips)
- Improved Wild Strike (Class Feature)
- Wild Shape: Dilophosaurus (Action)
- Level 12
BG3 Circle of the Moon Druid Class Progression
- Level 2
- Combat Wild Shape (Class Feature)
- Lunar Mend (Bonus Action)
- Wild Shape: Bear (Bonus Action)
- Level 4
- Wild Shape: Dire Raven (Bonus Action)
- Level 6
- Primal Strike (Class Feature)
- Level 8
- Wild Shape: Sabre-Toothed Tiger (Bonus Action)
- Level 10
- Wild Shape: Air Myrmidon (Bonus Action)
- Wild Shape: Earth Myrmidon (Bonus Action)
- Wild Shape: Fire Myrmidon (Bonus Action)
- Wild Shape: Water Myrmidon (Bonus Action)
BG3 Druid Spell Slots
| Level | Cantrips | I | II | III | IV | V | VI |
| Level 1 Druid | 2 | 2 | - | - | - | - | - |
| Level 2 Druid | 2 | 3 | - | - | - | - | - |
| Level 3 Druid | 2 | 4 | 2 | - | - | - | - |
| Level 4 Druid | 3 | 4 | 3 | - | - | - | - |
| Level 5 Druid | 3 | 4 | 3 | 2 | - | - | - |
| Level 6 Druid | 3 | 4 | 3 | 3 | - | - | - |
| Level 7 Druid | 3 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Druid | 3 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Druid | 3 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Druid | 4 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Druid | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Circle of the Moon Tips & Builds
- Players can choose to get 1 level of Dragon Sorcerer for Circle of the Moon to get permanent Mage Armor which will boost up the base AC of your forms.
- Players may choose to grab a couple of utility spells. such as Feather Fall to combine with Druid's Enhanced Leap so your party won't take fall damage while jumping around. Magic Missile is always useful and it doesn't matter that the Sorcerer uses a different spellcasting stat because accuracy will remain the same. While False Life and Fog Cloud can provide some defensive utility during combat.
- Pick up a couple of cantrips that can be useful, such as Fire Bolt + Ray of Frost lets you manipulate surfaces (Burn away vines, douse fire, create ice slicks, melt ice slicks, mess with oil and explosive barrels). Minor Illusion and Mage Hand can help you do more sneak movements if you wish.
- You can also become the face of the party. A few points into CHR (Since if you're using Wild Shapes liberally, you won't need as much STR/DEX/CON) plus Guidance and Persuasion + Deception proficiency and you're good to go. Also, you unlock a bunch of Sorcerer and Draconic Bloodline dialogue options.
- Tavern Brawler gives extra STR dice on Accuracy but not damage for bears.
- At Level 10, Circle of the Moon Druids get improved Wild Strike giving them 2 extra attacks.
- When Wild Shaped, you can't receive the benefits of any equipment that's being worn or in your inventory, but you still get the benefits of any spells or class abilities you have. Example: Monk's Unarmored Defence or any spell that buffs you like Haste or Barkskin). This is an intentional nerf to Wildshape as using it can easily add 40+ HP to your character
- Astarion vampire bite buff remains on the wild shape form, probably making him one of the better wild shape users.
- Illithid powers DOES NOT work while wild shaped, tested on luck of the far realms, only triggers on human form.
All Druid Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting and Time. Just type into the search box what you are looking for.
Quick Search of All Druid Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Divination | The target gains a +1d4 bonus to Ability Checks.
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Cantrip | Conjuration | Action |
1~12 Damage Project a puff of noxious gas. |
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Cantrip | Conjuration | Action |
A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. |
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Cantrip | Abjuration | Action |
Magically bolster a creature's defenses. It receives a d4 bonus to saving throws.
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Cantrip | Transmutation | Bonus Action |
Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Bludgeoning damage, and you use your spellcasting ability for attack rolls. |
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Cantrip | Transmutation | Action |
Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. |
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Lv 1 | Enchantment | Action |
Charm a beast and convince it you mean no harm. Prerequisite: the beast cannot have an intelligence of 4 or higher. The spell ends if you or one of your companions harms the beast. |
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Lv 1 | Enchantment | Action |
Magically charm a humanoid that you can see. A Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.
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Lv 1 | Transmutation | Action |
Call forth rain. It extinguishes exposed flames and forms a water surface.
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Lv 1 | Evocation | Action |
A creature you touch regains 1d8+[Spellcasting Modifier] hit points. This spell has no effect on undead or constructs.
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Lv 1 | Conjuration | Action |
Vines sprout from the ground, turning it into difficult terrain and possibly Entangling creatures within.
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Lv 1 | Evocation | Action |
Encase multiple targets in colourful light. The targets turns visible, and attack rolls against the targets have advantage.
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Lv 1 | Conjuration | Action |
Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.
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Lv 1 | Transmutation | Action |
Conjure four magical berries for youself or a companion. Creatures who eat a berry regain 1d4 hit points.
The berries appear in the targeted creature's inventory and disappear after a long rest. |
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Lv 1 | Evocation | Bonus Action |
A creature you can see regains 1d4+[Spellcasting Modifier] hit points. This spell has no effect on Undead or Constructs.
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Lv 1 | Transmutation | Action |
Touch a creature to triple its jumping distance.
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Lv 1 | Transmutation | Action |
Touch a creature to increase its speed by 3m/10ft.
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Lv 1 | Divination | Action |
Gain the ability to comprehend and verbally communicate with beasts. |
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Lv 1 | Evocation | Action |
Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Touch a willing creature to toughen its skin and increase its Amiour Class up to 16. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Evocation | Bonus Action Action |
Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Paralyse a humanoid creature, making it unable to move or act. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Remove one disease or condition afflicting a creature. |
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Lv 2 (Circle of the Land Only) | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
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Lv 2 (Circle of the Land Only) | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth checks. |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to grant it protection against poisonious influences. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call down lightning to hit all targets within range. Each turn, can call down lightning again without expending a spell slot. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm of sleet that douses fires, creates an ice surface, and disrupts the concentration of spellcasters. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a minor elemental to fight alongside you. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Conjure a dryad to light alongside you. She can use Nature's Step. Entangle enemies. and Summon a wood woad.
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Snap an ally out of any Stun. Difficult Terrain can't slow them down and they can't be magically Paralysed or Restrained. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Summon a giant vine capable of dragging creatures towards itself.
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Lv 4 | Evocation | Action Level 4 Spell Slot |
6~40 Damage
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Lv 4 | Evocation | Action Level 4 Spell Slot |
5~40 Damage Create a blazing wall of fire, burning anyone who dares stand too close.
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
8~64 Damage Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Target still takes half damage. |
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Lv 5 | Necromancy | Action Level 5 Spell Slot |
If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Touch a creature and negate any Charm, Petrification, Stun or curse afflicting it. |
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Lv 5 | Abjuration | Action Level 5 Spell Slot |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
6~27 Healing Unleash a soothing lturn ofenetgy that heals you and nearby allies. No effect on undead and constructs. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
7~56 Damage Create a wall of pliable, twisted thorns surrounded by Entangling vines.
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
You and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.
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Lv 6 | Evocation | Action Level 6 Spell Slot |
8~48 Damage A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
70 Healing
Melee |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
All Druid Spells Gallery
Cantrips
Druid Lvl 1 Spells
Druid Lvl 2 Spells
Druid Lvl 3 Spells
Druid Lvl 4 Spells
Druid Lvl 5 Spells
Druid Lvl 6 Spells
AnonymousUnderstand this. Clearly.
Moon Druid is right now the strongest because Earth Elemental can do 8+3d10 thunder damage. And you can make double/double. If you hold+vulnerable.
With Moon Druid you should always play like a normal druid until you get either The flying bear, so you start killing things flying over. Use the summons, the Imps + Dryad them Water elemental. Dont use lvl 6 Myrmidons, cause you will need the water elemental.
Carry water bottles and put them beside some strong enemy you want to make vulnerable to Bludge/thunder/or red damage like magic missile.
Them use Water elemental to punch the bottle and the enemy together with his mini area atack.
Try to improve the DC of the Water elemental so this work more easy. With this, most of your units will do double damage on this enemy. Your Dryad, The guy she summons, Mud Mephit, Water Elemental and you shaped as Earth Myrmidon ALL DO BLUDGE damage. So your army will do double damage on the guys. Earth Myrmidon will also double the 3d10 thunder damage he does.
As a druid you have hold person, so if you have high DC you can hold some people to do double / double damage. This numbers go to insane 100+ damage per hit.
Keep in mind the Earth Myrmidon is extremaly tanky an can reach 27 armor on its own with itens and the right buffs/class combination.
Also Tempest Cleric combine a lot with this class because sanctuary+Moon beam combo. And reaction dealing thunder damage.
My build is 10 Moon Druid 1 Tempest Cleric 1 Fighter.
With this i archieve 27 ac on earth elemental form. Dealing his massive damage double them double again. And with casting powers as druid + Dryad + Ent + Mud Mephit + Water Elemental.
This class is really fun. One of the best with Blade Singer and Spore Druid. For me.
AnonymousAs of Patch 8, Owlbear will prioritize Crushing Flight to move around instead of Jump and because of this, if you are near ANY allies or in a town, the Owlbear WILL jump to maneuver and can land on the allies, hurting them.
I am in an Honor Mode play through and act 2 in the Last Light Inn, my Owlbear decided to Crushing Flight instead of walk and it landed on two allies, triggering a fight and makong the entire Last Light Inn hostile. We paniced but were able to escape without hurting the NPCs but still, do NOT shapeshift while in town and if you do, make sure your Owlbear doesnt try to John Cena your Honour Mode by nearly killing Jaheira from the top ropes.
AnonymousMirror Image and Misty Step as lvl 2 spells aren't available for Moon Druids, only Land Druids.

Astarion vampire bite buff is also applied to wild shaped forms, making him one of the better moon druid choices.

AnonymousTavern brawler, just tested on an ogre, bear form attack hit chance increased from 65 to 85% thats a big jump! a must have for sure to make attacks hit more reliably.

AnonymousI think the lunarguard armor with owlbear rage is causing some kind of bug. Taking any damage at all drops owlbear rage even if you still have temporary hp. Can anyone confirm if other temp hp sources break owlbear rage?

AnonymousAble to triple attack again as a 6druid/6monk in owlbear. Primal strike working now.

Anonymous
AnonymousAnyone can confirm that some wild shape abilities use charisma bonus instead of wisdom for chance to hit?

AnonymousTavern Brawler, as noted, works while shape-shifted (at least for displayed to-hit chance), and I can confirm that it correctly uses your animal form's strength and not your original strength. So don't waste any points in Strength.
I have also confirmed that War Cleric extra attacks do work while transformed. So a single point in War Cleric gives you Heavy Armor proficiency (useful when human) and three extra attacks/day that do not use an action nor bonus action. So you can attack quite a lot your first turn if desired.
AnonymousOne day I'm 6 druid 6 monk and triple attacking in owlbear with bonus AC and temp health from Armor of Moonbasking. The next day I can only attack twice and my Owlbear is hitting for 6 while enraged. WTF is happening?

AnonymousIf you wild shapeshift into Myrmidon does game counts shield and feats as defensive duelist, or if you dual wield and then you shapeshift is dmg calcuted diffrently?

AnonymousCurrently the unarmored defense seems bugged in wild shape. In order for it to function your character needs to be unarmored before you shift into wild shape, I hope this bug gets fixed soon.
Also, it looks like the unarmored defense sets the base AC at 10 then adds the wild shapes Dex modifier
AnonymousPrimal Strike IS NOT working in the game right now, meaning circle of moon wild shape DON'T actually have magic attack which the main benefit of a Moon druid. So, if you want to wild shape, you might as well go for Druid of the Land to have Haste spell without spending levels on wizard and lose an extra feat or wild shape hp.
Being an owlbear, it's even better to turn using an action since you can rage at the same turn from bonus action that you saved, getting some temporary hp and controlling enemies before they focus you and kill your owl bear in one turn because of its mediocre AC.
AnonymousI like dipping 1 level of Dragon Sorcerer on this subclass.
You get permanent Mage Armor which will boost up the base AC of your forms.
You can also grab a couple of utility spells.
I'm partial to Feather Fall to combine with Druid's Enhanced Leap so your party won't take fall damage while jumping around. Also Magic Missile is always useful and it doesn't matter that Sorc uses a different spellcasting stat because it's not as if Magic Missile is going to get a lower accuracy for not having it. While False Life and Fog Cloud can provide some defensive utility.
You also get a handful of Cantrips which can be useful. Friends helps your face. Fire Bolt + Ray of Frost let you manipulate surfaces (Burn away vines, douse fire, create ice slicks, melt ice slicks, mess with oil and explosive barrels). Minor Illusion and Mage Hand can help you be a sneaky boi if you wish.
You can also become the face for the party. A few points into CHR (Since if you're using Wild Shapes liberally, you won't need as much STR/DEX/CON) plus Guidance and Persuasion + Deception proficiency and you're good to go. Also, you unlock a bunch of Sorcerer and Draconic Bloodline dialogue options.
AnonymousI love the idea of Wild Shape, but I hate Larian's implementation of it. Then again most of my grievances are with the 5e system which Larian simply ported as is. 5e Wild Shape is too restrictive and one-dimensional.

Anonymousfirewall + fire elemental shape and just fly or tp back and forth

AnonymousThis subclass is mediocre at best. It's only good for tanking and doesn't even come close to other classes, being just a bag of hp with no mitigation or cc .

Anonymousis Moon pigeon-holed into being the "tank" kind of druid, or is it possible to have it be more of a melee dps if built correctly?

Anonymous
AnonymousTavern brawler gives extra str dice on accuracy but not damage for bears.

AnonymousOk. I understand what happends with ac with monk/barbarian/magearmor/etc buffs. Pets have not armor class, but bear, for example, have more than 10 (12) initial AC. For example, mage armor say, this give you 13+agility bonus AC. Bear have 12 and no agility bonus, so, its just up it to 13 (means +1AC). But if we have spider, it have 11 initial armor + 3 agility bonus. So, mage armor up it to 13 (means +2) and then get +3 agility bonus (up to 16). If stat show correct, it work different for monk, so bear get +3AC and then -2AC armor penalty. Its same logic. But show different.

AnonymousAt lvl10 moon druid get improve wildstrike giving them 2 extra attack. 1level before fighters lol

AnonymousSo, mage armor work same as monk. Its need to get +3AC, shifts not have armor, but bear get +1AC, spider +2, wolf +3 for some reason. Its more good option as me, we can get it as feat or from other mage and no concentration required.

AnonymousCould we get stats for all of the forms, including the circle of moon forms?

AnonymousWhat works/doesn't work when you shapeshifted? I see that the armor is not working, how can I, for example, get a larger armor class besides barkskin? I mean, will the barbarian or monk sub classes work for this?

Anonymous
Anonymous
AnonymousCall lightning is pretty good by itself, but if you cant haste on the druid you can activate it twice per turn, making it brutal.

I'm not used to this editor, and couldn't find the way to add a column to level 3 for new wildshapes. Sorry for the lack of style.












































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I said something wrong. Is 10 moon druid 1 war cleric 1 fighter. War cleric is important so you can atack 4 times per turn using bonus action.
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