
Moon Druid Build - Wildshaper - Baldur's Gate 3 (BG3)
Contents
Moon Druid Build - Wildshaper
As with all the Druids, the build will come with a very high versatility. However, this one will concentrate more on
Wild Shapeβ than its other subclass, the Land Druid build, which is more like a control spellcaster. Still, Moon Druid allows for merging both of these effectively.
Throughout the whole game, Moon Druid offers
Combat Wild Shape which is an upgraded version allowing to turn into a beast using bonus action. Moreover, the beasts itself provide immense value throughout the whole game, giving a different edge on how you can engage in combat.
Moreover, being a Druid, you can still access a solid spell list. These include various options for area control like
Plant Growth,
Sleet Storm, etc. Some can even allow you an easy win by making enemies barely move.
Another aspect is summoning spells -
Conjure Woodland Being,
Conjure Elemental, etc. Summons will provide additional control, distract enemies, and deal damage.
Class Contribution
The build does need some multiclassing. This mainly stems from the problems with
Wild Shapeβ forms. Some myrmidons don't have correct weapon proficiency or access to good bonuses. So there will be a need for some workarounds.
10 Level Druid
So Druid is the core of this build and it comes with plenty of good stuff:
- Control spells - Druid has plenty of control spells -
Sleet Storm,
Plant Growth,
Confusion, etc. These are excellent options to weaken foes and unlock the full potential of the party for
Advantage on attack rolls. - Summons like
Conjure Woodland Being, offer additional free
Spike Growth, that damages enemies and slows them down. You can also get
Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning and Cold spell casters.
Wild Shapeβ - Moon Druid, gets a special version allowing it to turn into a beast with just bonus action. This is advantageous, allowing the use of the first turn for spellcasting and transforming. On the second turn, you can start punching your foes.
Wild Strike which gives an additional attack in beast form. At level 10, this will give 2 extra attacks, competing with Fighters.
1 Level Fighter
- Provides Constitution Saving Throw proficiency which will help maintain spell
Concentration. Moreover, this also works in
Wild Shape. So you can cast control spells, and continue the fight in an animal form. - Access to
Defenceβ fighting style which also persists in Wild Shape form. - Weapon proficiencies for Myrmidom forms.
1 Level War Domain Cleric
- Can use a bonus action for additional attacks, which also works in
Wild Shape. - Access to
Command,
Shield of Faith,β and
Sanctuaryβ spells that can be situationally useful. - Retain caster levels to access the level 6 spell slot.
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.
| Level | Class | Selection |
|---|---|---|
| 1 | Druid 1 | Abilities: STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
| Skills: Perception, Medicine | ||
| Cantrips: |
||
| Recommended Prepared Spells: |
||
| 2 | Druid 2 | Subclass: Circle of the Moon |
| 3 | Druid 3 | Recommended Prepared Spells: |
| 4 | Druid 4 | Cantrips: |
| Feat: |
||
| 5 | Druid 5 |
Recommended Prepared Spells: |
| 6 | Druid 6 | - |
| 7 | Druid 7 | Recommended Prepared Spells: |
| 8 | Druid 8 | Feat: |
| 9 | Druid 9 | Recommended Prepared Spells: |
| 10 | Druid 10 | Cantrips: anything |
| 11 | Fighter 1 | Respec, and start 1st level with Fighter then multiclass back into Druid. |
| Fighting Style: |
||
| STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 | ||
| 12 | Cleric 1 | Cantrips: anything |
| Subclass: War Domain | ||
| Deity: any | ||
| Prepare Spells: |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Moon 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.
| Race | Features | Description |
|---|---|---|
Wood Half-Elf |
|
It comes with improved movement speed and Shield proficiency, which is especially useful early in the game while not in beast mode. |
Wood Elf |
|
It comes with improved movement speed which bonus also works in |
Halfling |
The best option for |
Class
| Overview | |
|---|---|
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 | |
Spell Slots |
These 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.
| Cantrip | Description |
|---|---|
| Pick 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. | |
| It is a good early-game damage cantrip, but it requires you to enter melee range. | |
| It 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.
| Spell | Description |
|---|---|
| Excellent spell for the early game, where you might need an instant recovery of an ally. However, it loses value on Druid as you progress. | |
| One 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. | |
| Excellent spell early in the game, that can deal decent damage and apply Ice surfaces for enemies to slip. | |
| Excellent early game spell, where getting |
|
| If 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.
| Background | Skills | Description |
|---|---|---|
| Guild Artisan | Insight Persuasion |
A great choice, especially as you also get persuasion for better dialogue outcomes. |
| Folk Hero | Animal Handling Survival |
Useful choice, that gives two wisdom-related skill proficiencies. |
| Acolyte | Insight 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 Moon Druid build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Build ID: 109
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 Moon 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 | |
|---|---|
Circle of the Moon |
|
| Features | |
Combat Wild Shape Charge |
Allows transforming into a beast using |
| Allows to heal while in |
|
| Take the form of an animal. As you progress to higher levels, new options are unlocked. | |
| Additional form accessible to moon druids. Sadly, it is somewhat disappointing compared to the later options you will unlock. | |
Level 3
First level 2 spells become available
Prepare Spells
As second-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
| Spell | Description |
|---|---|
| Excellent spell, that can be reused multiple times during a fight, saving spell slots. | |
| This can be used to make enemies slow down and get damage in the meantime. This is bugged, and when you have |
|
| Very useful control spell, for the early game. You can use it to make targets drop their weapons, disabling some very strong early-game opponents. | |
| Usually, I reserve this spell for Bard. However, if you do not have it, |
Level 4
Now, you get some other great choice picks - the first feat is unlocked.
Cantrips
| Cantrip | Description |
|---|---|
| Excellent cantrip that can be used both to deal damage and light up dark areas. |
Feat
| Feat | Description |
|---|---|
| As the build revolves around |
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
Wild Shapeβ forms.
| Feature | Description |
|---|---|
| Allows making a second attack with Wild Shape transformation. |
Prepare Spells
As third-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
| Spell | Description |
|---|---|
| This 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 |
|
| If 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, |
|
| This spell does not use any concentration spell and can slow down enemies to a stop. It can also work well in |
Level 6
This is a major step for Druid. You unlock a few class features, that will pair well with terrain control spells:
| Feature | Description |
|---|---|
| Makes it easier to bypass enemy resistance and immunities of enemies. |
New
Wild Shapeβ options are unlocked:
| Action | Description |
|---|---|
| Can become invisible and attack with bonus damage. | |
| 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.
Prepare Spells
Level 4 spells are plentiful and all of them bring something unique, here are my picks:
| Spell | Description |
|---|---|
| This spell is almost a mandatory pick. The Dryad can cast |
|
| Although 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 Moon Druid. | |
| One of the most powerful control spells, that can outright win encounters for you. | |
| Deals decent damage, but most importantly create Ice surfaces that will leave enemies Prone. | |
| A very strong spell, that if placed correctly can destroy foes. It does hit them multiple times - at your and your enemy's turn. | |
| This spell can be used for free with the special effect of |
Level 8
The druid gets access to the second Feat and a new subclass feature.
| Action | Description |
|---|---|
| This can be useful in some cases when fighting enemies with a high armor class. The tiger's base attack reduces their AC, making it easier for your allies to hit. |
Feats
Now you have plenty of choices here that you can pick based on your preferences.
| Feat | Description |
|---|---|
| I do recommend this feat, as it greatly reduces the chances of losing concentration while in |
|
| Ability Improvement | The bonus +2 Wisdom is great, for the initial spell casting that you might do before shapeshifting. It will also benefit your |
| This feat is useful when you get access to |
|
| I think having one caster in a party who can always go first is important, especially on Honour Mode. |
Level 9
The Moon druid unlocks level 5 spells.
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.
| Spell | Description |
|---|---|
| With 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 myrmidons, which are powerful based on your setup. | |
| These locusts deal a good amount of damage, and can also work together with other control spells like |
|
| Nothing spectacular, however, there are a few situations where removing curses can help. |
Level 10
This level is important as you will get some subclass features which will also greatly improve
Wild Shape.
| Feature | Description |
|---|---|
| Gives your wild shape forms a third attack, which is a huge improvement. Not many other classes get access to this. | |
| Another Wild Shape form to pick from. | |
| This form allows you to stun enemies, leaving them open to your ally's attacks. | |
| The strongest Myrmidon in terms of pure damage. It gets bonuses from |
|
| Set's enemies on fire and can Haste itself for bonus attacks. | |
| This is the best support option, it can heal everyone in a large area and use |
Cantrips
To be fair, pick anything, you already have everything covered that is needed for Moon Druid.
Level 11 - respec to Fighter Lv 1
The dip into Fighter is important in optimizing the Moon Druid build and its
Wild Shapeβ forms. So you will have to go to Withers and Respec. Start the first level in Fighter, and continue the rest in Druid:
Here is what you get with Fighter dip:
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration. Moreover, this also works in
Wild Shape. So you can cast control spells, and continue the fight in an animal form. - Access to
Defenceβ fighting style that also persists in
Wild Shape. This only works when wearing armor, so Robes don't count. - Weapon proficiencies for Myrmidom forms, this is a bug, which makes these elementals weaker than intended.
Class
| Overview | |
|---|---|
Fighter |
|
| Features | |
Second Wind |
You can use this to heal yourself in tight encounters, to get a little bit more of survivability. |
Fighting Style
| Fighting Style | Description |
|---|---|
| The +1 bonus only works while wearing armor. Moreover, the effect persists while in |
Abilities
Pick the same ones as when starting:
Build ID: 109
Go through Levels 1-10 of Druid
Now take the same steps as you did before, so that we could get back all the important features of the Druid.
Level 12 - 1 War Cleric
Now you will be 1 Level Fighter and 10 Levles of Druid. You could go with Druid 11, to get access to level 6 spells. However, I do not find them particularly attractive, and I would rather empower the
Wild Shapeβ and get the level 6 Spell Slot.
For this reason, I will multiclass into War Cleric
Class
| Overview | |
|---|---|
Cleric |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
| Gives access to some additional spells. | |
Cantrips
To be fair I would pick anything here, this late in the game, most of the things you need will be covered by you or party members:
| Cantrip | Description |
|---|---|
| Useful for some dialogue ability checks. | |
| Can be used to light yourself or allies, to activate an item like |
Subclass
| Overview | |
|---|---|
War Domain |
|
| Features | |
| The additional charges allow for attacks with bonus action. These also work while in |
|
| Gives +1d4 radiant damage rider. This also works in |
|
| Provides additional Armour Class, and the spell works until long rest. This also moves to |
|
Deity
Just pick whatever you prefer in terms of Roleplay.
Prepare Spells
Here are my 2 suggestions, pick whatever you prefer for the other 2.
| Spell | Description |
|---|---|
| Makes you invulnerable. Can also be used on an ally. This can be cheesed together with |
|
| Excellent control spell that does not use a Concentration slot and can hit multiple targets. Still, I would not use it too much as your Spell Save DC will not be very high. |
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. Ability scores are the main modifiers for the build. However, when in
Wild Shape, only Wisdom, Intelligence, and Charisma matter.
So this is the reason why I would not worry too much as you will spend most of the time as a beast, which comes with its stats. So you only need high Wisdom, for the initial spell cast, before you
Wild Shape. Even then, depending on the spell it may not even have Saving Throw.
- Act 1 -
Auntie Ethel's Hair - you will want to get +1 Wisdom if you pick this choice. - Feat - Ability Improvement (optional) - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
This will allow you to reach 20-22 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.
| Consumable | Description |
|---|---|
Potion of Speed |
In 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. |
Potion of Animal Speaking |
Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility |
Can 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.
| Consumable | Description |
|---|---|
Elixir of Bloodlust |
Very 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. |
Elixir of Hill Giant Strength |
Sets strength value to 21 until the Long Rest. The strength elixir will empower your |
Elixir of Cloud Giant Strength |
An upgraded version that is available mostly in Act 3 via crafting. Sets strength to 27, the highest value possible. The strength elixir will empower your |
Elixir of Battlemage's Power |
Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus |
Another good choice that allows to better maintain spell Concentration. |
Superior Elixir of Arcane Cultivation |
Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation |
Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Elixir of Vigilance |
For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have |
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
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 Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. | |
| Base | A decent use for reaction to deal some bonus psychic damage. | |
| Base | This power works in |
|
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Base | While in |
|
| Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. | |
| Elite | One of the most powerful illithid powers works well with Druid's area control spells. | |
| Elite | Extremely strong action that can be used by your allies. | |
| Elite | Remove the cost of spell slots or charges. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Moon 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 medium armor.
The biggest downside with Druid is that not much gear works both in normal and in Wild Shape form. I recommend checking this Reddit post, for a full list of features, items and bonuses that work in beast forms. Also, spells like
Moonbeamβ don't work with some radiant items, making it not as powerful as it could be.
Act 1
Build ID: 109
Mode: Full Equipment
Sets: Item set 1
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.
Build ID: 109
Mode: Full Equipment
Sets: Item set 2
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.
Build ID: 109
Mode: Full Equipment
Sets: Act 3
Build Mechanics
In this section, I would like to dive deep into how to play the Moon 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 Moon 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 -
Plant Growthβ and
Insect Plague, making the area inaccessible and enemies getting destroyed.
The strongest combo in my opinion would be
Sleet Stormβ together with
Hunger of Hadarβ (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 -
Sleet Storm,
Spike Growth,
Plant Growth,
Ice Storm,
Grasping Vineβ (be careful as it can get damaged by air effects), and so on - Air -
Insect Plague,
Cloudkill,
Hunger of Hadarβ (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
Sanctuaryβ effect. Then use
Moonbeamβ to move it around and damage enemies.
Wild Shapes forms - early game.
Moon Druid's main highlight is its
Wild Shapeβ forms and that they can be activated with a bonus action, instead of an action with other subclasses. At first, you will only have a few of them, but as you level up more options will appear.
So let me highlight a few that I think are worth attention:
| Form | Description |
|---|---|
| Excellent early game form, that can make enemies prone. This will increase attack rolls of your allies making it easier to hit them. | |
| Another great form, that you can utilize early in the game. Spider can apply |
|
| Excellent option for early games, as it can hit multiple enemies and make them Prone. This will make it easier for others to hit them. Sadly, becomes mediocre later on as the HP pool is very low. | |
| One of my favorite options. This is a very sturdy beast accessible at level 6. It can jump around, dealing damage and making enemies prone. Moreover, Owlbear can knock back foes with its base attack. |
Wild Shapes - Sabre-Toothed Tiger
Thanks floormanifold on tips for Wild Shape forms - https://www.reddit.com/r/BG3Builds/comments/1dk7n55/comment/l9hbaf0/
In this section, I would like to go more in-depth on
Wild Shape: Sabre-Toothed Tigerβ as it has some powerful synergies. Overall, in the mid-game, it serves a nice purpose of weakening enemies. -2 to the enemy's Armour Class is a powerful feature.
However, things can drastically change in Act 3, once you obtain
Bhaalist Armour and wear it on one of the companions. As the Tiger deals piercing damage, each hit damage gets doubled. This is a powerful setup especially if you can get enemies prone (via Cleric reverbation or other means) to activate
Jugular Strike.
This does require some setup on your side, but the results are satisfying.
Wild Shape - Earth Myrmidon
Wild Shape: Earth Myrmidonβ is the simplest form in my opinion. It is self-sufficient and has the effects of
Tavern Brawlerβ. The main highlight is it's Thunder damage rider which deals 3d10 damage. This might be a bug as the tooltip says 1d10.
I prefer this option for general combat where you just want to pummel through enemies and are not keen on doing any setups.
Wild Shape - Water Myrmidon
The last recommended Myrmidon is
Wild Shape: Water Myrmidon. This is an amazing support option especially if you have other casters that can use Cold spells. It can apply
Chilledβ with its attacks, doubling the damage of cold spells.
The second aspect of the form is -
Explosive Icicleβ. At first glance, it's nothing special, but it gets its damage doubled if the enemy is wet. Second, it works with your spellcasting modifier, and attack rolls can be improved either with
Advantage or spells like
Bless. The area radius is significant and you can hit multiple enemies easily with it.
The last aspect, depending on how much you want to use it (is a bit too much for my taste, as it requires plenty of setup) -
Hiemal Strike. It deals two damage types:
- Piercing damage - it can be enhanced with
Bhaalist Armour and
Great Weapon Master: All Inβ. The damage bonus is significant, greatly enhancing your power. - Cold Damage - can be doubled when attacking wet enemies.
So this can net you 40+ average damage if everything falls into place. However, you will need to get Advantage or any other options to increase Attack Rolls. This is a bit too much setup for my taste, but you might enjoy this approach.
Conjure Elemental: Water Myrmidonβ can help you with setting up water and saving action points.
Wild Shape forms and item effects
So the main downside of all of these forms, is that some items and mechanics don't work as intended. For example, the
Wild Shape: Water Myrmidon, uses a Trident. Due to oversight from developers, this form doesn't have weapon proficiency, meaning you don't get correct attack roll bonuses. To fix these kinds of problems War Cleric or Fighter multiclass is necessary.
On the other hand, many items don't pass their effects, which is both a blessing and a problem. The build is simplified, but you are left with many items that only work in normal form, and give no benefit while in
Wild Shape.
Overall, I wanted to inform you that the class has its problems, but it is still great in the grand scheme of things.
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.
Conjure Minor Elementalβ - either Mud or Ice Mephits
Conjure Woodland Beingβ - summons a Dryad, that has free
Spike Growth.- Drayd's special action
Fallen Lover, summons a Wood Woad to fight by your side.
Conjure Elementalβ - 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
Shillelaghβ to deal more damage than all of the early-game weapons. - Early in the game, you can use
Healing Wordβ together with
The Whispering Promise ring, to buff up your allies using bonus action. - Cast control or Concentration spells like
Faerie Fire,
Spike Growth, etc. With the moon druid's special
Wild Shape, you can use bonus action and turn into a beast.
Spike Growth is very special. When it is active and you use
Wild Shape +
Tavern Brawler each tick passes the strength modifier. This can end up in ridicilous amounts of damage for the early game.- On the other hand, if an encounter is pretty easy, you can cast
Moonbeamβ and use it to pick off weak foes each turn, saving spell slots. - Once your concentration slot is filled, you can also use
Plant Growthβ which does not use it, and will further slow down foes, to be picked down by your companions. - Be careful when moving onto a
Sleet Stormβ or
Spike Growthβ when in
Wild Shapeβ. These have effects that might make you fall on ice or cancel your concentration. - You do shine in very wide areas, as you can use the area control spells to cover one part and move yourself as a beast to cover another place. This will force enemies to either attack or go through you, activating Attack of Opportunity.
Late Game Combat
Overall, nothing much changes from the early game, just that your beasts get buffed up.
- Your main rotation is still casting a Concentration spell and then turning into
Wild Shapeβ to engage in combat. - You should use area control spells like -
Insect Plague,
Wall of Fire,
Ice Storm,
Plant Growth,
Sleet Storm,β etc. These are excellent to be cast on the first turn before you move into
Wild Shape. - I would not rely too much on control spells that have Saving Throws like
Confusionβ or
Hold Person. Due to your limited Spell Save DC, it might be too low for some late-game enemies. Of course, if you see that success chance is 85%+ then definitely go for it!
Wild Shape: Earth Myrmidonβ - is excellent if you are fighting a few enemies and just need a good brawler. It has a 3d10 thunder damage rider, making it excellent for taking out single foes.
Wild Shape: Water Myrmidon - is an excellent option all around, especially if you have other casters that use Cold or Lightning spells. The special action
Healing Vapoursβ will apply wet on all enemies. The Myrmidom itself can then use
Explosive Icicleβ to deal a lot of damage in a medium radius.
Wild Shape: Sabre-Toothed Tigerβ is a very powerful choice if you have a martial with
Bhaalist Armour. This will double-piercing damage, allowing the Tiger to deal 100+ damage per turn easily.
Conjure Woodland Beingβ - already mentioned, this is an amazing summon, that can cast
Spike Growthβ for free. This saves you a spell slot, and you can follow up with something more deadly like
Insect Plague.
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.
| Setup | Description |
|---|---|
|
Access to a Third feat. Sadly, as you don't get many benefits from Ability scores, |
|
Similar to the current build, but the key difference is that the Sorcerer will give access to the |
Conclusion
Thank you for reading the best Moon Druid build for Baldur's Gate 3. The ultimate Wildshaper allows you to mix spellcasting, area control, and lucrative
Wild Shapeβ forms. With so many to choose from, you can turn into a huge all-destroying Owlbear, or take an elemental Myrmidon form to pummel foes with thunder attacks.
Cheers!
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Wood Half-Elf
Wood Elf
Halfling
Druid
Spell Slots
Circle of the Moon
Combat Wild Shape Charge
Fighter
Second Wind
Cleric
War Domain
Potion of Speed
Potion of Animal Speaking
Potion of Invisibility
Elixir of Bloodlust
Elixir of Hill Giant Strength
Elixir of Battlemage's Power
Elixir of Peerless Focus
Superior Elixir of Arcane Cultivation
Supreme Elixir of Arcane Cultivation
Elixir of Vigilance
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