🔥Start your Wanted: Dead adventure with 50% off - act NOW: bit.ly/WD-NizarGG PATREON for written guides or if you just want to support!: www.patreon.com/nizargg Extra long video for the kings and queens of versatility: Moon Druids! Not only is it a lot of fun to play with this build due to its versatility, Moon Druids are also extremely powerful. A true win win situation. Let me know what you guys think!
I think you did an amazing job but there's still something you missed, or decided it wasn't worth talking about. Elixirs, all of them work in wildshape. Elixer of cloud giant strength gives you 27 STR, easy to obtain in act 3 with coin. Elixer of bloodlust to get an extra action after killing an enemy. Elixir of the colossus to make the owlbear belly flop deal crazy damage. Elixir of Peerless focus, immunity to sleep, advantage on concentration checks and the charmed condition. A lot of good choices.
@@janpolansky9668 yes you do. Sorcerer clerics and druids are all full spellcaster classes. Conjure elemental is a fifth level so they'll be able to gain the spell as a 9th level druid. Then you will have the spell spots of a 12th level caster because you are multiclassing into full casters.
My favorite part of this is that I still get to play the spellcaster if I so choose or I can be the tank, it can be situational. And if you kill the ogres for the circlet that gives you 17 intelligence, all your wizard spells will do full dmg. I love this build!
at first i was thinking, damn, a 46 minute long video, i aint watching all this. but you provided so much good detail that i actually watched the whole thing. Awesome video. Liked and subbed.
Speak with animals is basically required for druid. If you aren't going to ask Pat the hastily named rat for every detail of his life why are you playing druid even?
27:30 Take the +1 to strength from Tavern Brawler to even out strength scores of the wild shapes. The bread and butter shapes all have an odd strength score and it synergies with itself because the +1 from evening the score is mechanically a +2 to hit and damage from the feat. Shapes that benefit from +1 strength from Tavern Brawler: - Bear 19str - Wolf 17str - Dilophosaurus 19str - Fire Myrmidon 13str Then take Resilient: Constitution to even out all the oddly numbered con modifiers the shapes have because extra HP is always good. Shapes that benefit from +1 constitution from Resilient: Constitution: - Badger 15con - Wolf 15con - Owlbear 17con - Dilophosaurus 17con - Earth Myrmidon 17con - Fire Myrmidon 15con The major benefit to this is consitution saving throws are very beneficial for a druid. You're the one class that is the most inconvenienced by concentration breaking, because you need to un-wild shape yourself before expending another spell slot to recast; which is too much resource expenditure and wasted action economy 99% of the time. Proficency bonus is all you'll get as a wild shaped druid to help with your concentration without multi-classing or outside help. The +1 to dexterity from the video's recommended Resilient: Dexterity isn't useful in initiative rolls unless you're starting the fight already in your wild shape; which is common but not always the situation, especially if you're set up to cast your concentration spell and bonus action shape turn 1. Human form is preferred to enter combat because of how versitile your turn 1 can be; you can cast then shape, or shape then attack, all options are on the table. The +1 dex is pretty terrible as an attack stat bump. The only shape that benefits from it is the panther. Every other shape that has a odd dex stat uses their strength to attack. The dexterity saving throw profiency is debatable because most AoE spells that target dexterity are lingering effects that make you check multiple times anyways, you might roll through 1-2 checks but falling prone will always be the bane of melee builds, especially without advantage and medium dexterity of ~14-16. TL;DR. If you're min/maxing, take Tavern Brawler with +1 Strength and Resilient: Constitution. Those attribute +1s are going to more impactful and synergistic as well as profiency towards keeping concentration on your spells instead of a mid-stat like dex for your wildshapes and prone/hold saves. Edit: Tavern Brawler +1 doesn't carry into wildshape. Resilient does though because it's a special tag instead of a normal ASI. Get Ethel's Boon in act 1 if you want to even out strength as well, or double dip into con with it.
A bit late to the convo. But if the tavern brawler does not work in wild shape, would it be better to take hag’s hair to say +1 STR permanently to all wild shapes then take resilient CON feat to get +1 CON to all wild shapes as well. So all the STR and CON of most wild shapes are evened out? Sorry quite new to this game and I wanna try playing as a moon druid.
@@gigaburgerer You're right. I just tested it in-game and Tavern Brawl seems to be a true half stat ASI bump, so it only effects your normal character. While Resilient gives a special buff/tag that is carried over into wild shape. Like the one guy in the reply asked, it might be more beneficial to take Ethel's boon if you're planning on using the odd strength score wild shapes more. You could replace min/maxing the Tavern Brawler ASI with the boon and get functionally the same duo +1s or even double dipping on con to get back to an even score on a few different wildshapes. Then dump Tavern Brawler into con for the possible bump in humanoid/base form because non-shaped druid is a full caster and doesn't benefit much from str. Ie. Ethel and Resilient are the only ways to improve wildshape base stats permanently. Just throw Tavern Brawler ASI into con, or if you already have 9 with a build put it into str for the jump distance QoL and minor carry weight improvement.
So finally got around buying Baldur's Gate III and I really wanted to play Wildshape Druid. Your guide is absolutely perfect and will be incredibly useful in the long run. Must've taken forever to make and I really appreciate the hard work. Thanks so much.
Great vid, must have taken so much work and time, just want to say thanks, and how much that is appreciated. As usual with your BG (and Elden Ring) instructionals, the detail and quality is superb. You have really improved my enjoyment of both these great games. Thanks mate!👍🏻
The best druid moon guide! Honestly i use wizard instead of sorcerer cause i want to learn some powerful spells. Like haste (6 attacks per turn😮 at lvl 11 ) and fire shield, furthermore i use warlock for the armour of agathys and one additional warlock spell + mortal reminder. I also recommend the use of potion for the moon druids . For extra feats.
I knew it's just a matter of time, someone will discover how good moon druids are now even in honor mode. playing right now a 4 moon druid party in honor mode, it's just plain fun playthrough, again fun not OP. level 7 ad still haing fun. great vid by the way, players try it and see for yourself how moon good druids are, by the way don't stick to one animal, use one depending on what enemies you will be facing or play 4 different animals and your set to go.
This^ You're basically a toolbox you can go raven and Thunderwave someone off a ledge Go cat and set up enemies for a wet chain lightning combo Panther for a nice surprise start to a fight with invis Earth elemental to straight up murder enemies Owl bear to tear down enemies and obstacles alike you could lock pick a door or you could turn into an owl bear and tear it down Literally never played such a versatile class
17:57 Webs are flammable too. So wild shape into a spider and spam your bonus action webbings if you want to make the entire battlefield engulfed in fire. It isn't as strong as just having non-ignited webs enwebbing enemies, but if you want the party freedom of not having the battlefield covered in webs but still want to do minor fire damage to everything it's a fun synergy. Throw in a barrel or two, enweb the area, then summon the sphere on the webs fair enough away that it isn't in the blast radius. The webs are now a fuse extender so you don't martyrdom your flaming sphere during cheesy barrelmancy. It's also plain old good for extending the AoE flame effect of door blocking flaming sphere strategies.
Awesome video, just reminding that Owlbear Rage Fear component ALSO affects allies, got all three running away from me and it took me 5 seconds to know why lol
Shillelagh is pronounced "She-Lay-Lee" It's an Irish fighting stick. - A top-heavy hardwood stick, like a walking stick with a larger head. They were replaced by the sword-cane for a few decades until they were banned in Britain & Ireland. My great-grandfather had both. And my mom inherited the two. The sword cane is a deadly sharp four-sided solid rapier, like the German rapiers. (Google German fencing, it's hard to watch. Two men strike each other without face protection until one gives up. Scars were a sign of bravery, that's why Nazi generals and lutenients were always given them in movies)
I've been watching and trying out your builds ever since Elden Ring, and I've got to say, you never miss. I have you to thank for getting me into build crafting, one of my favorite aspects of these types of games now. Thanks for another great build/video. Also, happy new year. 🙂
I like this, never thought to dip into draconic sorcerer for the built in mage armour. I think the only thing I'd change is I'd use the Gloves of Dexterity on my main character so that you can put more ability points into charisma for dialogue.
You can take Halsin with you later for an optimal race as druid, make your dialogue character something with charisma as main stat - sorcerer, bard, warlock, paladin builds
I should mention that as of right now, in honour mode tavern brawler does not grant damage for wild shapes. There is two versions of tavern brawler in the game, one for normal rules and one for honour rules. The honour rules one removes the extra damage instance for throw (and replaces it with a damage bonus that doesn't activate a lot of items etc.). But it unfortunately also reverts the patch 5 changes.
Thank you for this lovely guide. I was starting to get lost and burn out in my honor run because i accidently killed Halsin going to Mt. Pass early ( I didn't realize it would kill him since I was trying new strats in Honor Mode) trying to find some way to reignite my fire for the run I'm gonna try to reclass Shadowheart or Jaheria into this build. Seriously was lovely to watch your guide and videos.
I keep the woodland beings summoned creature near my death slinger and use enraged throw to throw it at enemies, it does pretty decent damage too, especially for a bonus action
Damn, that’s exactly what I was needing to make me respect my dwarf fighter to Druid and focus more on damage instead of supporting as most of the Druid’s. Like this I can keep shadow heart as a cleric tank, the ranged rogue/assassin and wizard. Cause I tend to make a no magic party on every game of the sort. So it’ll be the the first time since D&D board games that I make a character that isn’t a rogue or a fighter damage dealers, your Druid seems to have enough damage not to be considered a support. Amazing
Love the video. Though I do find it kinda funny Shillelagh always trips people up in like, every single video I see where someone mentions it lol. Depending on your dialect it's either (Shuh - lay - lee) or (Shuh - lay - luh) it's an old walking stick / cudgel. Gotta love the Celts with their pronunciation of words xD. Watching Irish pronunciation trip people up always makes me smile a bit, cause it's such a confusing spelling for a majority of their words.
One of the best builds & tutorial I've seen on RUclips. You have really done a lot of work on this video, that is clearly visible. Thanks a lot for this 🔥 PS: 06:46 never say that word again 🤣
The dire raven is a great wild shape. Just not in combat. Need to get to a hard to reach spot? Dire raven. Need to not trigger traps? Dire raven. Need someone very very good at scouting ahead? Just cast invisibility on the dire raven. Flight is very very good in this game and people who haven't tried it just don't know.
I personally prefer Resilient Constitution, because the Owlbear and Earth myrmidon witch i want to use regularly and Dilophosaurus for some Armor shredding all have 17 in Constitution and will benefit from it, as well as the untransformed form.
Watching these videos just shows how much gear I keep missing in all my playthroughs, I’ve never found the ring of protection or the amulet of devout and now I gotta hunt them down
Loved the guide and all the information. Only thing I would have loved is when explaining the gear section to mention what would be good options in each act. Most of the gear in this guide is from Act 3. Also as you mentioned a lot of gear doesn't work in wild shape form so it feels like my druid wouldn't get gear that can be used until Act 3.
I don’t recall all the gear in each act but basically if you see +1 AC or +1 constitution saving throws even on grey/white vanilla items or green magic items take those put them in the slot then replace them as you find better gear
My last Tactician playthrough was as a Moon Druid Tav and your observation is correct. Most of your damage comes from Wild Shape, so that's what you will be using most of the time, except for some concentration spells you may want to pop for CC or buffs before entering Wild Shape. Most gear doesn't benefit you in Wild Shape, so in Acts 1 & 2 it's better to let the rest of your party have the best gear. If there's something left, you are looking mostly for gear that give survivability or utility before you enter wild shape or after you lose it. Effects like + initiative, + armor class, + saving throws, or maybe some spells you want to use before wild shape.
shuh - LAY - lee; otherwise, this video was badly-needed because on Reddit a lot of people still think druids are lame and you proved it can be viable.
Wow. You are one of the best build channels I've found in yt. The quality of the builds is amazing and the edit is sick. Can you do a wizard build next? maybe necro?
If you roll one as your main .. the halfling luck feature should impact your animal multi attack attacks. Fewer misses, more critical hits. Plus benefit to … initiative, saving throw, dialog checks, out of combat skill checks. And I think death saves. The big negatives for the race are … no heavy weapons, and less movement as a halfling.
Great minds think a like. I posted this on HoboZones Druid video 2 weeks ago. Druids are my favorite class and Lore Bards after. I have lots to share, since I do not see many druid videos. Conjure Woodland Being - this spell is incredible. There is no way I would slow my progression to level 7 for her. She will hang out in the back and concentrate on Spike Growth for you, while also conjuring a Wood Woad once per short rest to fight up front with you - the Wood Woad can cast Entangle. You only need Druid 10. The last 2 levels only give you Level 12 Wildshape HP Scaling, Third Feat, 6th Level Druid Spells (Heroes Feast). If you are going the concentration route I think 12 levels in to Druid is better than 1 fighter for con saving throws. Instead just get Warcaster, Resilient Con, and ASI. It is very difficult to maintain concentrating while brawling even with Con saving. Tavern Brawler is too good to pass up for Wildshape, another reason to forgo the "heavy" concentration strategy. Resilient (Dex): Dex saving throw proficiency is BETTER for a frontliner. Also this feats +1 to Dex will actually pass through to Wildshaping, giving you +1 AC on Wolf, Panther, Sabretooth, Dilophosaurus, Cat. If you forgo the heavy concentration route you do not need to worry about concentration saving. You could go Druid 10, 1 White Dragon Sorcerer, & and 1 War Cleric. Both are also full casters - so you still get your spell slot progression which is important. FOR 1 SORC 1 CLERIC..... YOU GET ALL THIS: White Dragon Sorcerer: gives you 4 cantrips, 2 spells that are always prepared - Magic Missile is excellent when you're out of Wildshape, and Shield is very good. Armor of Agathys - This spell is outstanding, at L5 this gives us +25 Temp HP and attacks anything that hits us with a melee attack for 25 damage each time until that temp HP is gone. This "does" transfer to Wildshape. This attack always hits - it cannot miss. While you are in "normal" form - any items that increase your Cold damage (such as Heart of Ice) do apply to this attack. This alone is better than going L12 straight Moon Druid - also, no concentration required and its on until Long Rest. Draconic Resilience - You cannot be wearing armor before wildshaping to get the bonus while Wildshaped. It will increase AC on wildshapes with a base AC
Foes: "We've finally defeated this enormous bear..." Druid: "Oh no...I've been forced into the form of a powerful spellcaster with full HP...whatever will I do?" Foes: "Oh son of a b...!"
With the weapon proficiencies from the cleric, it looks like they only benefit the Air and Water Myrmidon forms (Earth Myrmidons are unarmed while Fire Myrmidons wield a scimitar, a weapon that druids are already proficient with). Minor detail but thought it worth pointing out. Flails and Tridents (which the Air and Fire ones use, respectively) aren’t in the Druid’s proficiencies so you do need some sort of multiclass in order to use them well.
I love the oak leaf emblem, as it is the insignia of my company in the army. Very similar to the one shown on 0:11 but with green background and golden border.
I'm still on my first playthrough that I've been doing on/off for ages. I went with druid, but have since regretted it a bit. Mainly because I feel like as the main character in the party I should be the one doing the talking and it's quite annoying to shift between normal shape and wildshape if I want to do conversations. As a supportive character though, the druid might be really good. Yes, I'm aware that I could respec into another class, but I really want to stick with my choices, apart from respecing within the class I chose.
If this build is not your Tav, i would go all in MinMax (so also 8 Charisma): I would switch Stats to 16DEX, 16Con, 17Wis (others 8) LV4: Tavernbrawler (+1Con) LV8: Ability Improvement (+1Con / +1Wis) So you end up with 18Con and 18Wis. This makes your magic harder to resist and easier to concentrate on. But you trade of a little of your Charisma, the +1Dex and Dex-Savingthows.
Love the moon druid, gear really isn't that important unless you lose your form. As a side note...be creative with your shape shifts, you can do things like 1 shot the golem in the underdaek with the owlbear....become your own hammer!
The armor increase from Draconic Sorcerer (as well as barbarian and monk) only work if you aren't wearing armor prior to wild shaping so the 1 level dip into sorcerer is wasted.
I am now playing as druid DU and druid is just broken :D The only thing about multiclassing - why not take one level of wizard at lvl11? You can get haste, shield or any other spell that don't require high DC and still have lvl6 spell slot available. The only downside is you can't get druid lvl6 spells like heal or heroes feast, but you can still use it to summon elemental myrmidon.
A nice alternative, but I’ve found druids suffer if they don’t have proficiencies in constitution. Thinking about it, it might be best to swap out cleric for wizard for the reasons you mention. It makes up all the clerics give plus more I would think
It might work differently in Baldur's Gate 3 than it does in standard DnD, but Draconic Resilience also increases your max HP a bit in addition to adding the AC bonus. Though maybe instead of taking a level in sorcerer, take a level in monk for that unarmored bonus based on your dex and wisdom modifiers while not wearing armor. Just a thought.
this was done so well, was worth the entire 47 min watch! im 300 hours into the game and your guide helped break down this class so I could actually understand wayyy easier how stuff translates to wild shape- will def be using this on shart in my honor run!! ..... asking for a friend, but like how messed up would it be to make shart a wolf?
Really good build video, thanks for the effort. I also wanted to ask, can you make a video on how to build a Moondruid wildheart Barbarian? Because I would love to play this combo, but I can't find any videos for it and would like to see your version.
6 moon druid, 6 bear totem wild heart barbarian. Rage for half damage then shapeshift. Now you’re a bear/owl bear that takes half damage from everything. Make sure to get tavern brawler as that can help you both in and out of your wild shape forms.
2 or 3 Wild Heart Barbarian levels is enough for extra damage and toughness/resistance. The strongest Druid build is choosing 1 level Draconic white Sorcerer and 1 War Domain Cleric at level 11-12 after levelling as a pure Moon Circle Druid.
@@BeyondTrash-xe1vs but any less barbarian won’t let you get enough rages and will not allow for the animal totem buffs (not sure what they’re called, selectable animal buffs separate from your main totem).
Instead of cleric you can go monk for extra AC to your wildshapes and the martial arts can come in handy in a few situations where they could've survived lol
im gonna have to try this build in my honour run sometime i hope to see a spore druid guide as well sometime because it is one of my favourite subclasses and a bonus tip for spore druid Torches work really well with SD as if you have 16 wisdom at level 2 you can make them do 6-21 damage when combo'd with shillelagh and symbiotic entity What also works well are quarterstaves such as the Staff of Cherished Necromancy, (probably the best one) Mourning frost, Hollows staff, Cacophony (which has thunderous smite which is nice) and if you get the dual wielder feat you can use multiple at the same time or use other weapons such as the Club of hill giant strength for extra strength for example
Me and my friend are playing Honour mode and we're having good luck (made it through Act 1 with only 2 sketchy situations we got through!) with this team: Lore Bard and 1 level Life Cleric. Heavy/medium armor, shields, wielding 2 hand crossbows. Focusing on Warden of Vitality + Life Cleric, or control. Assassin Rogue 4 + Gloomstalker 3, emphasizing getting sneak attack rounds and killing tough enemies before the combat even starts. Battlemaster Fighter, Great Weapon master. Focusing on high damage and decent survivability. Finally, Moon druid. DPS, out of combat healing, big HP sponge, some spell DPS as well. The two tough fights were at the Creche, the room with the doctor (the Rogue ended up using a Invisibility potion to sneak away bevause everyone else was just dead) and the big room full of people (one of the random Gith got a Crown of Madness off on the bard who used Shatter and the Blood of Lathandar to horrific effect and nearly wiped us all). We waited until Level 5 to do any of the "boss" encounters in Act 1 (Spiders, Ethel, Owlbears, etc.) and I probably do recommend that. Way safer.
@@manicpixiecassidyMany thanks new to the game, 28hrs in still on Act. I have Fighter 2 l, Warlock 2 and 8 in Sorcery for my main..That's the plan...just hit level 5 for all companions... Cleric Light Domain, Gloomstaker/ Rogue and Fighter Battle Master Playing on medium mode . Second play though definitely doing a bard build and Moon Druid....
Shillelagh is pronounced (Shil lay lee). It's a brass capped walking stick that doubles as a tire thumper/ass beater. See Gangs of New York as a reference.
Playing one up the moment a companion can be respecced. Level 2, I think. Tactician difficulty. Having a difficult time with it. Level 5 now. It's just not been a lot of fun. Not being able to apply gear in wild shape feels ... lame. It's nice that the druid character doesn't need to be outfitted. It also means there's no real loot to look forward to. At least, very rarely compared to how often other characters get exciting upgrades and are able to swap between items for effects. Spider is an outstanding first wild shape. The webbing is incredible! It's a little challenging to use without it being set on fire by a random torch or whatever in range. Plus any fire damage on characters hitting things in webbing sets the webbing on fire. It was fun to be able to run this character across the webbing to deal with the spider matriarch. The blind attack from the dire raven is wonderful. It seems like if the attack hits it always blinds the target. This makes the character purely a support role because it has like 1/3rd the hit points of other things and doesn't do a ton of damage. But, fly and blind are both a big deal. The deep rothe is interesting. Two attacks per turn is good. The charge is useful to get into combat, and then it's useless. The second attack per turn puts the character roughly on par with all the other melee builds. I find that if I drop a concentration spell and then wild shape two things happen .... I do virtually nothing in the first turn (one round of a spell effect which is nice for sleet storm or wild growth, but problems arise with flaming sphere). And, because the animal form has no AC and the AI picks targets based on who is easiest to hit (monk with 18-20, fighter with 20, paladin with 18, swords bard with 16 (blue medium armor AC 14 and 14+ dex for as much AC as I can get with no rings/boots/cloak with AC and no access to a shield). I think all of the wild shapes have an AC of about 12. I tried to bring in the flaming sphere as an extra potential damage soak. It doesn't seem to matter. The druid gets targeted. And, after a hit or two concentration is gone. At that point the flaming sphere or the wild growth or the sleet storm is gone. I feel like I'd be better off with another character in the party. Gonna keep trying for another level or two. Without wildshape the character has an AC of 18. They do reasonably well with shillelagh, and produce flame is ... better than nothing ... I guess. It's tedious to click the spell and then have to click again to try to use it offensively, and the range feels like less than other cantrips and CERTAINLY less than bow attacks. I try to use different builds I've not done before in each playthrough. If moon druid doesn't get more useful and quickly I'm going to switch to a melee strength based two weapon fighter/ranger (2 weapon seems better than dual wielding in every instance and I'm curious how effective it'll be ... the idea of an arsenal of weapons to swap between that each give you a once per short rest special attack sounds like fun). Dual Weapon Act One: * Witchbreaker - advantage on all attack rolls against concentrating creatures. Plus a slice every short rest (sussar bark weapons are ... what ... sickle, dagger, greatsword). Plus cleave, maim and lacerate. * Faithbreaker - once per short rest push 5m and +1D6 force damage. Plus a knock prone, daze, plus weaken grip. * Larethain's wrath - once per short rest a big AOE (cleave has a max of 3 targets and this has no max). Plus, off balance, bleed, and daze * Phalar Aluv - Once per short rest a bless for the party (I don't mind a free awesome first level spell slot each short rest!), plus off balance, bleed, and daze. * Defender flail - just a straight +1 to armor class. Plus subtract one from incoming damage from slash/pierce/bludgeon. Plus daze and weaken grip. And even a miss does 3 damage. I know I missed some weapons. I saw one that did necrotic damage and also healed the wielder ... These things are basically like spells that recharge on short rest. Dual wielding gives you more access to more of these things. People go crazy over the extra attacks from barbarian tiger stance and the swords bard two shot. You can carry a bag of different weapons that each give you these things ... plus with a battle master you have your points to do special attacks (which are basically just more of these special attacks) like trip and disarm and sweeping attack. So, the weapons are kinda like extra maneuvers. Or, for a build like champion you've got extra crit range PLUS all these special attacks possible. That sounds like more fun than ... be a spider ... get knocked out of spider ... be a spider again ... get knocked out of spider ... need to short rest to be a spider again.
Thanks for the donation! Appreciate it. If you can get it then probably start 17 wisdom instead and get it to 18 wisdom. Uneven ability numbers don't do much.
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Extra long video for the kings and queens of versatility: Moon Druids! Not only is it a lot of fun to play with this build due to its versatility, Moon Druids are also extremely powerful. A true win win situation. Let me know what you guys think!
I think you did an amazing job but there's still something you missed, or decided it wasn't worth talking about. Elixirs, all of them work in wildshape. Elixer of cloud giant strength gives you 27 STR, easy to obtain in act 3 with coin. Elixer of bloodlust to get an extra action after killing an enemy. Elixir of the colossus to make the owlbear belly flop deal crazy damage. Elixir of Peerless focus, immunity to sleep, advantage on concentration checks and the charmed condition. A lot of good choices.
you said that you would go 10 druid 1 sorcerer and then 1 cleric, you dont unlock 6th level spell slots to use to upcast conjure elemental.
@@janpolansky9668 yes you do. Sorcerer clerics and druids are all full spellcaster classes. Conjure elemental is a fifth level so they'll be able to gain the spell as a 9th level druid. Then you will have the spell spots of a 12th level caster because you are multiclassing into full casters.
i forgot that it isnt a separate spell, bc you dont get level 6 spells, you get level 6 spell slots. My apologies. @@fledgling9097
My favorite part of this is that I still get to play the spellcaster if I so choose or I can be the tank, it can be situational. And if you kill the ogres for the circlet that gives you 17 intelligence, all your wizard spells will do full dmg. I love this build!
Druid Level 1:
Cantrip - Shillelagh, Guidance
Abilities: Wisdom - 16
Dex - 16
Constitution - 15
Race = Wood elf/Wood half elf (Duergar also good)
Druid Level 2:
Subclass - Circle of the Moon
Prepared Spells - Faerie Fire
- Thunder Wave
- Longstrider
- Healing Word
- Speak With Animals
Druid Level 3:
Spells - Flaming Sphere
Druid Level 4:
Cantrip - Thorn Whip
Feat - Tavern Brawler (Constitution +1)
Spell - Spike Growth
Druid Level 4:
Spells - Plant Growth
Druid Level 6:
Spells - Sleet Storm
Druid Level 7:
Spells - Conjured Woodland Being
Druid Level 8:
Feat - Resilient: Dexterity
Spells - Conjure Minor Elemental
Druid Level 9:
Spell - Conjure Elemental (swap out Conjure Minor Elemental for something else)
Druid Level 10:
Spells - Mass Cure Wounds
Gear:
Shapeshifter Hat
Vivacious Cloak
Mutilated Carapace
Wondrous Gloves (or Gauntlet of Tyrant/Helldusk Gloves)
Boots of Striding
Defender Flail
Sentinel Shield
Gontr Mael
Shapeshifter's Boon Ring
Ring of Regeneration/Ring of Protection
Corvid Token/Amulet of the Harpers/Amulet of the Devout
thanks, friend!
Thank you sir !!!!!
my boy
Ty
actually those spells he mentioned at lvl 2 can all be picked at lvl 1
at first i was thinking, damn, a 46 minute long video, i aint watching all this. but you provided so much good detail that i actually watched the whole thing. Awesome video. Liked and subbed.
Speak with animals is basically required for druid. If you aren't going to ask Pat the hastily named rat for every detail of his life why are you playing druid even?
27:30 Take the +1 to strength from Tavern Brawler to even out strength scores of the wild shapes. The bread and butter shapes all have an odd strength score and it synergies with itself because the +1 from evening the score is mechanically a +2 to hit and damage from the feat.
Shapes that benefit from +1 strength from Tavern Brawler:
- Bear 19str
- Wolf 17str
- Dilophosaurus 19str
- Fire Myrmidon 13str
Then take Resilient: Constitution to even out all the oddly numbered con modifiers the shapes have because extra HP is always good.
Shapes that benefit from +1 constitution from Resilient: Constitution:
- Badger 15con
- Wolf 15con
- Owlbear 17con
- Dilophosaurus 17con
- Earth Myrmidon 17con
- Fire Myrmidon 15con
The major benefit to this is consitution saving throws are very beneficial for a druid. You're the one class that is the most inconvenienced by concentration breaking, because you need to un-wild shape yourself before expending another spell slot to recast; which is too much resource expenditure and wasted action economy 99% of the time. Proficency bonus is all you'll get as a wild shaped druid to help with your concentration without multi-classing or outside help.
The +1 to dexterity from the video's recommended Resilient: Dexterity isn't useful in initiative rolls unless you're starting the fight already in your wild shape; which is common but not always the situation, especially if you're set up to cast your concentration spell and bonus action shape turn 1. Human form is preferred to enter combat because of how versitile your turn 1 can be; you can cast then shape, or shape then attack, all options are on the table.
The +1 dex is pretty terrible as an attack stat bump. The only shape that benefits from it is the panther. Every other shape that has a odd dex stat uses their strength to attack.
The dexterity saving throw profiency is debatable because most AoE spells that target dexterity are lingering effects that make you check multiple times anyways, you might roll through 1-2 checks but falling prone will always be the bane of melee builds, especially without advantage and medium dexterity of ~14-16.
TL;DR. If you're min/maxing, take Tavern Brawler with +1 Strength and Resilient: Constitution. Those attribute +1s are going to more impactful and synergistic as well as profiency towards keeping concentration on your spells instead of a mid-stat like dex for your wildshapes and prone/hold saves.
Edit: Tavern Brawler +1 doesn't carry into wildshape. Resilient does though because it's a special tag instead of a normal ASI. Get Ethel's Boon in act 1 if you want to even out strength as well, or double dip into con with it.
This is very useful, thanks!
This is incorrect information. The +1 strength or con from tavern brawler do not effect wildshapes.
@@gigaburgererExactly, the DEX +1 is actually for concentration saving throw in human form or wild shape form..
A bit late to the convo. But if the tavern brawler does not work in wild shape, would it be better to take hag’s hair to say +1 STR permanently to all wild shapes then take resilient CON feat to get +1 CON to all wild shapes as well. So all the STR and CON of most wild shapes are evened out? Sorry quite new to this game and I wanna try playing as a moon druid.
@@gigaburgerer You're right. I just tested it in-game and Tavern Brawl seems to be a true half stat ASI bump, so it only effects your normal character. While Resilient gives a special buff/tag that is carried over into wild shape.
Like the one guy in the reply asked, it might be more beneficial to take Ethel's boon if you're planning on using the odd strength score wild shapes more. You could replace min/maxing the Tavern Brawler ASI with the boon and get functionally the same duo +1s or even double dipping on con to get back to an even score on a few different wildshapes. Then dump Tavern Brawler into con for the possible bump in humanoid/base form because non-shaped druid is a full caster and doesn't benefit much from str.
Ie. Ethel and Resilient are the only ways to improve wildshape base stats permanently. Just throw Tavern Brawler ASI into con, or if you already have 9 with a build put it into str for the jump distance QoL and minor carry weight improvement.
So finally got around buying Baldur's Gate III and I really wanted to play Wildshape Druid. Your guide is absolutely perfect and will be incredibly useful in the long run. Must've taken forever to make and I really appreciate the hard work. Thanks so much.
I like watching your guides, cleanest I've ever seen and you manage to keep them entertaining! Thanks
The amount of detail in this video is insane and I just wanted to start a Druid with dark urge so this’ll the build I’m running
Great vid, must have taken so much work and time, just want to say thanks, and how much that is appreciated. As usual with your BG (and Elden Ring) instructionals, the detail and quality is superb. You have really improved my enjoyment of both these great games. Thanks mate!👍🏻
The best druid moon guide! Honestly i use wizard instead of sorcerer cause i want to learn some powerful spells. Like haste (6 attacks per turn😮 at lvl 11 ) and fire shield, furthermore i use warlock for the armour of agathys and one additional warlock spell + mortal reminder.
I also recommend the use of potion for the moon druids . For extra feats.
couldn’t have asked for a better guide than this, it’s exactly what i was looking for thank you!
I knew it's just a matter of time, someone will discover how good moon druids are now even in honor mode. playing right now a 4 moon druid party in honor mode, it's just plain fun playthrough, again fun not OP. level 7 ad still haing fun. great vid by the way, players try it and see for yourself how moon good druids are, by the way don't stick to one animal, use one depending on what enemies you will be facing or play 4 different animals and your set to go.
This^
You're basically a toolbox you can go raven and Thunderwave someone off a ledge
Go cat and set up enemies for a wet chain lightning combo
Panther for a nice surprise start to a fight with invis
Earth elemental to straight up murder enemies
Owl bear to tear down enemies and obstacles alike you could lock pick a door or you could turn into an owl bear and tear it down
Literally never played such a versatile class
17:57 Webs are flammable too. So wild shape into a spider and spam your bonus action webbings if you want to make the entire battlefield engulfed in fire.
It isn't as strong as just having non-ignited webs enwebbing enemies, but if you want the party freedom of not having the battlefield covered in webs but still want to do minor fire damage to everything it's a fun synergy.
Throw in a barrel or two, enweb the area, then summon the sphere on the webs fair enough away that it isn't in the blast radius. The webs are now a fuse extender so you don't martyrdom your flaming sphere during cheesy barrelmancy.
It's also plain old good for extending the AoE flame effect of door blocking flaming sphere strategies.
should mention tavern brawler in honour mode is currently bugged for druids and does not add twice STR to dmg
thnx for the tip. only in honor mode tho right?
@@안현빈-j1tyes
He covered that in the beginning
Thanks for the information
It fully works on earth myrmidon but for other forms it only boosts accuracy
Perfect timing
Was about to look for a Druid build for my next play trough and was sad Nizar had no Druid build.
But the X-Mas Miracle is real 😂😊
What a BEEEEEAUTIFUL build!!!!! I love Druids, I cannot wait to try this one out!
This build has come at the best time because I’m now doing this build In my multiplayer game, Keep up the great work!!
Awesome video, just reminding that Owlbear Rage Fear component ALSO affects allies, got all three running away from me and it took me 5 seconds to know why lol
I had no idea that Armor of Ag actually stayed when wildshaped. This sounds like a fun idea.
Been wanting to make a druid so youve come in clutch, thank you 😊
Shillelagh is pronounced "She-Lay-Lee"
It's an Irish fighting stick. - A top-heavy hardwood stick, like a walking stick with a larger head.
They were replaced by the sword-cane for a few decades until they were banned in Britain & Ireland.
My great-grandfather had both. And my mom inherited the two.
The sword cane is a deadly sharp four-sided solid rapier, like the German rapiers.
(Google German fencing, it's hard to watch. Two men strike each other without face protection until one gives up. Scars were a sign of bravery, that's why Nazi generals and lutenients were always given them in movies)
Whenever Nizar uploads my day improves.🎉
Edit: That Shillelagh pronunciation was devious 😂
ahaha yeah I butchered that 😭
"Shilly-Lag" haha...made me laugh. Great video though.
“Shill-eyy-lee” is how I think it’s said? Gaelic is hard lol
Druid too! This is the mystery of the droods!
"shill LAY lee", is how you say shillelagh.
I've been watching and trying out your builds ever since Elden Ring, and I've got to say, you never miss. I have you to thank for getting me into build crafting, one of my favorite aspects of these types of games now. Thanks for another great build/video. Also, happy new year. 🙂
same always fun videos to watch too!
I like this, never thought to dip into draconic sorcerer for the built in mage armour. I think the only thing I'd change is I'd use the Gloves of Dexterity on my main character so that you can put more ability points into charisma for dialogue.
You can take Halsin with you later for an optimal race as druid, make your dialogue character something with charisma as main stat - sorcerer, bard, warlock, paladin builds
And the best build EVER award goes to...., Nizar GG! Maybe I'm biased because I love Druids, but this build has it ALL!
You have no idea how long I’ve been waiting for this. Thank you!!
I love your content man. A true content creator of high quality. It's rare that I sub and actually follow someone anywhere. Keep up the good work!
I should mention that as of right now, in honour mode tavern brawler does not grant damage for wild shapes. There is two versions of tavern brawler in the game, one for normal rules and one for honour rules.
The honour rules one removes the extra damage instance for throw (and replaces it with a damage bonus that doesn't activate a lot of items etc.). But it unfortunately also reverts the patch 5 changes.
Quite unfortunate indeed, that's why i went with spore. I hope it gets fixed soon.
This is huge, thanks for saving me the trouble of discovering this for myself in honor mode :D
I'm a modder and I created several huge druid mods, thats why I know about it. One of my mods fixed it.
I think its still worth it for the attack rolls
@@xxartemisxx1982 Oh absolutely.
I never considered resilient dexterity for an AC boost in Wild shape as a moon Druid. Great tip.
Thank you for this lovely guide. I was starting to get lost and burn out in my honor run because i accidently killed Halsin going to Mt. Pass early ( I didn't realize it would kill him since I was trying new strats in Honor Mode) trying to find some way to reignite my fire for the run I'm gonna try to reclass Shadowheart or Jaheria into this build. Seriously was lovely to watch your guide and videos.
Bro I just want to say, phenomenal video/guide. Thank you for taking the time to make it
I keep the woodland beings summoned creature near my death slinger and use enraged throw to throw it at enemies, it does pretty decent damage too, especially for a bonus action
Damn, that’s exactly what I was needing to make me respect my dwarf fighter to Druid and focus more on damage instead of supporting as most of the Druid’s. Like this I can keep shadow heart as a cleric tank, the ranged rogue/assassin and wizard. Cause I tend to make a no magic party on every game of the sort. So it’ll be the the first time since D&D board games that I make a character that isn’t a rogue or a fighter damage dealers, your Druid seems to have enough damage not to be considered a support.
Amazing
What a masterpiece of content, havent seen such a high quality YT content for a while, instant subscribe here
This build looks so fun, great build guide!
I made a Duergar moon druid and had no idea freaking druids had no ranged proficiencies until now. Kinda annoying but wildshape is super fun.
Love the video. Though I do find it kinda funny Shillelagh always trips people up in like, every single video I see where someone mentions it lol. Depending on your dialect it's either (Shuh - lay - lee) or (Shuh - lay - luh) it's an old walking stick / cudgel. Gotta love the Celts with their pronunciation of words xD. Watching Irish pronunciation trip people up always makes me smile a bit, cause it's such a confusing spelling for a majority of their words.
gotta watch out for those shilly-lags!
One of the best builds & tutorial I've seen on RUclips. You have really done a lot of work on this video, that is clearly visible.
Thanks a lot for this 🔥
PS: 06:46 never say that word again 🤣
The dire raven is a great wild shape. Just not in combat. Need to get to a hard to reach spot? Dire raven. Need to not trigger traps? Dire raven. Need someone very very good at scouting ahead? Just cast invisibility on the dire raven. Flight is very very good in this game and people who haven't tried it just don't know.
it's also the best way to escape a fight if all your party dies
I personally prefer Resilient Constitution, because the Owlbear and Earth myrmidon witch i want to use regularly and Dilophosaurus for some Armor shredding all have 17 in Constitution and will benefit from it, as well as the untransformed form.
Random thing, I notice. Wood elfs also gets a stealth bonus which is not stated via the moment bonus buff.
Watching these videos just shows how much gear I keep missing in all my playthroughs, I’ve never found the ring of protection or the amulet of devout and now I gotta hunt them down
these build guides are so good, going to try a for honour playthrough soon and am 100% using some of these
Loved the guide and all the information. Only thing I would have loved is when explaining the gear section to mention what would be good options in each act. Most of the gear in this guide is from Act 3. Also as you mentioned a lot of gear doesn't work in wild shape form so it feels like my druid wouldn't get gear that can be used until Act 3.
I don’t recall all the gear in each act but basically if you see +1 AC or +1 constitution saving throws even on grey/white vanilla items or green magic items take those put them in the slot then replace them as you find better gear
My last Tactician playthrough was as a Moon Druid Tav and your observation is correct. Most of your damage comes from Wild Shape, so that's what you will be using most of the time, except for some concentration spells you may want to pop for CC or buffs before entering Wild Shape.
Most gear doesn't benefit you in Wild Shape, so in Acts 1 & 2 it's better to let the rest of your party have the best gear. If there's something left, you are looking mostly for gear that give survivability or utility before you enter wild shape or after you lose it. Effects like + initiative, + armor class, + saving throws, or maybe some spells you want to use before wild shape.
That's because there's no druid gear until Act 3. The sole exception is a ring you can get from killing the Strange Ox.
@@uniqueshitposthandle Who did you pick as your party?
I bought this game for like last week and my druid is lv5 and having a hard time. After watching your video, I decided to start a new game😂 Thanks
Thank you i appreciate all the effort you put into this video. Starting my moon druid, druegar, good dark urge now :)
Man, this build, lore bard, rogue/ranger, and you're paladin build sound like the scariest party of murder hobos you could possibly put together
Druid is my spirit build. Just hangin out with a tree and their tree friend, as a bear, in the woods chillin.
Shu-lay-lee. Shillelagh. Thank you. Excellent video. Thank you again.
They attack with their BEAR fists! Can't believe you missed that one. Nat 1. You're fired.
shuh - LAY - lee; otherwise, this video was badly-needed because on Reddit a lot of people still think druids are lame and you proved it can be viable.
uhm no lol how does a word that end in lagh make a lee sound? its luh not lee😂
@@JorgeCorner English is fucky like that.
The biggest selling point of the raven is that it can fly. That makes some areas sooooomuch easier. F.e. The arcane tower in the underdark.
This is the best BG3 Circle of the Moon Druid video I've ever seen.
Liked and subscribed; great work!!
🍃
Wow. You are one of the best build channels I've found in yt. The quality of the builds is amazing and the edit is sick.
Can you do a wizard build next? maybe necro?
Best builds with thorough explanations. Great videos!
If you roll one as your main .. the halfling luck feature should impact your animal multi attack attacks. Fewer misses, more critical hits.
Plus benefit to … initiative, saving throw, dialog checks, out of combat skill checks. And I think death saves.
The big negatives for the race are … no heavy weapons, and less movement as a halfling.
Yeah!! Finally you are the man bro. Thanks! I am commenting even before i watch the build video coz i know how good it is
One of the most interesting and fun builds, plus it's original. Very well done. Much respect.
These videos are whole movie productions.
Holy shit this build is Amazing! I just hit level 6 on my Moon Druid and I cannot wait to implement all of this! Great content man!
On tactic mode?
@@albertborovetz1078 no I'm on normal mode for my first playthrough, I'll try that one on the next run and then honor mode after that!
great vid, thanks, ive always thought druids were weak for solo play, now i see hope. PS. "sha-lay-yah"
Thank you 👍 using this build for my druid playthrough I'm lvl 6 now and its a blast 😁
Also make sure you go half-illithid so you can wildshape, and gain a lot of other abilities (plus get the cool aesthetic)
Great minds think a like. I posted this on HoboZones Druid video 2 weeks ago.
Druids are my favorite class and Lore Bards after. I have lots to share, since I do not see many druid videos.
Conjure Woodland Being - this spell is incredible. There is no way I would slow my progression to level 7 for her. She will hang out in the back and concentrate on Spike Growth for you, while also conjuring a Wood Woad once per short rest to fight up front with you - the Wood Woad can cast Entangle.
You only need Druid 10. The last 2 levels only give you Level 12 Wildshape HP Scaling, Third Feat, 6th Level Druid Spells (Heroes Feast). If you are going the concentration route I think 12 levels in to Druid is better than 1 fighter for con saving throws. Instead just get Warcaster, Resilient Con, and ASI. It is very difficult to maintain concentrating while brawling even with Con saving. Tavern Brawler is too good to pass up for Wildshape, another reason to forgo the "heavy" concentration strategy.
Resilient (Dex): Dex saving throw proficiency is BETTER for a frontliner. Also this feats +1 to Dex will actually pass through to Wildshaping, giving you +1 AC on Wolf, Panther, Sabretooth, Dilophosaurus, Cat.
If you forgo the heavy concentration route you do not need to worry about concentration saving. You could go Druid 10, 1 White Dragon Sorcerer, & and 1 War Cleric. Both are also full casters - so you still get your spell slot progression which is important.
FOR 1 SORC 1 CLERIC..... YOU GET ALL THIS:
White Dragon Sorcerer: gives you 4 cantrips, 2 spells that are always prepared - Magic Missile is excellent when you're out of Wildshape, and Shield is very good.
Armor of Agathys - This spell is outstanding, at L5 this gives us +25 Temp HP and attacks anything that hits us with a melee attack for 25 damage each time until that temp HP is gone. This "does" transfer to Wildshape. This attack always hits - it cannot miss. While you are in "normal" form - any items that increase your Cold damage (such as Heart of Ice) do apply to this attack. This alone is better than going L12 straight Moon Druid - also, no concentration required and its on until Long Rest.
Draconic Resilience - You cannot be wearing armor before wildshaping to get the bonus while Wildshaped. It will increase AC on wildshapes with a base AC
What order would you go for leveling?
owlbear looks so cute that, even if it wasn't awesome, I'd still probably do a playthrough around it :)
Foes: "We've finally defeated this enormous bear..."
Druid: "Oh no...I've been forced into the form of a powerful spellcaster with full HP...whatever will I do?"
Foes: "Oh son of a b...!"
With the weapon proficiencies from the cleric, it looks like they only benefit the Air and Water Myrmidon forms (Earth Myrmidons are unarmed while Fire Myrmidons wield a scimitar, a weapon that druids are already proficient with). Minor detail but thought it worth pointing out. Flails and Tridents (which the Air and Fire ones use, respectively) aren’t in the Druid’s proficiencies so you do need some sort of multiclass in order to use them well.
Keep up this content I'm addicted rn
Thank you so much for this. I had no idea what I was doing with Halsin and this helped a ton.
Great job on this it was a lot of fun to watch
I love the oak leaf emblem, as it is the insignia of my company in the army.
Very similar to the one shown on 0:11 but with green background and golden border.
I'm still on my first playthrough that I've been doing on/off for ages. I went with druid, but have since regretted it a bit. Mainly because I feel like as the main character in the party I should be the one doing the talking and it's quite annoying to shift between normal shape and wildshape if I want to do conversations. As a supportive character though, the druid might be really good. Yes, I'm aware that I could respec into another class, but I really want to stick with my choices, apart from respecing within the class I chose.
If this build is not your Tav, i would go all in MinMax (so also 8 Charisma):
I would switch Stats to
16DEX, 16Con, 17Wis (others 8)
LV4: Tavernbrawler (+1Con)
LV8: Ability Improvement (+1Con / +1Wis)
So you end up with 18Con and 18Wis. This makes your magic harder to resist and easier to concentrate on. But you trade of a little of your Charisma, the +1Dex and Dex-Savingthows.
And here I thought people were right when they said Druids are boring... I'm shredding Honor Mode!!!
Love the moon druid, gear really isn't that important unless you lose your form.
As a side note...be creative with your shape shifts, you can do things like 1 shot the golem in the underdaek with the owlbear....become your own hammer!
You WHAT
@@DungEnjoyerr Owlbear jump into a magna dipped golem, and it's a oneshot :D
I had the woodland being use the staff cantrip and bopped an enemy for nearly 60 damage.
The armor increase from Draconic Sorcerer (as well as barbarian and monk) only work if you aren't wearing armor prior to wild shaping so the 1 level dip into sorcerer is wasted.
What armor is the Druid wearing?
I am now playing as druid DU and druid is just broken :D The only thing about multiclassing - why not take one level of wizard at lvl11? You can get haste, shield or any other spell that don't require high DC and still have lvl6 spell slot available. The only downside is you can't get druid lvl6 spells like heal or heroes feast, but you can still use it to summon elemental myrmidon.
A nice alternative, but I’ve found druids suffer if they don’t have proficiencies in constitution. Thinking about it, it might be best to swap out cleric for wizard for the reasons you mention. It makes up all the clerics give plus more I would think
It might work differently in Baldur's Gate 3 than it does in standard DnD, but Draconic Resilience also increases your max HP a bit in addition to adding the AC bonus. Though maybe instead of taking a level in sorcerer, take a level in monk for that unarmored bonus based on your dex and wisdom modifiers while not wearing armor. Just a thought.
"Shilly-lag" gets me every time. It's
shi-lay-luh
Yeah you'd think he'd have put in the effort to atleast google the correct pronunciation. 🙄
this was done so well, was worth the entire 47 min watch! im 300 hours into the game and your guide helped break down this class so I could actually understand wayyy easier how stuff translates to wild shape- will def be using this on shart in my honor run!!
..... asking for a friend, but like how messed up would it be to make shart a wolf?
awesome video, super informative thank you! also your editing is great
Really good build video, thanks for the effort. I also wanted to ask, can you make a video on how to build a Moondruid wildheart Barbarian? Because I would love to play this combo, but I can't find any videos for it and would like to see your version.
6 moon druid, 6 bear totem wild heart barbarian. Rage for half damage then shapeshift. Now you’re a bear/owl bear that takes half damage from everything. Make sure to get tavern brawler as that can help you both in and out of your wild shape forms.
@@trevorcordi6 levels of druid will leave the wild shapes with very little health.
2 or 3 Wild Heart Barbarian levels is enough for extra damage and toughness/resistance. The strongest Druid build is choosing 1 level Draconic white Sorcerer and 1 War Domain Cleric at level 11-12 after levelling as a pure Moon Circle Druid.
@@thomasrosendahl2783 that’s…that’s not what he asked. Are you able to read the parent comment, sir?
@@BeyondTrash-xe1vs but any less barbarian won’t let you get enough rages and will not allow for the animal totem buffs (not sure what they’re called, selectable animal buffs separate from your main totem).
Instead of cleric you can go monk for extra AC to your wildshapes and the martial arts can come in handy in a few situations where they could've survived lol
im gonna have to try this build in my honour run sometime
i hope to see a spore druid guide as well sometime because it is one of my favourite subclasses
and a bonus tip for spore druid
Torches work really well with SD as if you have 16 wisdom at level 2 you can make them do 6-21 damage when combo'd with shillelagh and symbiotic entity
What also works well are quarterstaves such as the Staff of Cherished Necromancy, (probably the best one) Mourning frost, Hollows staff, Cacophony (which has thunderous smite which is nice) and if you get the dual wielder feat you can use multiple at the same time or use other weapons such as the Club of hill giant strength for extra strength for example
Extremely well edited
Hold person or Hold Monster up cast can potentially lock in 5 NPC for auto melee crit in shapeshifting and other melee party members.
TB still doesn't apply damage to wild shape attacks. Hoping this will get fixed soon so that we can make Halsin great again
In honour mode*
Bro you have done the greatest guide in history for druid thank alot seriously great video
Great video as always. Who would you recommend as a team that goes with Moon Druid as tank and conversation.
Me and my friend are playing Honour mode and we're having good luck (made it through Act 1 with only 2 sketchy situations we got through!) with this team:
Lore Bard and 1 level Life Cleric. Heavy/medium armor, shields, wielding 2 hand crossbows. Focusing on Warden of Vitality + Life Cleric, or control.
Assassin Rogue 4 + Gloomstalker 3, emphasizing getting sneak attack rounds and killing tough enemies before the combat even starts.
Battlemaster Fighter, Great Weapon master. Focusing on high damage and decent survivability.
Finally, Moon druid. DPS, out of combat healing, big HP sponge, some spell DPS as well.
The two tough fights were at the Creche, the room with the doctor (the Rogue ended up using a Invisibility potion to sneak away bevause everyone else was just dead) and the big room full of people (one of the random Gith got a Crown of Madness off on the bard who used Shatter and the Blood of Lathandar to horrific effect and nearly wiped us all).
We waited until Level 5 to do any of the "boss" encounters in Act 1 (Spiders, Ethel, Owlbears, etc.) and I probably do recommend that. Way safer.
@@manicpixiecassidyMany thanks new to the game, 28hrs in still on Act. I have Fighter 2 l, Warlock 2 and 8 in Sorcery for my main..That's the plan...just hit level 5 for all companions...
Cleric Light Domain, Gloomstaker/ Rogue and Fighter Battle Master Playing on medium mode .
Second play though definitely doing a bard build and Moon Druid....
Ngl i was getting kinda borde with my previous moon druid build so i think ill try this. Sounds fun
it was about time you did a druid build!!
War Priest extra attack charges do not work with Wild Shape.
Maybe a druid guide with subclass Circle of the Spores?? :)
Shillelagh is pronounced (Shil lay lee). It's a brass capped walking stick that doubles as a tire thumper/ass beater. See Gangs of New York as a reference.
This build is truly outstanding. Thank you!
Loved the video, please suggest synergising team composition for this.
Playing one up the moment a companion can be respecced. Level 2, I think. Tactician difficulty.
Having a difficult time with it. Level 5 now. It's just not been a lot of fun. Not being able to apply gear in wild shape feels ... lame. It's nice that the druid character doesn't need to be outfitted. It also means there's no real loot to look forward to. At least, very rarely compared to how often other characters get exciting upgrades and are able to swap between items for effects.
Spider is an outstanding first wild shape. The webbing is incredible! It's a little challenging to use without it being set on fire by a random torch or whatever in range. Plus any fire damage on characters hitting things in webbing sets the webbing on fire. It was fun to be able to run this character across the webbing to deal with the spider matriarch.
The blind attack from the dire raven is wonderful. It seems like if the attack hits it always blinds the target. This makes the character purely a support role because it has like 1/3rd the hit points of other things and doesn't do a ton of damage. But, fly and blind are both a big deal.
The deep rothe is interesting. Two attacks per turn is good. The charge is useful to get into combat, and then it's useless. The second attack per turn puts the character roughly on par with all the other melee builds.
I find that if I drop a concentration spell and then wild shape two things happen .... I do virtually nothing in the first turn (one round of a spell effect which is nice for sleet storm or wild growth, but problems arise with flaming sphere). And, because the animal form has no AC and the AI picks targets based on who is easiest to hit (monk with 18-20, fighter with 20, paladin with 18, swords bard with 16 (blue medium armor AC 14 and 14+ dex for as much AC as I can get with no rings/boots/cloak with AC and no access to a shield). I think all of the wild shapes have an AC of about 12.
I tried to bring in the flaming sphere as an extra potential damage soak. It doesn't seem to matter. The druid gets targeted. And, after a hit or two concentration is gone. At that point the flaming sphere or the wild growth or the sleet storm is gone.
I feel like I'd be better off with another character in the party. Gonna keep trying for another level or two. Without wildshape the character has an AC of 18. They do reasonably well with shillelagh, and produce flame is ... better than nothing ... I guess. It's tedious to click the spell and then have to click again to try to use it offensively, and the range feels like less than other cantrips and CERTAINLY less than bow attacks.
I try to use different builds I've not done before in each playthrough. If moon druid doesn't get more useful and quickly I'm going to switch to a melee strength based two weapon fighter/ranger (2 weapon seems better than dual wielding in every instance and I'm curious how effective it'll be ... the idea of an arsenal of weapons to swap between that each give you a once per short rest special attack sounds like fun).
Dual Weapon Act One:
* Witchbreaker - advantage on all attack rolls against concentrating creatures. Plus a slice every short rest (sussar bark weapons are ... what ... sickle, dagger, greatsword). Plus cleave, maim and lacerate.
* Faithbreaker - once per short rest push 5m and +1D6 force damage. Plus a knock prone, daze, plus weaken grip.
* Larethain's wrath - once per short rest a big AOE (cleave has a max of 3 targets and this has no max). Plus, off balance, bleed, and daze
* Phalar Aluv - Once per short rest a bless for the party (I don't mind a free awesome first level spell slot each short rest!), plus off balance, bleed, and daze.
* Defender flail - just a straight +1 to armor class. Plus subtract one from incoming damage from slash/pierce/bludgeon. Plus daze and weaken grip. And even a miss does 3 damage.
I know I missed some weapons. I saw one that did necrotic damage and also healed the wielder ... These things are basically like spells that recharge on short rest. Dual wielding gives you more access to more of these things.
People go crazy over the extra attacks from barbarian tiger stance and the swords bard two shot. You can carry a bag of different weapons that each give you these things ... plus with a battle master you have your points to do special attacks (which are basically just more of these special attacks) like trip and disarm and sweeping attack. So, the weapons are kinda like extra maneuvers. Or, for a build like champion you've got extra crit range PLUS all these special attacks possible.
That sounds like more fun than ... be a spider ... get knocked out of spider ... be a spider again ... get knocked out of spider ... need to short rest to be a spider again.
This video is absolutely WILD! Cool stuff, thx!
Great Build! What would you do with the +1 for the scalp stat point add? Just go 17 Wisdom?
Thanks for the donation! Appreciate it. If you can get it then probably start 17 wisdom instead and get it to 18 wisdom. Uneven ability numbers don't do much.