TL;DR
Spores Druid Build
The Spores Druid is highly popular due to its strong summoning capabilities and necrotic damage. It excels in creating a small army of undead and has access to powerful items like the Armour of the Sporekeeper that provides group haste [4:4]
[4:9]. A common multiclassing option is combining Spores Druid with Necromancer, which enhances its summoning potential
[2:2]. Additionally, dual-wielding staffs can provide free spells and additional buffs
[4:9].
Moon Druid Build
Moon Druids are known for their wildshape abilities, transforming into various creatures for melee combat. While some players find Moon Druids less effective than other druid subclasses, they offer versatility and survivability, especially at higher levels [3:9]
[5:1]. At level 10, Moon Druids gain access to elemental forms like the Air Myrmidon, which can perform multiple stunning strikes per turn
[3:9]. Multiclassing with War Cleric or Sorcerer can enhance their abilities further
[3:12]
[2:6].
Land Druid Build
Land Druids focus on spellcasting, offering a wide range of spells for battlefield control and sustained damage. They can choose specific spells based on land types, such as Haste or Cone of Cold [5:4]. Land Druids excel in casting concentration spells like Entangle or Spike Growth, and they can still utilize wildshape for added versatility
[3:3]
[4:1]. Their ability to recharge spell slots makes them effective long-range casters
[1:6].
Multiclassing Options
While druids generally benefit from single-class builds, there are interesting multiclass options available. Combining Ranger with Spore Druid provides excellent ranged capabilities and utility [4:2]
[5:6]. Alternatively, a mix of Sorcerer, Wizard, and Moon Druid offers enhanced spellcasting and wildshape benefits
[2:10]. These combinations allow for diverse playstyles and strategic flexibility depending on your preferences.
Additional Considerations
When building a druid, consider gear that boosts initiative, social skills, and provides combat bonuses [4:5]. Items like the Staff of Cherished Necromancy and Markoheshkir can significantly enhance your druid's abilities
[4:3]. Ultimately, the best druid build depends on your desired playstyle—whether you prefer summoning, melee combat, or spellcasting—and how you want to interact with the game's mechanics.
one that is fun and feels very different from other classes?
Spores is most popular by far.
Land is an excellent control caster.
Moon is the least popular, but my favorite. It isn’t the best at anything - but it’s good at everything. Moon is very satisfying for solo runs because you always have a solution to every problem, all in your own.
https://www.reddit.com/r/BG3Builds/comments/16ch8en/moon_druid_build_dont_concentrate/
what would an ideal team composition be with a druid?
Building Karlach as Bear raging wildsheart Barb (can multiclass another martial as well) then giving her the Warding Bond ring and the other to the moon Druid is probably the most efficient use of Warding Bond in the game. (Disregarding Camp cheese).
Twin Hasting sorcerer is always most optimal - but I personally hate that playstyle as it’s incredibly boring.
A multiclass including bard 2 synergizes very well with this as it gives your Moon Druid an extra two wildshapes - further maximizing the massive pool of Warding Bonded Wildshape HP.
Paladin Aurora is nice to have.
Having played first run as spores on balanced I will say it was very powerful build and had answer for each encounter.
Amazing caster and lots of summons.
Now playing tactician and will make halsin my main druid once I get him but he will be my moon druid.
Has anyone run the barBEARian? I did it irl and it was a lot of fun. I’m curious how well it transfers to bg3.
Unfortunately rage doesn’t work in wild shape. Edit: the bonuses on damage don’t apply, other rage effects can I believe.
So the build I ran was totem warrior/druid. I didn’t so much care about the damage bonuses as much as the resistances. Ideally I just wanted to be unkillable. Irl games it works great, but it wouldn’t be as gamebreakingly good as some of the other builds we see here
Druid is a Multitool, with spells for damage buff debuff heal change Terrain for ground Control and a Lot of summons
Circle of spore can be a good melee ( dual weapon) or Summoner class with 9 active summons / medium Range
Circle of moon with his wildshaps can be very tanky and is the best melee druid in his forms / near Range
Circle of land has the most spells and can recharge his spellslots / long range
based on that a druid use concentration a lot he can cast a damage spell once and then recast it for 10 turns. When other casters are out of spells during a day, my druid was still fine and when i was Out of spell i have Still my animal forms
I enjoyed Circle of Land. You can wildshape (all Druids can) and you get a lot of really useful spells.
that sounds fun, i will try it out! whats your favorite spells when you go that druid direction?
There are so many! Instead of recommending specific spells, I would encourage you to learn about the options and choose the ones you like best. Circle of Land gets to pick different land types every few levels, and that gives you specific spells related to that land type. You can read about the different spells here: https://baldursgate3.wiki.fextralife.com/Circle+of+the+Land
Any druid with wall of stone is pretty prolithic.
what do you guys think is the best druid build? I have no clue about how to play this class or how to multiclass it
Im surprised nobody has mentioned 6 spore druid 6 necromancer. Kind of a yucky split but its a killer summoner build.
Easiest is to do Moon Druid to 12. Pick up Tavern Brawler, resilient(dex), and heavily armored. TB and HA will increase strength while wildshaped. Resilient dex increases ac while having bark skin in wild shape. Pick up every “conjure” spell as well as flaming sphere.
Before a battle conjure all your minions, then when it starts, upcast flaming sphere then bonus action wildshape. From there you just maul everything to death.
For more fun, stack up a bunch of crates, then use Crushing Flight from the top while in Owlbear shape.
Edit: also use the potion of everlasting vigor and the hags hair on dex. The former raises strength by 2 and carries to wild shape, while the latter will increase dex
The problem is that TB is currently bugged on moon druid, it boosts attack but not damage which is a nasty hit to its effectiveness, hopefully it gets fixed soon.
edit: clarification, only seems to be the case in honor mode which is where I noticed it.
what are the starting stats you recommend with this build?
Honestly all I would do is get wis to 16, con 14 dex 12. Pump the rest into Cha and Int for saves and checks. I run a gnome, your mental stats, along with the gnomes advantage on mental save throws against magic carry over in wildshape.
Unfortunately, TB does not increase your WS strength, but the bonus is broken as it applies str mod to both attack and damage rolls twice.
Owlbear has 20 strength, 22 with rage, 24 with potion of everlasting vigor on top of that (bonus carries over to WS, as does hag hair) so that’s +16 to all attack and damage rolls while raging. At level 10 you get three attacks per action. Bonkers
But Barkskin only increases your AC to 16. How does resilient dex increase your AC even further?
Depends what you want out of the class. If you want to focus on melee then Circle of Moon can do a lot. If you want a pure caster then go Circle of Land. Spores Druid is a necrotic-focused choice for flavor and extra summons.
In all but the Spore druid categories, you’ll want to take Druid to level 11 or 12.
Sorcerer 1 (draconic)/wizard 1/ druid 10
All the best of wildshape with scribed wizard buffs and summons to supplement your own.
The Draconic sorcerer dip gets +ac, resistance to an element, and con wave proficiency
You can haste yourself and then wildshape and then Take the extra actions
Yes after a lot of theorycrafting on moon druid builds, I had recently started a build like this. First point in Sorcerer gives you very useful cantrips, the Shield spell, and maybe magic missile or whatever, and more importantly it gives constitution save proficiency. Wizard gets you Blur or Haste which are excellent concentration spells for a moon druid, plus scribing any spell you find, particularly the unique wizard-only scrolls like Deva or even Shovel if desired, and moon druid 10 is obvious. First feat is Tavern Brawler; second feat is War Caster. Now you'd be quite good at maintaining concentration on Blur or Haste while eventually having tons of summons.
Main issue is moon druid feels very weak below druid level 6. Kind of annoying for a solo playthrough; much better in a party.
Haste is great with the panther wildshape because you can attack and then turn invisible with your second action
In act 3 I would say Spores Druid with the robes from Mystic Carrion. Game changer.
I've seen a lot of people saying Druid is kinda lackluster. I respecced into it last night to test it out and I've actually been pretty damn impressed so far. Granted, I only did a couple minor fights, but it definitely seemed to be keeping up. I went Land Druid and picked up Haste. So what I was doing was keeping a dryad summoned and using her to keep a woad summoned. Then on the first turn of combat, I would pop a Haste and immediately Wildshape into an owlbear and do the flying pounce thing. Between all the natural attacks and the bonus action pounce, I was doing some pretty damn decent damage even before factoring in the summons. The only real problem is my AC was kinda shit and so I was taking a lot of damage.
Granted these weren't boss fights. So I'm curious if anyone has been using this kind of build and how it's been holding up.
Druid… lackluster?
I think it stems more from the fact you can’t do anything in shapeshift.
Pop concentration spell, pop whatever you need to increase attack, pop summons, shapeshift… fly around like a demon bear.
Let your other beefy character tank the hits from late game while you focus on thinning out the room with that leap.
Summons are great as well and allow for some leeway.
I think most of the complaints about druid stem from specifically MOON druid. It's not significantly better at its niche than land... yet land can affect battle better with options like haste etc. Outside of pure RP, I dont know why anyone would play moon over land at this point.
Even if Larian just allowed moon druid to move the moonbeam or continue call lightning while in wildshape that would be a significant improvement. Unfortunately, for whatever reason, Larian decided to completely shitcan the whole playstyle of moon druid....
I have been totally underwhelmed by the current druid abilities. They are quickly outdone by almost any other class. I used to enjoy druids but find this version weak. I am not sure having not played tabletop 5e if it is this version or Larian's doing.
I've had a lot of fun with moon druid. Land is probably better prior to level 10. But at level 10, you get access to some really great elemental forms that have been very effective. Of particular note is the air myrmidon, which basically gives your moon druid infinite uses of stunning strike. With haste, you get 6 stun attempts per turn. Or you can silence vast swaths of enemies, also for free.
Agreed.
What's especially hilarious to me is Fextrajoke's wiki has class tier list placing MoonDruid as the #1 top ranked class in BG3.
Been having a great time with spores, you can lean really hard into summoning with like 12 total pera-summons (18 in act three if you do the Necromancy book thing right unlike me) and you get pretty much free damage off your class reaction/bonus action. Most stuff casters are doing cost regular actions so you generally have leftover reactions/bonus anyways. You can take healing word to have that as an option and then spam super slot-efficient concentration spells like moonbeam or lightning conduit. Between the spells, class abilities and the summons it adds up to a ton of damage. Also getting bone chill as a cantrip early on really helps with druids overall lackluster damage cantrip options.
On top of that while you aren’t as tanky as being able to burn wildshape health you get a ton of temp hit points while still being able to cast spells.
Druids are probably the single most difficult class to play well, and you so can expect people to underrate them quite a bit, but speaking from 5e, druids are monsters.
The summons, combined with incredible battlefield control don't give you the highest nova damage which is often believed to be the most important thing in the universe, because you can't really spend all your long rest resources in one turn.
Does this make them weak? Hell no.
Especially with the buffs to wildshape, druids are fantastic, pick spells like moon beam (which btw, doesn't break sanctuary), plant growth and sleet storm and you will be the likely the best battlefield controller in the game, especially with spider for infinite webs.
And then at the same time you can abuse stuff like owl bear with the jump spell to deal hundreds of damage in a single turn.
And the summons just make it even more incredible. You should also try out conjure minor/not minor elementals.
I love druids too. They just aren't as good as nova builds in terms of power fantasy, and anything they are good at another class/multi-class does good enough or better + what they are best at (which is fine in TT but not really true in BG for the min/maxer)
Quicken works on 2 full spells, so easier to one-turn a big mob.
F5 / F8 in combat to take advantage of hold person or other low-probability fight enders.
Long rest after every fight makes novas OP.
Items give give you a lot of abilities to use when your nova runs (if anything is alive)
Bugged feats giving insane action economy or attacks / turn (hand crossbows)
Bugged classes, like wizard 1 dip, that makes versatility less important.
Party size. If you have 4 characters and are min/maxxing then filling one slot with a weak nova isn't ideal.
Scaling difficulty. A druid feels amazing at lower difficulty tiers where 15 AC is good. Not so much at higher tiers where enemies swarm them in the backline while ignoring most of their summons, especially when they multi-hit to kill your form and then you.
I'm not telling you to ignore them. Play what you want. Anything is viable in any difficulty, but in a sub about the best and crazy options, I wouldn't be surprised that druids aren't given a lot of love.
Well... As of right now they have the highest single target damage nova in the game, unless you know another build that can do thousands so...
Yes, sorcerers especially get a large boost from bg3 game mechanics, however, you don't need to nova, and to be frank, a party that can easily beat tactician without long resting all the time is much more impressive than one that does need to.
I also don't really know what you mean by 15ac. You should have the same AC as most clerics.
Furthermore, its not like druid has no bugs. Moonbeam + sanctuary allows you to be immune to all attacks, while having good damage. And owlbear wildshape gives them all the damage they need.
specially with the buffs to wildshape,
Buffs to Wildshape where??
We can't even do basic Druid stuff like move our Moonbeam. The UI on Animal Forms blocks out many other abilities we should still have access to while shapeshifted, like Rage, Cunning Actions etc.
And I'm reading that MoonDruid's Primal Strike is bugged and not making Animal Form attacks count as magical weapons for purposes of resistances...
Moon Druid 11, War Cleric 1
You get the fire elemental transformation and summon the nymphs and wood woads.
Concentrate on bless
Go into elemental form
Use bonus actions for more fire attacks
It's insanely strong and requires no items to functions whatsoever
What do we do prior to level 11? Or prior to late game levels?
Leveling MoonDruid feels bad. At what level does MoonDruid start to finally feel like it's on par with other classes or even Druid Subclasses?
I’m already planning my next 2 playthroughs. I want to actually use druids but I feel like they’re just absolutely ignored. Are they the best at anything? I know they can barely multiclass. Are there any Great items for them or anything?
Edit - damn you guys are good I’m getting some ideas thanks
I have a fun Spore druid dual wield build that multiclasses with fighter or ranger. You can do 5 ranger/5 spore/2 fighter for action surge, or you can do 5 fighter (or ranger) and do 7 Druid... it's my post about the Jaheira build. But of course you can tweak it to your liking!
Yep, this is a great Druid multiclass : Ranger 5 / Spore 7. You won't get your Elemental summon (but you do get the little guys, Dryad, 4 fungals if you want them and 1 or 3 Animate Deads) and you can do a boat load of damage with a Bow (average 35 per hit).
I think a Duegar would be an interesting version, Gloom or Beast / Spore. Gloom gives you an extra attack in the 1st round and Misty Step as an available Level 2 spell, which is very nice. Beast gives you a Spider or other pet. Spore for the 1d6 extra damage per attack, HP shield, Druid spells & summons. Duegar for Invis on demand and the ability to Enlarge, then shapeshift to Owlbear and Top Rope a spawn just to amuse yourself.
I did an Act 1 / 2 gear breakdown here for a Ranger/Druid bow in this thread based on my current in-game Halsin
I went full 12 spore druid. It's the items that make the build. For feats put 2 into wisdom ASI, and the third into
For gear you want https://bg3.wiki/wiki/Armour_of_the_Sporekeeper https://bg3.wiki/wiki/Markoheshkir https://bg3.wiki/wiki/Staff_of_Cherished_Necromancy
The chest gives you the ability to summon a cloud of spores that grant haste whenever anyone walks through it for one turn, and cost a bonus action to cast. Spore druids can also cast their Halo of spores or spreading spore as the cost of their reaction.
The first staff allows you to cast one spell per long rest for free, and also gives you a buff that empowers an elemental type and gives you two spells that can be casted once per short rest. I like the poison because it fits thematically and it allows you to cast cloud kill, which can be recasted for free as long as you don't break concentration. So that one buff could give you a spammable spell for free once per short rest.
The second staff makes enemies vulnerable to necro spells and allow you to cast a spell for free when you kill someone. Upcasting blight at level 6 is very powerful.
So every round that you are hasted, you could recast cloud kill for free, cast a level six blight for free (as long as you killed something last turn), and have access to your bonus action and reaction to cast a Spore ability. I like to use the once per long rest free spell slot from the legendary staff to cast heroes feast. Keep in mind you could also loot a staff from the House of Hope that also gives you one free cast per long rest, so you could use that for heroes feast and then have the legendary staff for any other level 6 spell.
Spore druid is the multiclassing one. It has necrotic damage to offer for martial builds and a good source of haste lategame with Armour of the Sporekeeper.
Druids are the best utility casters in the form of area control and summons. The two problems with Druids in terms of minmaxing, which is why you don't see them mentioned much in this subreddit, is that 1) Druids don't want to multiclass, and 2) Moon Druids, the subclass that makes use of Wild Shaping for combat purposes and is the biggest draw for the class, loses all benefits from equipment while Wild Shaped, meaning there's no fun optimization with items.
The best Druid builds will pretty much always be going Druid 12. If you're a Moon Druid then that's the end of the build. Put on some gear that can buff your socials or exploration skills, but otherwise you're done.
If you're Land or Spore Druid, there's some item-play, but as Druids don't really focus on damage the minmaxers won't pay them too much attention. For Land grab stuff that raises your WIS and CON, max out your concentration saving throws, and if there's any items that buff summons those will work well too. For Spore, very similar but also gnab Mizora's Rapier and/or Jaheira's Scimitar to use your WIS for weapon attacks.
So yeah, as a class they just don't really speak to the minmaxers; they don't help you dish out tremendous damage, there's not much multiclassing to be had, and they don't interract too well with the coolest items in the game.
EDIT: I didn't realize the Myrmidon forms don't auto add the relevant ability mod for their weapons unless you yourself are proficient. In that case Moon Druids should ALWAYS multiclass after reaching level 10. Clerics that give the needed proficiencies are a great choice as they won't slow your spell slot progression and also cast with WIS. Fighters are a good choice to get Action Surge at Fighter2 (character12). Barbarian can also be a fun choice, however keep in mind the Rage+Wild Shape combo isn't as potent as it is in tabletop because in BG3 you cannot Rage while Wild Shaped, meaning your turn 1 is to Rage and hit something to maintain the rage, then turn 2 is Wild Shape. Combats in the game rarely last more than 3-4 turns so IMO it's not worth it but your mileage may vary. Do keep in mind multiclassing will give up the third Feat/ASI.
As a moon druid I prioritized gear that gave initiative boosts, boosts to social skills and any gear that gave buffs/bonuses at the start of combat as the buff would continue when wildshaped.
You do get a purple helm and armour that work with wildshape in act 3. And can get the shape shifter ring from the strange ox.
Definitely not the most complex build being a moon druid, but still quite versatile.
Try gearing yourself out for being a tanky full caster as that is what you are im until you Wildshape .
And the Wildshape helmet is absolutely terrible and not worth using.
1 extra Wildshape per long rest is just awful when there are so many very powerful helmets in the game.
Moon druid at least actually needs to multiclass to reach its potential.
There are also several ways to pump your Wildshape stats for the min maxers. A couple pieces of equipment are good for wildshaping, but mostly you gear up as a full caster.
does Moon Druid + Barbarian works ?
End game spores druid are monsters with items. The spore armor gives you group haste. the legendary staff can be tuned into a particular element, and acid gives you a free cloud kill (recastable for free) every short rest. The staff you get from a certain mummy lets you upcast blight at level 6 for free once per kill. If you choose to dualwield these staffs youll be throwing OP spells and hasting your group.
The only major problem is that druid doesnt want to multiclass. Moon druid needs 11 and gets no bonuses from gear other than Moonbasking armor. Its not bad my friend carries us hard just very linear “build”. Land and spore are similar. Sporekeeper armor for spores. Land is a bit more flexible, but their armor will be basically the same as another caster.
Heres some pertinent info though: Tavern brawler increases chance to hit in wildshape Defense fighting style works if wearing armor prior Duel wielding feat is same way Resilient gives you +1 that lingers in WS Heavily armored also works for some reason Monk is a great option for 1 point in, as unarmored defense works in WS (until moonbasking armor, where you’ll want it and its considered armor)
The +2 str potion, +2 mirror and +1 hag hair all work in WS and are the only way to really boost your scores as theyre normally set in stone.
Finally, theyre the best at versatility. When I got Halsin I was surprised how effective dipping in and out of bear form to cast area spells was, and with moon druids only they can bonus action change. Only issue is sever lack of wildshape charges. They also make great sponges. Wildshapes are low inAC so enemies will primarily focus them, for better or worse.
Another reason they make a great choice for Spore Druid. I felt like my BA was just dead 90% of the time, would have loved to use a hand crossbow
Hey all, I’m here to ask what a good Druid build is.
I realize many find the class offensive to bring up as I can never find a relevant build for it, but I don’t really care I’m trying to have fun with role play on my first play through.
Any advice is welcome and thanks
Gloom 5 / Spore 7 as an archer (titanstring bow, club of hill giant strength, diadem of arcane synergy, strange ring) is a lot of fun. Still get some summons (everything bar the big elemental) and you throw out decent damage.
Ranger/Druid is so much fun in Act 1. I'm doing almost the exact same build, and it hasn't slowed down in Act 2. It's not perfectly optimal, but it has amazing utility.
a class that strongly incentives single classing with minimal gear requirements
land is easy. pick non druid spells for circle bonus choices
e.g. mirror image and misty step
e.g. haste
e.g. cone of cold
combat is about a strong concentration spell, typically for control
e.g. entangle / faerie fire
e.g. spike growth
and/or sustained damage
e.g. flaming sphere
e.g. moonbeam
e.g. call lightning (combined with wet from create water)
land can still go into an owlbear and have fun too (esp after they mirror image and haste self prior)
longstrider and enhance leap rituals are great at will mobility utility
wis/con concentrarion maintainance skill wise perception and high wis are always handy
goodberry for out of combat healing / long rest supplies
cantrip thornwhip/shille and guidance bread and butter
I enjoyed the hell out my druid playthrough.
Ranger 5, Spore 7 using a Bow is a good ranged build with great summons, healing and buffs
Moon Druid 12 or 10 + 2 of other classes is also a popular build, specially after the Tavern Brawler buff
Moon druid 12. In the early game you wildshape give you way more survivability. Pick ritual utility spells and healing word, and use your spell slots on lunar mend. In the mid game you get some great summons and concentration spells (e.g., flaming sphere, sleet storm) that you can fire off in round one before wildshaping. At level 10 you get three attacks a turn in wildshape. As a fire myrmidon, you can haste yourself for six attacks in one turn, plus unlimited movement w/ elemental warp.
A lot of people like necro wizard 6/spore druid 6, but I actually prefer necro wizard 2/spore druid 10 because there’s one specific piece of armor that makes the level 10 spreading spores feature absolutely bananas.
Gloomstalker 8/spore druid 4 as an archer (or gloom 5/druid 7 for more Symbiotic entity HP, but I think the level 6 and 7 features from gloomstalker, and the third feat, are nice to have).
Tl:Dr I tried moon druid, just finished myrkul. What are some op druid builds, I have no idea what to expect from the other subclasses, I always ignored druids.
I could never get behind the druid fantasy. Aesthetics and Roleplaying is pretty important to me and druid just wasn't really for me.
I recently did a solo stealth archer run which I had been putting off just because my head cannon was not satisfying enough. Then drow durge kinda started activating some of my neurons and boom I could play it.
The thing is, I also enjoy strong stuff. I love my fire sorlock, my stealth archer etc. and we started a duo honour run with my brother who is kinda new to the game and I went as a moon druid cause I heard tb now works with it. And I was wrong , druid is so awesome.
It's gear agnostic, it has great rest economy, getting wild shape charges on short rests meaning 8 wild shape charges per long rest ( we have stockpiled 2k camp supplies, we are very stingy with them). It does great damage and has very good survivability with the wild shape. IT CAN ALSO CAST SOME GREAT SPELLS LIKE HOW BROKEN IS SPIKE GROWTH( and you can cast that freely with dryad???????)
So after trying out moon druid and seeing that it actually is pretty effective at casting spells when it is supposed to be the shapeshifting class, I wondered how good the other subclasses are for casting spells. Wisdom main- stat is also very nice to have so what are some other druid builds you guys like?
Ranger 5 / Spore Druid 7 - Dual Wield Torches for 1d4 fire + necrotic dmg from halo of spores + shillelagh turn you 1d4 torches into 1d8.
You take ranger for extra attack, two weapon fighting style and some spell slots
Giant Barbarian 5 / Land Druid 7 - The Owlbear build. Extra attack +Wild strike giving you 3 attacks in wild shape. Tavern brawler works now in wildshape. And then owlbear crushing flight damage is affected by target weight. Giant rages + elixir of colossus increase size and weight to increase crushing flight damage.
Also this build can make you go up to 28 strength. Owlbear is natural 20 str +1 hags hair +1 resilient str feat +2 mirror of loss + 2 potion of everlasting vigor and your owlbear enrage +2 str.
EDIT: I forgot to mention why choose Land druid versus Moon druid. Because rage uses bonus action and you don't need Moon druid bonus action wildshape.
Does Shillelagh work on the torch in the offhand?
You can't do it during combat. But you can cast the cantrip out of combat unequip and cast the cantrip on the other torch.
I use the stars Druid and then focus on radiant orbs. I can get 10 radiant orbs on a dude with my bonus and action.
Can also smash water bottles. It takes a second, but 10 radiate orbs + wet on the biggest threat for one bonus action is amazing.
Stack reverb too, and you set them up perfectly to fail the save on whatever ice/lightning spell you are about to deal double damage with.
My Druid does do a little reverb when it causes a condition (orbs)
One thing I like about Stars Druid in Act 3 is the tech with the Armour of Moonfall giving the 22 Temp HP and 4 AC. Since you can use a free swap each turn, changing forms resets the temp HP. It's like casting a level 3 False Life without using an action or a spell slot. You could start a turn in Dragon Form, then switch to Archer (without using a resource btw), get your temp HP, and do whatever you need to do.
It can 1 shot the grymforge boss. Look it up in YouTube. Owlbear from the top rope
7 Stars Druid/5 Light Cleric
Woodland Being sets up spike growth, you set up spirit guardians. You sanctuary the woodland being if needed. You cast command approach on the enemies to force them through the spike growth and into your spirit guardians into a big cluster for you to then use dazzling breath on them.
Does sanctuary work while you're using Spike Growth?
The woodland being can cast spike growth
Stack boxes. Or find high elevation. Transform to owlbear. Use enlarge. Elixir of colossus. The heavier the better. OWLBEAR FROM THE TOP ROPE CRASHING DOWN AND FLATTENING WHATEVER SORRY CREATURE BELOW!!!
So i have been playing as a moon druid on my honor mode play through and i want to make a really strong moon druid and i know with TB fixed in patch 8 its really strong now but i was looking at some of the multiclass options online and all the different builds people run with moon druids and the popular ones i have seen is 10 moon/1 drac sorc/ 1 war priest cleric and 10 moon/2 fighter for action surge and then just pure 12 moon druid and then some other ones ive seen is 10 moon/2 bladesinging wizard since bladesong works in wildshape and u can scribe spells and then 7moon/5 bear heart barbarian. I also recently found out that haste got nerfed in HM so my owlbear with 10 attacks idea is down the drain(martial exertian gloves+action surge+haste+normal 3 attacks).
So my question is what do you guys think is the best moon druid build for honor mode any of the ones ive listed above or do you guys have different builds in my mind and if so i’d love to learn.
Also thank you in advance for taking your time to read this and maybe respond and i hope you have a great day.
Well i think you answered the question yourself - the best moon druid builds are 10 druid/1 white sorc/1 war cleric or 10 druid/2 fighter
I mean those are the ones i see the most off on the topic of moon druid builds so probably 😅 but in your opinion what do you think is the strongest out of the two?
Well i just listed them :D depends what you want - action surge with fighting style or AoA with bonus action attack.
I suggest to start playing moon druid and aee for yourself what is missing for you and pick the last 2 levels as you play.
Even with TB working, GWM/SA Water Myrmidon is still the strongest.
Buffs like Ascended Astarion damage or Crusader's Mantle only work on wildshapes with weapons. Unarmed wildshapes get Lightning Charges, Formless Slaughter, and Shriek and that's it.
The optimal way to play is to start in human form, cast a control spell like Hold Person, Sleet Storm, or Spike Growth, then wildshape and attack.
Since you start in human form anyway and need to short rest every combat, as Myrmidon forms use two charges, Action Surge is more appealing than normal. You lose some casting progression, but you need to cast Hold Monster from scrolls anyway and only lose one target from Hold Person. The three attacks from Moon 10 also shift the calculus to favor Action Surge more than on other casters.
Feats are GWM and either SA or Sentinel. I don't like Sentinel personally since it has some antisynergy with control spells, but its still excellent. If SA wield a greataxe and use Prepared and Action Surge before shifting. If using sentinel, wield a Glaive and use Brace and Action Surge before shifting.
You should just go 12 moon druid in my opinion. 6th level druid spells, a 3rd feat and improved wild shape aren’t worth sacrificing for dips into other classes.
If you don’t wanna do that, your next best options are 1 white draconic sorc / 1 war cleric / 10 moon druid or 2 fighter / 10 moon druid.
Thats something im also wondering about with improved wild shape at level 12 does it just give extra hp or extra damage as well cause i could swear i saw somewhere that improved wild shape also gives extra damage cause if so that would make the 12 moon druid route much more appealing. Yeah the 10/2 fighter and 10/1sorc/1cleric are really strong but ooh that level 12 extra feat is also so very tempting😅.
The damage die used for attacks in wild shape increases by one damage die size at level 8 and another at level 12. So if you’re using an owlbear, its standard claw attack goes from 1d4 > 1d6 at level 8 > 1d8 at level 12. Same goes for the crushing flight damage die (not accounting for crushing damage jumping from the top ropes). Unfortunately I don’t think this applies to the myrmidons but it does apply to the dilophosaurus since that’s a standard wild shape.
Why complicate perfection? 12 Moon Druid is simple and highly effective.
True😭 but my little goblin brain wants the highest amount of damage possible for my animal boy but 12 moon druid is still one of the best options cause u get another feat and those level 6 spells so 12 moon druid is also very tempting ngl so I’ll definitely keep 12 moon as a option
Strongest in a party is either water myrmidon with great weapon master and someone with bhaalist armor or panther / tiger with Tavern Brawler vs. enemies that can be proned + jugular strike and someone with bhaalist armor.
Solo it's tb earth myrmidon or panther / tiger vs. proneable enemies.
Ooooh ok ima make sure to have one of my companions always wear it, do u mean sabre tooth tiger with tb? I would think owlbear would be stronger than sabre tooth tiger with tb but sabre tooth does seem better with jugular strike
Yes, Action surge gives a full attack Action.
SA is Savage Attacker yes.
Yeah just Water Myrm if going GWM route (only one with a two handed weapon). Make sure to use a Bhaalist teammate and wet; you can technically do that yourself by saving and reloading while in wildshape but thats annoying tbh. Exploding Icicles on held wet targets is also an excellent for a haste/terazul action.
Probably a bit to early but anyone got any advice for decent circle of the moon builds? Race, stats, skills etc?
Mechanically, I think Wood Elf is the "best" race for druid currently in the game, followed by Gold Dwarf. That wisdom bonus is too good, and WE also has skill proficiency galore (and immunity to sleep, a constant thorn in my side). That will serve you really well when ideally you'll want to spend as much time as possible in wild shape. That said, I think playing an interesting character is often more fun than what's mechanically best. I'm thinking about trying a tiefling first to see how the tieflings and druids react to someone that belongs to both groups.
Your best bet is probably a gold dwarf or wood elf. That wisdom score increase is pretty crucial. That being said, I don’t think it’s necessary at all to have an optimal build.
I suggest trying a themed build, like perhaps a drow Druid of the moon that prioritizes becoming a spider. Drow have an affinity to spiders, and the dancing light cantrip might help you while transformed into a beast that doesn’t have darkvision.
Since they spend so much time in wild shape, moon druids don't have to worry too much about stats. Just get 16 wisdom so you can do some casting too. While you can't cast during wild shape, you can still maintain concentration on spells cast before transforming. So the usual m.o. is throw up a flaming sphere or faerie fire (druid/bard exclusive, a favorite), turn into a bear, teach people to respect nature.
I have no idea why in the stats Larian released that the Druid class is like one of the least popular / least pick classes.
You can literally do everything and anything as a Druid. You can have amazing healing spells, amazing attack spells, amazing damage spells, you can multi-class for better weapon/armor usage, you can talk to animals (I know you can as other magic types but I’m saying all of this together is what makes the Druid great), you can change into a Raven and fly to places you can’t jump or teleport easily to, you can change into a Wolf and give yourself 3M extra movement during combat (it is SOOOO helpful and awesome even if it doesn’t sound like much, that 3M extra movement during your turns are just amazing), you can change into a Cat to go through bars, go through holes/burrows, you can change into a Panther and go invisible and pass like every stealth check imaginable, you can change into a Badger and dig under things and pop up on the other side, you can turn into an Owlbear and murder 10-20 enemies in like less then 3 minutes especially if you use enraging roar to frighten them so they can’t react or move for a few turns…
Every interaction with any animal or nature-related thing gives you a HUGE edge (the tea I’ve learned from animals in this game using Druid specific dialogue choices- idk how non-Druids even figure anything out LOL) and you get amazing dialogue and gameplay from it you might not get or see as other classes… honestly I think everyone should try Druid at least once.
Okay since someone got mad about this: I have 48-49 hours roughly in the game, 40-41 hours are of unmodded Druid gameplay and 8-9 hours of modded Druid gameplay (Druid Unleashed mod and Druid Wildshape Overhaul mods).
I really love druid and I think both Land and Spore are in a great place right now. Land feels a little compelled to grab one of the ones that has haste and I think could use more spells that are unique and per land type only, but has lots of tools for various combat scenarios and great longevity with spell restoration. /All/ of the minion master archetypes could use something (an aura?) to boost minion accuracy, something that lets you make a minion without a corpse because fighting through a big group of enemy types that are specifically not useable and then ending up at a boss with no minion encourages you to store dead bodies at camp, and that is strange. Maybe a necrotic version of crusader's mantle for flavor ?
However, moon druid is in a weird spot right now. Tavern brawler is working for accuracy but not damage. The biggest problem (and this is my big ask for patch 1) is gear issues. Most gear that benefits unarmed damage does not seem to work in animal form unless you are already unarmed, and even then it seems to be a dice roll. My initial game plan was to help juice my other fighters, so with my staff of blessing - I cast bless, shift into wolf or owlbear form, and either distract or guarantee crits. This has worked really well - but I have a naturally low initiative that I planned boost with a +1hat, a +1 ranged item, and a +3 shield. The idea was I wanted the buffs up before the other characters turns/ the enemy turns rolled around. In wolf form, my character sheet shows +2 initiative, one from the bow, and one from the hat. This makes sense, because Every time I shapeshift I lose access to my weapon and shield - I planned to start fights in druid form to benefit from the boost in init and then shapeshift.
However, every time I unshapeshift or get knocked out of it, my character sheet doesn't show +5 initiative, or even +2 initiative, but +0 initiative. I can confirm this by entering another battle and seeing my druid at the ass end of the turn order, every time, despite other characters and enemies having less than +5, or even +2.Even worse: when I cast bless now, the bonus extra blessing from the staff I am wearing doesn't proc. Essentially, I lose all of the benefits from all of my gear, every time I shapeshift. You can fix this by unequipping your gear and then putting it back on.
I have three files going at the moment and one is with my wife. She is playing moon druid and having a blast. Our playthrough is far behind my solo and online dnd player save file. I really want either a fix or a workaround (even a gear set option would work, just anything that stops me from having to unequip and re-equip every piece of gear one at a time every time I leave shape shift form - the ideal fix would be something that simply counts the druid as transformed, unarmored, and unarmed in animal form and checks gear and applies the relevant bonuses each time they shift into or out of form) by the time it becomes an issue for her. It seems insane to me that one subclass has all gear straight up break for them *as a result of using their most commonly used and designed around class feature*
It is really upsetting because she has already done amazing things with moon druid, like bonus action turn into a crow, fly/move up high behind a large group of enemies, free action unshapeshift, and then full action thunder wave them off that high place. Most other classes have to spend two spell slots for that but druid gets to do it with the power of nature and a little thinking. She loves turning into a cat to explore small spaces, she loves making spiked growth choke points for my tank to shove people back into if they reach us. We are having a great time at low levels because gearing is not an issue and I am secretly dreading when she starts missing tons of spell rolls at higher level because her gear is breaking every time she shifts into a cute cat to distract villagers while I steal stuff.
Even the gear bonuses that specifically apply during Wild Shape suffer from this issue and need to be taken off then re-equipped every time you revert to caster form! Can't recommend playing Moon Druid until this gets fixed, even though they're super fun otherwise.
Patch 1 released and most of these is still unfixed. No mention of primal strike in the notes
Looks like your off your fence 😂, when I commented he had no mod context just pure ‘Druid is OP is amazing and I don’t get why anyone disagrees!!!’. Then wayyy later by the way I run several mods which make Druid OP in late game. 🙄
Druid is really good early game, but late game they're kinda meh. Especially in combat.
Jack of all trades, master of none.
My level 12 druid gets 3 attacks a turn and deals on average 12 damage per attack as an owlbear
My level 12 wildheart barbarian fighter gets 3 attacks a turn and deals on average 30 damage per attack. And has more HP. Plus, he can also talk to animals.
Only benefit druids have is that they're extra tanky because of their wildshape.
Druid isn't meant to be frontlining at Level 12 unless you're Moon Druid, since only Moon Druid can get magical attacks from their Myrmidons (and Primal Strike, if that bug gets fixed). Fire Myrmidon can Haste itself to do 6 fire damage attacks per turn.
If you're a Spores or Land Druid you should be casting instead of scratching the enemy with your nonmagical attacks once you hit level 12.
Would you say the elemental wild shapes are good for endgame
My level 12 druid gets 3 attacks a turn and deals on average 12 damage per attack as an owlbear
Lol, as soon as I got Spike Growth I could already deal more than that per turn without spending more than 1 spell slot per fight.
On average, 5 damage * 4 if the enemy walks entirely through it.
Which is 20 damage per target which crosses that spell, on average.
IT literally carried multiple fights of mine where there's any bottleneck area.
FYI op plays with multiple Druid mods which make Druid OP.
yeah a druid can heal, damage with spells, buff, and fight in melee... but not all at once. You're always facing some shitty dilemma like "should I dismiss one of my two wildshapes to utilize some of my spell slots?". Totally off-putting. It's somewhat similar for other classes, like warlocks having to choose between counterspell and fireball, or paladins stingy with spell slots. But those are very specialized whereas druid's utility can only shine if you use the entire arsenal.
For Spores and Land you can just play them entirely backline/midline and still use most of their abilities. Moon does have to make more decisions in terms of whether it casts or goes into melee, but by endgame the Myrmidons give it pseudo-caster abilities while transformed.
Even using up a Wild Shape charge is basically a slap on the wrist since you get all charges back on a short rest, and with how freely you can short and long rest in BG3, I haven't had any trouble keeping up my charges between encounters even if I needed to use multiple Wild Shapes.
Dude, relax, Halsin will want to fuck you no matter what class you are.
At first I had tried out the pulverize/wearbear build with the creeper vines then switched out for wolves. Then tried pulverize/hurricane/cataclysm Now I’m trying to use just the Storm builds. But I don’t seem to be doing as much damage as I feel I should be??
Oooooor do druids just suck?
I was excited to use the Druid but so far I’m disappointed. Peep the fit for attention
I use Shred, got lucky with my weapon gives +7 to it and then my chest piece gives +5 to all werewolf skills so im sitting at 18/5 Shred, then with enough spirit regen I just teleport to all the enemies and don't even have a basic attack, I just use my core skill as my dps and other things to buff/nerf
Pulverise and puddles does the trick for me , theres lots of guides on it , feel kinda like the hulk ! Smash ! Lol
If you follow everything to the "T" you'll be on Torment IV immediately
That armor looks dope 🦾
Druid definitely has some cool looking sets.
Nice nips haha
Thanks. 😂 had to get attention somehow. 💀
best baldurs gate 3 druid build
Key Considerations for a Druid Build in Baldur's Gate 3:
Circle Choice:
Ability Scores:
Spell Selection:
Wild Shape Usage:
Equipment:
Recommended Build Example:
Takeaway: A Circle of the Moon Druid excels in versatility and survivability, making them a formidable presence in both melee and spellcasting roles. Tailor your build to your preferred playstyle, whether it’s tanking, healing, or crowd control.
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