The best Moon Druid build for Baldur's Gate 3 - Wildshaper. This subclass is mainly chosen for its Wild Shape beast forms - Bear, Owlbear, Tiger, Wolf, etc. Moreover, as a Druid, you will also have access to a plethora of spell options, that apply control and also work while shapeshifting.
Contents
- Moon Druid Build - Wildshaper
- Class Contribution
- Leveling Overview
- Starting the Game - Level 1
- Races
- Class
- Cantrips
- Prepare Spells
- Background
- Abilities
- Skills and Expertise
- Leveling Progression - Levels 2-12
- Maximizing Ability Scores
- Potions, Elixirs and Consumables
- Illithid Powers
- Equipment Recommendations
- Act 1
- Act 2 - mid-game
- Act 3 - Final Build setup
- Build Mechanics
- Important Mechanics and Combos
- Early Game Combat
- Late Game Combat
- Build Variations
- Conclusion
Moon Druid Build - Wildshaper
As all the Druid's the build will come with a very high versatility. However, compared to its other subclass - Land Druid, this one will concentrate more on Wild Shape. Sadly, with many bugs and hiccups, it does not work as well, but its animal forms can still provide an engaging combat approach.
As you reach higher levels special Myrmidon forms will be unlocked giving another layer of options for what to do in combat. Wild Shape: Water Myrmidon - can be used to heal and apply wet status. This is the perfect combo to be followed by your cold or lightning casters.
Wild Shape: Earth Myrmidon is another option allowing you to be an unarmed heavy hitter.
Moreover, being a Druid, you can still access a solid spell list. These include various options for area control like Plant Growth,
Sleet Storm, etc. Some can even allow you an easy win by making enemies barely move.
Another aspect is summoning spells - Conjure Woodland Being,
Conjure Elemental, etc. Summons will provide additional control, distract enemies, and deal damage. Especially strong is Water Myrmidon which can apply wet to a large area.
Class Contribution
The build does need some multiclassing. This mainly stems from the problems with Wild Shape forms. Some myrmidons don't have correct weapon proficiency or access to good bonuses. So there will be a need for some workarounds.
10 Level Druid
So Druid is the core of this build and it comes with plenty of good stuff:
- Control spells - Druid has plenty of control spells -
Sleet Storm,
Plant Growth,
Confusion,
Web, etc. These are excellent options to weaken foes and unlock the full potential of the party for Advantage on attack rolls.
- Summons like
Conjure Woodland Being, offer additional free
Spike Growth, that damages enemies and slows them down. You can also get
Conjure Elemental, which unlocks Water Myrmidon - the most powerful option for Lightning and Cold spell casters.
Wild Shape - Moon Druid, gets a special version allowing it to turn into a beast with just bonus action. This is advantageous, allowing the use of the first turn for spellcasting and transforming. On the second turn, you can start punching your foes.
1 Level Fighter
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration. Moreover, this also works in
Wild Shape. So you can cast control spells, and continue the fight in an animal form.
- Access to
Defence fighting style which also persists in Wild Shape form.
- Weapon proficiencies for Myrmidom forms.
1 Level War Domain Cleric
- Addresses Myrmidon's problem of lacking the respective weapon proficiencies.
- Can use bonus action for additional attacks, which also works in
Wild Shape.
- Access to
Command,
Shield of Faith, and
Sanctuary spells that can be situationally useful.
- Retain caster levels to access the level 6 spell slot.
This sadly, sacrifices level 6 spells, but the only one worthwhile is Heroes' Feast in my opinion. If you want it, then I would skip War Cleric, and just multiclass into Fighter.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Druid 1 | STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 |
Skills: Perception, Medicine | ||
Cantrips:![]() ![]() ![]() | ||
Recommended Prepared Spells: ![]() ![]() ![]() ![]() | ||
2 | Druid 2 | Subclass: Circle of the Moon |
3 | Druid 3 | Recommended Prepared Spells:![]() ![]() ![]() ![]() |
4 | Druid 4 | Cantrips: ![]() |
Feat:![]() | ||
5 | Druid 5 | Recommended Prepared Spells: ![]() ![]() ![]() |
6 | Druid 6 | - |
7 | Druid 7 | Recommended Prepared Spells: ![]() ![]() ![]() ![]() |
8 | Druid 8 | Feat: ![]() ![]() |
9 | Druid 9 | Recommended Prepared Spells: ![]() ![]() |
10 | Druid 10 | Cantrips: anything |
11 | Fighter 1 | Respec, and start 1st level with Fighter then multiclass back into Druid. |
Fighting Style: ![]() | ||
STR - 8, DEX - 16, CON - 15, INT - 8, WIS - 17, CHA - 8 | ||
12 | Cleric 1 | Cantrips: anything |
Subclass: War Domain | ||
Deity: any | ||
Prepare Spells: ![]() ![]() |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Moon Druid build. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability, especially in the early game.
If you are having difficulties making a choice, pick whatever you prefer in terms of looks or roleplay. "The perfect race pick" is important if you are into extreme min-maxing.
Race | Features | Description |
---|---|---|
![]() |
| It comes with improved movement speed and Shield proficiency, which is especially useful early in the game while not in beast mode. |
![]() |
| It comes with improved movement speed which bonus also works in ![]() |
![]() | The best option for Concentration heavy builds. As you will be using ![]() ![]() ![]() |
Class
Overview | |
---|---|
![]() | |
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms. | |
Features | |
![]() | These can be used to cast spells and are restored each long rest. |
Cantrips
You can choose two options for the 1st level. You will be able to pick more later on.
Cantrip | Description |
---|---|
![]() | Pick this if you do not have a cleric in the group. This is the most useful cantrip in the game that helps with almost all ability roll checks. |
![]() | It is a good early-game damage cantrip, but it requires you to enter melee range. |
![]() | It can be used in a situation where you do not have a way to effectively attack. Use this to buff yourself or a party member. Be careful as it will cancel any other spell concentration. |
Prepare Spells
I will cover my recommended prepared spells to include for each Spell level. Pick the ones that are interesting or fit your playstyle.
Spell | Description |
---|---|
![]() | Excellent spell for the early game, where you might need an instant recovery of an ally. However, it loses value on Druid as you progress. |
![]() | One of the S-Tier spells, that is good to have in your arsenal. You can use it to weaken enemies for Ice and Lightning spells. |
![]() | Excellent spell early in the game, that can deal decent damage and apply Ice surfaces for enemies to slip. |
![]() | Excellent early game spell, where getting Advantage for your party members might be difficult. Use this to improve their hit chances. In the mid-game, I would remove this. |
![]() | If you do not have another buffer in the group, having this spell is a great way to improve your and allies' movement speed. |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Wisdom.
Background | Skills | Description |
---|---|---|
Guild Artisan | Insight Persuasion | A great choice, especially as you also get persuasion for better dialogue outcomes. |
Folk Hero | Animal Handling Survival | Useful choice, that gives two wisdom-related skill proficiencies. |
Acolyte | Insight Religion | A somewhat mixed bag. Insight is good, for some game situations, but religion is not related to many impactful things. |
Abilities
Now let's take a look at the abilities of the Land Druid build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
![]() | 8 | Not relevant for the build. |
![]() ![]() | 16 (15+1) | Very important ability. It will give a higher Armour Class and improve initiative, allowing you to go earlier in combat. |
![]() | 15 | Constitution will be increased via ![]() |
![]() | 8 | Least important stat for the build. |
![]() | 17 (15+2) | The main spellcasting ability of Druid. If you do not plan on getting Auntie Ethel's Hair, I would still leave it at 17 and round it with Ability Improvement Feat. |
![]() | 8 | If you will leave Constitution at 14, put the 2 points here. Otherwise, leave it at 8. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Wisdom-related.
- Perception
- Insight
- Medicine
- Survival
- Animal Handling
Leveling Progression - Levels 2-12
Here is the detailed progression for the Ranger Beast Master to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Subclass
Now you are ready to pick the subclass. As you can expect:
Overview | |
---|---|
![]() | |
Features | |
![]() | Allows transforming into a beast using ![]() |
![]() | Allows to heal while in ![]() |
![]() | Take the form of an animal. As you progress to higher levels, new options are unlocked. |
![]() | Additional form accessible to moon druids. Sadly, it is somewhat disappointing compared to the later options you will unlock. |
Level 3
First level 2 spells become available
Prepare Spells
As second-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
Spell | Description |
---|---|
![]() | Excellent spell, that can be reused multiple times during a fight, saving spell slots. |
![]() | This can be used to make enemies slow down and get damage in the meantime. After you obtain ![]() |
![]() | Very useful control spell, for the early game. You can use it to make targets drop their weapons, disabling some very strong early-game opponents. |
![]() | Usually, I reserve this spell for Bard. However, if you do not have it, ![]() |
Level 4
Now, you get some other great choice picks - the first feat is unlocked.
Cantrips
Cantrip | Description |
---|---|
![]() | Excellent cantrip that can be used both to deal damage and light up dark areas. |
Feat
Feat | Description |
---|---|
![]() | As the build revolves around ![]() |
Level 5
Level 5, is a big step for any caster and especially Druid. Not only do you unlock level 3 spells, but get improvements to the Wild Shape forms.
Feature | Description |
---|---|
![]() | Allows making a second attack with Wild Shape transformation. |
Prepare Spells
As third-level spells are unlocked here are a few recommendations that I recommend to keep on your list:
Spell | Description |
---|---|
![]() | This spell is a sleeper and is overlooked by many people. It is ridiculously strong, allowing you to make enemies skip their turns as they fall. Follow up with attacks with allies for Advantage. Use it together with ![]() |
![]() | If you need a blaster spell, this is a great option, however, it will require Concentration, so be careful not to cancel other spell effects. Also, ![]() ![]() |
![]() | This spell does not use any concentration spell and can slow down enemies to a stop. It can also work well in ![]() |
Level 6
This is a major step for Druid. You unlock a few class features, that will pair well with terrain control spells:
Feature | Description |
---|---|
![]() | Makes it easier to bypass enemy resistance and immunities of enemies. |
New Wild Shape options are unlocked:
Action | Description |
---|---|
![]() | Can become invisible and attack with bonus damage. |
![]() | The most powerful wild shape in my opinion. Owl Bear has a decent attack with bonus action, and tons of HP and can be used to crush enemies. |
Level 7
Level 4 spells are unlocked and some of them give unique Druid aspects.
Prepare Spells
Level 4 spells are plentiful and all of them bring something unique, here are my picks:
Spell | Description |
---|---|
![]() | This spell is almost a mandatory pick. The Dryad can cast ![]() ![]() |
![]() | Although it may not seem special, the spell only costs bonus action and has no Concentration requirement. It's a perfect control addition to an already strong arsenal of Land Druid. |
![]() | One of the most powerful control spells, that can outright win encounters for you. |
![]() | Deals decent damage, but most importantly create Ice surfaces that will leave enemies Prone. |
![]() | A very strong spell, that if placed correctly can destroy foes. It does hit them multiple times - at your and your enemy's turn. |
![]() | This spell can be used for free with the special effect of Staff of Cherished Necromancy. |
Level 8
The druid gets access to the second Feat and a new subclass feature.
Action | Description |
---|---|
![]() | This can be useful in some cases when fighting enemies with a high armor class. The tiger's base attack reduces their AC, making it easier for your allies to hit. |
Feats
Now you have plenty of choices here that you can pick based on your preferences.
Feat | Description |
---|---|
![]() | I do recommend this feat, as it greatly reduces the chances of losing concentration while in ![]() |
![]() | I think having one caster in a party who can always go first is important, especially on Honour Mode. |
Ability Improvement | The bonus +2 Wisdom is great, for the initial spell casting that you might do before shapeshifting. |
Level 9
The Moon druid unlocks level 5 spells.
Prepare Spells
Compared to previous levels, there are fewer spells to pick and even fewer that I think are useful. However, they are still worthy of consideration.
Spell | Description |
---|---|
![]() | With level 5 spell slots, this spell is okay. But it starts shining once you get access to Level 6 spell slots. You can then summon ![]() |
![]() | These locusts deal a good amount of damage, and can also work together with other control spells like ![]() ![]() |
![]() | Nothing spectacular, however, there are a few situations where removing curses can help. |
Level 10
This level is important as you will get some subclass features which will also greatly improve Wild Shape.
Feature | Description |
---|---|
![]() | Gives your wild shape forms a third attack, which is a huge improvement. Not many other classes get access to this. |
![]() | Another Wild Shape form to pick from. |
![]() | This form allows you to stun enemies, leaving them open to your ally's attacks. |
![]() | The strongest Myrmidon in terms of pure damage. It gets bonuses from ![]() |
![]() | Set's enemies on fire and can Haste itself for bonus attacks. |
![]() | This is the best support option, it can heal everyone in a large area and make enemies wet. The latter is an important aspect if you are utilizing any kind of Lightning or Cold spells for double damage. |
Cantrips
To be fair, pick anything, you already have everything covered that is needed for Land Druid.
Level 11 - respec to Fighter Lv 1
The dip into Fighter plays an important role in optimizing the Moon Druid build and its Wild Shape forms. So you will have to go to Withers and Respec. Start the first level in Fighter, and continue the rest in Druid:
Here is what you get with Fighter dip:
- Provides Constitution Saving Throw proficiency which will help maintain spell concentration. Moreover, this also works in
Wild Shape. So you can cast control spells, and continue the fight in an animal form.
- Access to
Defence fighting style which also persists in Wild Shape form. This only works when wearing armor, so Robes don't count.
- Weapon proficiencies for Myrmidom forms, this is a bug, which makes these elementals weaker than intended.
Class
Overview | |
---|---|
![]() | |
Features | |
![]() | You can use this to heal yourself in tight encounters, to get a little bit more of survivability. |
Fighting Style
Fighting Style | Description |
---|---|
![]() | The +1 bonus only works while wearing armor. Moreover, the effect persists while in ![]() |
Abilities
Now to be fair, you can stay with previous ability points that you have allocated at the start of the game.
Ability | Value | Description |
---|---|---|
![]() | 8 | Not relevant for the build. |
![]() ![]() | 16 (15+1) | Very important ability. It will give a higher Armour Class and improve initiative, allowing you to go earlier in combat. |
![]() | 15 | Constitution will be increased via ![]() |
![]() | 8 | Least important stat for the build. |
![]() | 17 (15+2) | The main spellcasting ability of Druid. If you do not plan on getting Auntie Ethel's Hair, I would still leave it at 17 and round it with Ability Improvement Feat. |
![]() | 8 | If you will leave Constitution at 14, put the 2 points here. Otherwise, leave it at 8. |
I do think that casting with Moon Druid is still important as it has a huge impact on the start of the combat. Moreover, unless the Wild Shape forms get improved, I do not see a reason to change this.
Level 12 - 1 War Cleric
Now you will be 1 Level Fighter and 10 Levles of Druid. You could go with Druid 11, to get access to level 6 spells. However, I do not find them particularly attractive, and I would rather empower the Wild Shape and get the level 6 Spell Slot.
For this reason, I will multiclass into War Cleric
Class
Overview | |
---|---|
![]() | |
Features | |
![]() | These can be used to cast spells and are restored each long rest. |
![]() | Gives access to some additional spells. |
Cantrips
To be fair I would pick anything here, this late in the game, most of the things you need will be covered by you or party members:
Cantrip | Description |
---|---|
![]() | Useful for some dialogue ability checks. |
![]() | Can be used to light yourself or allies, to activate an item like Coruscation Ring. |
Subclass
Overview | |
---|---|
![]() | |
Features | |
![]() | The additional charges allow for attacks with bonus action. These also work while in ![]() |
![]() | Gives +1d4 radiant damage rider. This also works in ![]() |
![]() | Provides additional Armour Class, and the spell works until long rest. This also moves to ![]() ![]() ![]() |
Deity
Just pick whatever you prefer in terms of Roleplay.
Prepare Spells
Here are my 2 suggestions, pick whatever you prefer for the other 2.
Spell | Description |
---|---|
![]() | Makes you invulnerable. Can also be used on an ally. This can be cheesed together with ![]() |
![]() | Excellent control spell that does not use a Concentration slot and can hit multiple targets. Still, I would not use it too much as your Spell Save DC will not be very high. |
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. Ability scores are the main modifiers for the build. However, when in Wild Shape, only Wisdom, Intelligence, and Charisma matter.
So this is the reason why I would not worry too much as you will spend most of the time as a beast, which comes with its stats. So you only need high Wisdom, for the initial spell cast, before you Wild Shape. Even then, depending on the spell it may not even have Saving Throw.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Wisdom if you pick this choice.
- Feat - Ability Improvement (optional) - +2 Wisdom
- Act 3 - Mirror of Loss - pick +2 Wisdom.
This will allow you to reach 20-22 natural Wisdom.
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
![]() | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
![]() | Although not something powerful, it is worth stocking up and saving a spell slot. |
![]() | Can be used to get a perfect position before the encounter starts. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Remember to activate one elixir after each Long Rest. These are found plentiful throughout the game, so don't save them too much.
Consumable | Description |
---|---|
![]() | Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
![]() | Sets strength value to 21 until the Long Rest. The strength elixir will empower your ![]() ![]() |
![]() | An upgraded version that is available mostly in Act 3 via crafting. Sets strength to 27, the highest value possible. The strength elixir will empower your ![]() ![]() |
![]() | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
![]() | Another good choice that allows to better maintain spell Concentration. |
![]() | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
![]() | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
![]() | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have ![]() |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers. Sadly, they do not work well with Wild Shape, so most of them should used in normal form or just skipped.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers.
Illithid Power | Type | Description |
---|---|---|
![]() | Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits. |
![]() | Base | A decent use for reaction to deal some bonus psychic damage. |
![]() | Base | This power works in ![]() |
![]() | Base | Can help to kill an enemy faster if it is left with a few HP. |
![]() | Base | While in ![]() |
![]() | Elite | As you are not a charisma-based character, these proficiencies help with dialogue checks. |
![]() | Elite | One of the most powerful illithid powers works well with Druid's area control spells. |
![]() | Elite | Extremely strong action that can be used by your allies. |
![]() | Elite | Remove the cost of spell slots or charges. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Land Druid Build. Items are especially important as they take the build to the next level thanks to their unique effects.
The main aspect of Druid is that they can wear both Light and Medium Armor. Generally, I would recommend robes with Spell Save DC. If you cannot use those, then take something sturdier.
The biggest downside with Druid is that much gear works both in normal and in Wild Shape form. Also, some spells like Moonbeam don't work with some radiant items, making it not as powerful as it could be.
Act 1
Slot | Item | Description |
---|---|---|
![]() | Melf's First Staff | The best staff for caster in Act 1 as it gives bonus Spell Save DC, improving spell success. |
The Spellsparkler | If this is free, you could use it to get some bonuses from The Protecty Sparkswall armor. | |
Torch | Do you think I am joking? Fortunately, no. With ![]() | |
![]() | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat. I recommend this for the early games, as you will have low dexterity. |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. This is a great way to get some bonus damage, especially if you cannot reach the target. | |
![]() | The Shadespell Circlet | The only truly relevant headwear for Act 1. There are other options but they are just side bonuses. |
![]() | - | Nothing really of note here. |
![]() | The Protecty Sparkswall | The best caster armor in Act 1. |
Githyanki Half Plate | The most relevant early-game armor, that you can take from Lae'zel | |
![]() | Bracers of Defence | The +2 Armour class is a big boost especially if you do not have shield proficiencies. |
Gloves of Dexterity | To be fair these gloves can be a decent option if they are free. You will get a bonus Armour Class from increased Dexterity. | |
Winter's Clutches | These gloves can be useful when using spells like ![]() ![]() | |
![]() | Boots of Striding | Excellent shoes, as you will be casting Concentration spells left and right. This will reduce your chance of getting the spell canceled. |
Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives ![]() | |
Boots of Speed | Excellent boots, although I would leave them for frontline character if their slots are free. Can be used to avoid getting hit while running away. | |
![]() | Pearl of Power Amulet | Can be used to restore spell slots |
Amulet of Misty Step | Gives mobility improvement thanks to the ![]() | |
![]() | Ring of Protection | The best option for Act 1. The bonus Armour Class is a great boost for survivability. |
The Whispering Promise | I would say there is a niche use of this early in the game when you can cast ![]() |
Act 2 - mid-game
For Act 2, you will be dropping that heavy armor for some great medium ones. Some of the items will still be the best ones even if they are from Act 1.
Slot | Item | Description |
---|---|---|
![]() | - | use the ones from Act 1. |
![]() | Darkfire Shortbow | Amazing bow that allows to precast ![]() |
![]() | Fistbreaker Helm | The best caster headwear in Act 2. |
Coldbrim Hat | Although this works only once per turn, it works well with spells that target Dexterity like ![]() | |
![]() | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
Fleshmelter Cloak | Deal additional damage to the attackers. | |
![]() | Yuan-ti Scale Mail | If you need a higher Armour Class and The Protecty Sparkswall is taken, this is a perfect alternative. |
Robe of Exquisite Focus | You can wear this if The Protecty Sparkswall is taken. | |
![]() | - | Specifically, for the Land Druid build, Act 2, does not bring many options. So reuse gloves from Act 1. |
![]() | Boots of Striding | Excellent shoes, as you will be casting Concentration spells left and right. This will reduce your chance of getting the spell canceled. |
Evasive Shoes | Optional boots if you need a little bit more Armour Class in your normal form. | |
![]() | Strange Tendril Amulet | I like ![]() ![]() |
Amulet of the Harpers | Allows casting a ![]() ![]() | |
![]() | Eversight Ring | If you have a ![]() |
Ring of Mental Inhibition | Excellent ring, that you can activate its effects with your control spells. | |
Ring of Twilight | Improves Armour class while obscured, also works in ![]() |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
---|---|---|
![]() | Markoheshkir | The most powerful stave in the game. If it is free, feel free to use it and activate relevant Kereska's Favour based on the spells you use. My favorite picks are Frost of Dark Winer and Bolts of Doom. |
Staff of Spell Power | Very powerful stave that also gives access to ![]() | |
Staff of Cherished Necromancy | The staff can be used to cast Necromancy spells for free. One of them is ![]() | |
Woe | Gives additional effects like healing. | |
![]() | Hellrider Longbow | The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
![]() | Hood of the Weave | The best caster headwear, that gives +2 Spell Save DC. |
Helldusk Helmet | The helmet can be used to be able to see in ![]() | |
Shapeshifter Hat | Mentioning this as a goodwill. To be fair, I find the additional charge not as important, especially when long resting in Act 3 is easy. | |
![]() | Cloak of The Weave | The best cloak in the game for casters. |
Cloak of Displacement | Great way to avoid attacks and reduce the chance of enemy attacks landing. | |
![]() | Armour of Moonbasking | This armor is specifically made for Moon Druids, as it gives a solid stat boost for ![]() |
Mutilated Carapace | Offensive option for shapeshifting Moon Druid. The only downside is that ![]() | |
Armour of Landfall | One of the best caster items in general, as it gives Constitution Saving Throw an advantage, resulting in less spell cancelation. Moreover, it improves Spell Save DC. | |
Robe of the Weave | Gives bonus Armour Class and improves Spell Save DC. | |
![]() | Helldusk Gloves | Gives bonuses to Spell Save DC, which will increase spell success chance. |
Quickspell Gloves | Allows casting spells with bonus action once per short rest. | |
![]() | Boots of Striding | I think these are the best shoes for Moon Druid, as their effect persists in ![]() |
Helldusk Boots | You can avoid failing a saving throw, which might break your concentration using a reaction. | |
Bonespike Boots | Gives bonus armor class and increased saving throw rolls. | |
![]() | Corvid Token | Improves jumping distance of ![]() ![]() |
Amulet of The Devout | Although this is the best amulet of the caster, I would not prioritize it on Moon Druid, especially as most of the time you will be relying on Beast forms, which don't benefit from this. | |
Spellcrux Amulet | It allows restoring spell slots easily. | |
![]() | - | To be fair as there are limited rings that work in ![]() |
Eversight Ring | Use the ring you have for a party that utilizes the ![]() | |
Ring of Mental Inhibition | Still a good ring from Act 1, that will work with some of your spells. | |
Ring of Twilight | Improves Armour class while obscured, also works in ![]() |
Build Mechanics
In this section, I would like to dive deep into how to play the Beast Master. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to effectively use the build.
Using different area Control spells
The interesting part of Land Druid is that it has access to plenty of area-of-effect spells. For example, you can use two types of controls, one for the air and another for the ground. So for example - Plant Growth and
Insect Plague, making the area inaccessible and enemies getting destroyed.
The strongest combo in my opinion would be Sleet Storm together with
Hunger of Hadar (that you need Bard or Warlock to cast). This outright makes enemies skip their turn and get damaged by the killing of dark clouds.
So the main two categories:
- Ground -
Sleet Storm,
Spike Growth,
Plant Growth,
Ice Storm,
Grasping Vine (be careful as it can get damaged by air effects), and so on
- Air -
Insect Plague,
Cloudkill,
Hunger of Hadar (obtained from other class)
Sanctuary + Moonbeam
Although this applies if you were multiclass into cleric, I still wanted to mention this combo. It allows you to cheese most of the fights while you stay safely under the Sanctuary effect. Then use
Moonbeam to move it around and damage enemies.
Wild Shapes forms
Moon Druid's main highlight is its Wild Shape forms and that they can be activated with a bonus action, instead of an action with other subclasses. At first, you will only have a few of them, but as you level up more options will appear.
So let me highlight a few that I think are worth attention:
Form | Description |
---|---|
![]() | Excellent early game form, that can make enemies prone. This will increase attack rolls of your allies making it easier to hit them. |
![]() | Another great form, that you can utilize early in the game. Spider can apply ![]() |
![]() | One of my favorite options. This is a very sturdy beast accessible at level 6. It can jump around, dealing damage and making enemies prone. Moreover, Owlbear can knock back foes with its base attack. |
![]() | I like this form and use it on high AC enemies like bosses. The tiger has an attack that weakens armor class by -2, making it easier to hit for you and your party members. |
![]() | This is late game form, that utilizes ![]() |
![]() | This is more of a support option, especially if you have cold or lightning casters in your party. You can both heal and cover areas in water, later followed up with Ice spells and attacks. |
Wild Shape forms and item effects
So the main downside of all of these forms, is that some items and mechanics don't work as intended. For example, the Wild Shape: Water Myrmidon, uses a Trident. Due to oversight from developers, this form doesn't have weapon proficiency, meaning you don't get correct attack roll bonuses. To fix these kinds of problems War Cleric or Fighter multiclass is necessary.
On the other hand, many items don't pass their effects, which is both a blessing and a problem. The build is simplified, but you are left with many items that only work in normal form, and give no benefit while in Wild Shape.
Overall, I wanted to inform you that the class has its problems, but it is still great in the grand scheme of things.
Maximizing Companion amount
Druid can summon plenty of minions that result in its small army. This can become tedious to manage, but they do offer plenty of bonuses and distractions for enemies.
Conjure Minor Elemental - either Mud or Ice Mephits
Conjure Woodland Being - summons a Dryad, that has free
Spike Growth.
- Drayd's special action
Fallen Lover, summons a Wood Woad to fight by your side.
Conjure Elemental - summoning one of Myrmidons especially Water can cover the whole battlefield in Water, making enemies weak to Ice and Lightning.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- You can use a simple Torch with
Shillelagh to deal more damage than all of the early-game weapons.
- Early in the game, you can use
Healing Word together with The Whispering Promise ring, to buff up your allies using bonus action.
- Cast control or Concentration spells like
Faerie Fire,
Spike Growth, etc. With the moon druid's special
Wild Shape, you can use bonus action and turn into a beast.
- On the other hand, if an encounter is pretty easy, you can cast
Moonbeam and use it to pick off weak foes each turn, saving spell slots.
- Once your concentration slot is filled, you can also use
Plant Growth which does not use it, and will further slow down foes, to be picked down by your companions.
- Be careful when moving onto a
Sleet Storm or
Spike Growth when in
Wild Shape. These have effects that might make you fall on ice or cancel your concentration.
- You do shine in very wide areas, as you can use the area control spells to cover one part and move yourself as a beast to cover another place. This will force enemies to either attack or go through you, activating Attack of Opportunity.
Late Game Combat
Overall, nothing much changes from the early game, just that your beasts get buffed up.
- Your main rotation is still casting a Concentration spell and then turning into
Wild Shape to engage in combat.
- You should use area control spells like -
Insect Plague,
Wall of Fire,
Ice Storm,
Plant Growth,
Sleet Storm, etc. These are excellent to be cast on the first turn before you move into
Wild Shape.
- I would not rely too much on control spells that have Saving Throws like
Confusion or
Hold Person. Due to your limited Spell Save DC, it might be too low for some late-game enemies. Of course, if you see that success chance is 85%+ then definitely go for it!
- Your main late game forms are
Wild Shape: Earth Myrmidon and
Wild Shape: Water Myrmidon. Choose the former if you need high damage and a strong frontline. Pick the latter if you need support and apply Wet on enemies.
Conjure Woodland Being - already mentioned, this is an amazing summon, that can cast
Spike Growth for free. This saves you a spell slot, and you can follow up with something more deadly like
Insect Plague.
- The top dog is
Conjure Elemental: Water Myrmidon which is available once you have access to level 6 spell slots. This can cover the area in water, and apply wet status. This means that you can become a Myrmidon and have a summoned ally with the same effects.
Build Variations
There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.
Setup | Description |
---|---|
| Access to a Third feat. Sadly, as you don't get many benefits from Ability scores, ![]() |
| Similar to the current build, but the key difference is that the Sorcerer will give access to the ![]() |
Conclusion
Thank you for reading the best Moon Druid build for Baldur's Gate 3. The ultimate Wildshaper allows you to mix spellcasting, area control, and lucrative Wild Shape forms. With so many to choose from, you can turn into a huge all-destroying Owlbear, or take an elemental Myrmidon form to pummel foes with thunder attacks.
Cheers!