Baldur's Gate 3 Druid Guide - Circle of the Moon Subclass - Level 1-12 Guide

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hey everybody it's Leroy from Leroy gaming and in today's Butler's Gate 3 guide we're going to be looking at the circle of the moon subclass for the Druid we're going to cover features at level 1 of character creation including ability recommendations I'm going to give you a full level 2 to 12 breakdown including all spells available as you level also later in the video I'm going to give you a full circle of the Moon transformation Showcase of all options at level 12. after that I'm going to give you some general equipment recommendations and my thoughts on multi-classing as the circle of the Moon Druid you can use timestamps below to jump to the areas that most interest you and remember to drop a like and leave a comment below of your thoughts feedback and questions and now without further Ado let's go ahead and check out the circle of the Moon druid all right here we are at level one and it's important out the circle of the Moon druid's primary ability score will be wisdom you're gonna have saving throw proficiencies and intelligence as well as wisdom your hit die is only 1D 8 hit points and you're gonna have proficiency with simple weapons light armor medium armor and shields now you're not gonna get to pick the circle of the Moon Druid at level one but you are going to get to pick two can trips here they are I'm going to go and mouse over them for you can pause them if you want to read the details guidance is pretty much a must probably the best can trip in the game and unique to the Druid is also shilleli so if you do want to use a staff and use your wisdom stat with it instead of dexterity then this is what you would want to cast now you will also unlock level 1 spells and you're gonna get two level one spell slots at level one you will be able to choose across these level one spells that will all be initially memorized and when it comes to Ability points it makes sense to have 10 strength 14 dexterity if you're going to be using medium armor 14 Constitution 8 intelligence 17 wisdom and 12 Charisma do note you could technically dump Charisma if you wanted to to bump up your Constitution a little bit more and your wisdom I'm keeping it at 17. if you're gonna use the hag portion of the game to get this to 18 this will let you get 20 wisdom really really fast as early as level four potentially you could technically drop this if you want to balance yourself out a little bit more but do note when you are transformed into one of the beasts you're only gonna be caring about your intelligence wisdom and Charisma because your strength dexterity and Constitution will transform to the stats of whatever the Beast is that you transformed into all right here we are at level two and this is when we get to pick the circle of the Moon subclass now feature wise big difference compared to other Druids you can do combat wild shape which basically means you can watch it as a bonus action as opposed to it as a main action for the other subclasses and you can transform twice per short list which is standard you're also going to get lunar mend so you can expense spell slots to regain hit points while in Wild shape and you can also do that as a bonus action which is very helpful now when you start out you're going to have access to four different wild shapes badger spider wolf and Cat and then unique to the circle of the Moon you get the wild shaped bear which definitely is probably the most powerful form at level two they are definitely not all created equal and you will get more of these as we level up do know later in the video I will do a showcase showing all of the different possible Transformations so feel free to use the time stamp to get there or just watch all the way through now you will also get one level one spell slot at this level and you will have five spells that are prepared do note you cannot cast these while in Bear form you can only sacrifice the spell slots for healing however if you do want to cast outside of your transformation here are all the different options you can choose from I'll Mouse over all of them and of course you can pause the video if you want to read the full descriptions now as you level up you will get more prepared spell slots so right now we have five there will be six seven eight and so forth but these will be shared across all the levels so right now you only have level one spells but eventually you'll have level two spells three four Etc you're always gonna have way more spells known than a prepared spell slot so keep that in mind but you can change it not only at level up but also if you go into the inventory tab those little sub tabs at the top and you can basically change out any of these as long as you're not in combat all right at level three you're gonna get one level one spell slot you're also going to get two level two spell slots you're going to be able to prepare six spells now across level one and two and here are the level two spells that I'll go ahead Mouse over for you enhance abilities quite good and again do keep in mind that these will only really be useful if you are outside of transformation okay at level four you're gonna get one more level to spell slot you're gonna get to select another can trip of your choice you're gonna get to be able to prepare seven spells now you will also unlock two more weld shapes deep Roth and the dire Raven now when it comes to feet for the circle of the Moon Druid it's a little bit more tricky of course you can use ability points to max out your wisdom that's helpful but because you don't get access to so many things while in Bear form or different forms it's a little different what I would recommend now the thing that I recommend the most is actually Tavern brawler which may surprise you this has been kind of bugged but should be fixed what it's supposed to do is when you make an unarmed attack which does Count Your Bear form or other transformed uh attacks you or if you use an improvised weapon which you won't be doing or throw something your strength modifier is added twice to the damage and attack rules currently it looks like it's only adding the attack rolls instead of the attack rules and the damage but that should be fixed that being said Tavern brawler is phenomenal for this and then outside of that I could also recommend Lucky in this case because these you can definitely utilize regardless what your form you're in and it'll allow you to use them to get advantage on Attack rules ability checks and saving throws so you can definitely help out so those are the three main options I would choose all right level five is another big boost you're gonna get two level three spell slots again for healing for healing or for using other spells and you're gonna get wild strike can make an additional attack after making an unarmed strike while in Wild shape do note that you cannot do an extra attack when you're just in normal form and here are the level three spells that you can choose from all right at level six you're gonna be able to prepare nine spells now you'll also get one more level three spell slot you're gonna get Primal strike while in Beast form your attacks count is magical for the purpose of overcoming resistance and Immunity to non-magical damage this is really big that you get as soon as possible because you're gonna run into more and more enemies that have resistances as you get to go throughout the game and you're gonna get wild shape Panther and a wild shaped owl bear at level seven you're gonna get a level 4 spell slot and access to a bunch of new level 4 options and do note you can also prepare 10 spells now here are the level four spells and again as a reminder you can use the spell slot for example while you're transformed to do a tier 4 heal which is gonna heal you more and more as the spell levels increase all right level eight brings the ability to prepare 11 spells you're gonna get another level four spell slot that is unlocked you're also going to get wild shape saber-toothed tiger and then you're gonna get to pick your second feet at level nine you're gonna be able to prepare 13 spells you're gonna get one more level four spell slot but also your first level five spell slot and here are the little five options for spells conjure Elemental is amazingly powerful do note you can summon an elemental and then go into a transformation form and the elemental will still stay there all right with level 10 you're gonna get to pick yet another can trip you're gonna be able to prepare 14 spells you're gonna get another level five spell slot and you're going to get improved wallet strike you can now make two additional attacks after making an unarmed strike while while in Wild shape so you get three base attacks per turn you're also gonna get wild shape Dilophosaurus so yes you can get a dino kind of looks like a Raptor and you're gonna get the ability to Wild shape into four different myrmidons so air murmidon Earth marmadon fire marmadon and water marmadon and again check out later on the video I will do a Showcase of all these and their abilities all right level 11 brings you the ability to prepare 15 spells and you're gonna get a level six spell slot and access to level six spells and these are all quite potent or again you can use them for a nice powerful heel thank you and finally at level 12 you're going to be able to prepare 16 spells and you're gonna pick your final feet all right guys now we'll go ahead and do the Showcase of all the different wild shapes so the first one is going to be the badger this one does scale hit points uh when it comes to getting higher and higher level but he's gonna be capping out here at 48 hit points he's got a basic claw attack and then his other ability is burrow and it's kind of interesting so you as you emerge wherever you come out you could potentially make people prone so you can kind of see the AOE effect of that really good for getting around and also surprising enemies and I also wanted to Showcase lunar man here notice if you sacrifice level one spell slots it's 1d8 healing and then goes up by 1d8 llo six ball slots at 68 healing the second transformation option is cat this one does not scale I mean it has the benefit of being small and getting into small places but it only has two hit points it's getting meow to attract attention and of course you have your lunarmend next we'll go ahead and look at the bear and the bear as you can see is going to have a ton of hit points 111 he's gonna have goading Roar which is basically an AOE taunt and he's got his basic claw attack that's pretty powerful next I'll show you the Deep Roth here's a stat block here's the ability to cast Dancing light as a bonus action he has his charge that can make enemies prone and his basic Gore attack next let's go ahead and look at the diary Raven here's the stat block he can fly around here's his beak attack and then he has Ren Vision that can blind enemies and also note that his self does not scale so he's stuck at 13 health next we'll go ahead and look at the wolf here is a stat Block it's half dust scale here's this bite attack he does have inciting how and basically as you can see here it allows other everybody around them to basically move further and he also has exposing bite and what's really good here is at high levels when you have two or three attacks you can use this and it'll make sure that the next attack is gonna be a critical hit all right next we'll go ahead and look at the saber-toothed tiger here's a stat block and again he does scale here's his bite attack which is quite powerful he also has shred armor that will lower the armor class of anything it hits and he has jugular strike which is really useful and does extra damage if you hit a prone Target then there's the spider here's its stat block it has the venomous bite attack that also poisons and you can also cast web turn web enemies when they're in web they cannot move Attack rules against the affected entity have advantage and when they attack they have disadvantage and they also have disadvantage on the dexterity saving throws next we have the panther here's a stat block for the Panther it's gonna have a decent bite it can go into Pro which is basically turn invisible and not only that but once you hit something while invisible you do an extra 1d8 damage you also have jugular strike that does more damage against prone targets and you get pounce leap attack and it knocks enemies down next we have the dilophosaurus if you want to be a dino here you go here's a stat block skills real nice of Health it's got its acid bite there's a ton of damage it also has corrosive spit 18 meter range very powerful and it can lower the armor class of enemies per turn so up to -5 it can be negated by water and then pounce which will knock an enemy prone and then we have the mighty owl bear now to Albert as you can see is a ton of Health here's the stat block for it it's going to have a real powerful claw attack that also does a push back you're gonna have rupture so this is a big kind of AOE attack which is quite potent and you can also have crushing flight and knock things prone do note if you jump on top of people from bigger Heights because you're so heavy you'll actually do a lot more damage so it's uh very very devastating if you use it strategically and also note you can enrage for three rounds in combat and it's gonna get base instinct to increase your strength by two and it's possible to make nearby creatures fearful so you can do the fear effect very very cool very powerful and remember this thing already has a strength of 20 so this will bump it up to 22. which would potentially give you a plus six if you use Tavern brawler it'll be plus 12 to attack and damage they're very deadly and finally we do have the Ramadan forms and I do want to point out these do take two wild shape charges each to go into it we'll go and start with the Earth myrmidon these are basically like Elemental beings or features they have a ton of Health 124 there here's the stat block tons of AC too here's the Basic Ground thunder strike and it also knocks enemies prone you have the ability to burrow sludgy sling and basically takes up this entire area you also have mucked metal which is actually going to make you more tanky it's going to increase your armor class by two but it's going to make it so that you move more slowly then we have the water marmadon 108 hit points here's the stat block for it it's got a basic melee attack but this extra cool damage notice it says you make a melee attack with your equipped weapon you have healing Vapors which is very interesting it can either be a decent heel or if you happen to be poisoned you can do an AOE poison attack which is quite interesting give Elemental warp which is a Teleport basically and the range on it is actually quite decent you also have explosive icicles and then finally you have hemol strike which is a quite deadly melee strike that does a ton of coal damage and has the effect of chill which is going to make you vulnerable to cool damage and resistant to fire damage so following up with any cool damage after this is going to be very deadly next we'll have the air murmidon it looks super cool and here's the stat block for it now it's basic attack again uses your melee weapon adds some lightning damage to it you're gonna have an invisibility that you can cast you're also gonna have raging vortex and also very important is that this is going to cause silence as you can see it's a very big AOE so anything in there it's going to be silenced you're also going to get electrified flail that's not only going to do melee damage that's quite significant including a lot of lightning damage but it's also gonna stun enemies as well you can fly and then you have elemental warp you can also teleport so fly or teleport and your final wild shape transformation is fire murmurdon now here's its stat block its base attack is a melee attack using your equipped weapon plus fire damage it can fly it can teleport he has mermaidon's immolation which basically is a three turn haste so you're going to get extra AC advantage and dexterity saving throws double your movement speed and you can do an additional attack you also have syndra swipe so this is a lot of fire damage potentially but they can resistant take less damage so it's like a a cast as opposed to a hit and then you have another potential melee attack and scorching strike lots of damage of fire damage added on and it can burn your target which is gonna do additional fire damage per turn after the initial hit all right now talking about equipment for the circle of the Moon druid because you're going to be transformed into your transformation form for the majority of the time your weapons until you get to the murmidon stage aren't going to matter as much basically armor-wise you're likely to want to equip the best medium armor you can Auto command uh one-handed staff for example and a shield to get your AC higher when you're out of transformation and then anything equipment wise that's going to support your transformation Transformations there are rings for example that will increase your damage while you're transformed or get other you know increases to AC Etc so anything that will support you via your transformation that's going to be big anything else that's going to give you extra spell slots is going to be good because that means you can use them to cast your variety of spells out of transformation or heal yourself while in transform mode as well so in some ways it's limiting in some ways it just frees you up quite a bit as well now when it comes to discussing multi-classing I would not necessarily recommend multi-classing the circle of the Moon Druid you technically get all of your forms at level 10. but if you go all the way to level 12 they'll have even more hit points so if you really want to focus on Transformations which is the whole goal here it just makes sense to go 12 levels of Druid but if you must you could technically do two levels of something else if there was a particular reason for it for multi-classing however anything less than 10 you're gonna give up on some cool Transformations and not forget your forms also have less Health as that scales every two levels all right guys that brings us to the end of my circle of the Moon subclass guide for the Druid I hope you guys found it helpful if you did like it and found it helpful please make sure to drop a like if you want to see more content from me make sure to subscribe thank you for all your support and as always I'll see you guys in the next video foreign
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Channel: Leeroy Gaming
Views: 2,006
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Keywords: baldurs gate 3, baldurs gate 3 Druid, bg3 Druid, baldurs gate 3 Druid guide, baldurs gate 3 class guide, baldurs gate 3 Druid class, baldurs gate 3 classes, baldurs gate 3 Druid build, bg3 Druid guide, baldurs gate 3 Druid Circle of the Moon guide, bg3 Druid circle of the moon guide, bg3 Circle of the Moon, best Druid subclass bg3, bg3 Druid subclasses, baldurs gate 3 Druid subclasses, bg3 Circle of the Moon Druid, baldurs gate 3 druid circle of the moon
Id: loi-K_28KBU
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Length: 24min 58sec (1498 seconds)
Published: Fri Sep 01 2023
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