[Baldur's Gate 3] Moon Druid Build Guide! (So You Wanna Be A Druid?)

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hello and hey Miss round with Ballers Gate 3 so you'll want to be a druid nature and stuff huh dig let's dive in Druids Revere nature Above All Else gaining their magical powers from the force of nature itself for Druids nature exists in a precarious balance that must remain in equilibrium funny enough this is mirrored in the real world they are viewed by the community in two very different light half seemed to say their interpretation in Ballers gate is quite weak that their inability to interact with spells and features while in wall shape make them wholly unplayable the other half looks at them like 100 plus hit point sponges with interesting and unique abilities getting to live out of class fantasy completely unlike the others shedding their humanoid form for something a bit more feral and they're both correct in the same vein of whether you think you can or you can't you're right Druids have their focuses and if they don't gel with you you can get more out of a different class with patch 1 now out and the spores Druid feature symbiotic entity now properly working with unarmed strikes my first multi-class video thought of Druid becomes a lot more interesting though we would not go majority Druid so I'll leave that for another day plus it would come out a lot similar to the monk build also Druids make excellent Summoners though that playstyle is much more tedious than many will want to participate in despite its power I do not blame you so for this we'll keep it simple focus in on our wild shapes Moon Druid style looking at our attributes we don't need any particular values a suggestion might be 10 strength 14 decks 16 con 8 inch 16 wisdom and 8 Charisma we take on the physical stats of our forms but we can't do much with our mental stats in the wild shapes anyways Constitution and wisdom are pumped for when we are out of wild shape form and focusing on casting everything else is just loose quality of life more than any other build I've ever put a focus on it is completely your choice starting at level one we go Druid there's no funky multi-class shooting against level one or in fact we're going our first double digit levels in Druid with some spice at the end to give it a focus like clerics Druids have access to their whole list and in time so specific spells in the Character Creator are not as important as other classes get to pick your favorites while I'll add some in that I like as we go level 2 we get our circle circle the moon and this level gives us access to the bear form a great tank in general amazing for this level and we can shift to our wild shapes as a bonus section meaning we're getting an attack off on the same turn we become an animal great for keeping your size action economy up level three we get some second level spells cannot reactivate things like Moonbeam or heat metal while in our form but we can hold the concentration as long as we keep making the check so on that first turn we also have the option to cast a spell like hold person in humanoid form before becoming our chosen shape an alternative to attacking on that turn but still keeping that action economy up level four we get that first ASI an option you can do especially if you know there are specific forms you want to transform into Tavern brawler works for the attack rolls of unarmed shapes big choices like owl bear or the Earth murmidon give huge bonuses while shapes with terrible strength scores like the dire Raven get big minuses when you're less chained to abilities scores you get interesting edge cases like this to focus on with your feet if you so choose I will however advise just pop that wisdom score better to have relevant spells than not even with our commitment to the wild shape Circle also we do get new forms in the Deep Roth a and dire Raven level 5 extra attack for our wild shapes letting us sort of keep Pace with martial glasses and getting this a touch early just feels good having one attack on a turn and missing feels awful so even if you only do four damage on the second attack it feels so so much better level six we get Primal strike which makes our wild shape attacks overcome resistance for non-magical damage we also pick up the Panther and aforementioned owl bear forms both very solid choices for the level level 7 features slow down a bit but we do get fourth level spells taking Stone skin into your wild shape form from long before combat was even a thought on your mind is never a bad thing and we get spells like conjure Woodland being or minor Elementals if you did want to lean a bit into the summoning playstyle as well one or two summons isn't going to test patients like a full lineup might so it's up to you at level 8 we get another ASI warcaster is worth a shot as you will get advantage on your concentration checks while in Wild shape excellent for keeping up whichever spell you chose to use prior to Shifting the alternative is pumping up that wisdom score having 20 wisdom for spell casting DC's isn't our Focus but will definitely help some of those crowd control spells stick and is not to be overlooked level 9 we get fifth level spells summon Elemental sticks out to me as that's only ever one creature and his turns are usually both effective and short if contagion didn't take three full turns to set in that would be a great way to give vulnerability to a tough foe but that's how it works in tabletop this game is just a little faster paced with hasted actions and turns with four leveled spells being possible makes things like that feel like an eternity level 10 is one of the best level UPS in the game improved wild strike is three attacks per action for our wild shapes and the new forms of Dilophosaurus and the elemental myrmidons very very good form the fire rubidon is still bugged at the time of this recording however keep an eye on that the hasted form can break from just moving or doing anything not over a dangerous surface just anything and you will instantly go lethargic a lot of the time spending an action to incapacitate yourself is a bit more special than what we're aiming for but level 10 is the core of the build we can shift into a monstrous fighter that gets three attacks per action has insane mobility and if you is dropped to zero HP leaves us as a full Caster with about 100 hit point the last two levels are not so simple because we cannot use almost any feature in Wild shape a lot of multi-class options fall well short of expectations but there are a few that make sense namely fighter first level of fighter gives us proficiency with martial murmidon weapons which I don't know why you don't get that when you take the form of one but it's a huge deal to be able to add plus 4 to attack so we will fighting styles also work while you're in your shape so dueling for plus two per attack is on the cards if we don't want to do defense then at level 2 you can use action surge before you go into your wild shape and get off nine hasted attacks on some very unlucky enemies does lack Smite or plus 10 flat bonuses from Feats but especially if enemies are prepped to be wet before the Carnage nine attacks from an air marmadon can deliver hundreds of damage in that first round and most likely some stuns on top of that this two level fighter dip would however lock you out from a six level spell which some of you may consider a cardinal sin another option is to fall back on the one level wizard dip especially since we don't really care about most of our ability scores could just boost intelligence more than normal and have a few more options for spells things like self haste to point something out we then use the other level in a class that gives you martial weapon proficiency and we're cooking with peanut oil exploring some other options a level of Bard will give you three bardic Inspirations no matter your charisma score to hand out could be a palette to your party members at the start of an adventuring day while still getting that six level slot Barbarian can rage on the first turn then shift at the start of turn two though that feels pretty clunky in practice as most things that require in battle setup do in this game but you can't be knocked out of that resistance unlike Stone skin so definitely consider it as staying in your wild shape form is Paramount there's also perhaps a level of cleric to keep you in sanctuary for the start of the fight lots of classes can give you just that little bit ultimately I think it's a trade-off of preference giving up the six level slot for one round of fighter damage or going the Barbarian route and nearly giving up that entire first round to give you the consistency we'll throw down an example combat of a couple of moon Druids while we continue talking can have them each sum of their own Ramadan to add to the Carnage fun stuff but back to the point if we could use features from different classes this would be a much more interesting decision but to compromise do feel forced into a level of a martial class and one spellcaster level which actually puts going to Druid 12 back on the table grabbing the weapon Master half feet and grabbing those murmurdon weapon proficiencies those extra two levels of druid mean more HP for wall shapes as well but there doesn't seem to be an objectively best path in the background this is a 12th level Druid and a druid 10 Barbarian one wizard one we've established that the fighter burst is incredible but it's just that one round and if we wanted the burst character there are way better options people got mad at me for putting spell casting and rage together before so might as well do it again there are a lot of non-concentration spells that we can use before battle that will affect us while we're in Rage so I'm not too worried about the combo of course we've put points into intelligence to accommodate the spell slots things like false life long Strider Mirror Image heck could even do a warding bond on this character but that's the point if you've gotten to 10th level Moon Druid you've made it if you don't like the style you'll know way earlier than that but if you do like the style the last two levels can let you refine how you'd like to play because you can do almost any little tweak the straightforward Moon Druid might be a bit Bland due to not being able to use many features while in wall shape but no one can say it's ineffective just play what you like hope to catch you in the next one as always thanks for watching thanks for listening be safe guys foreign [Music] thank you foreign
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Channel: Ghostzapper
Views: 40,233
Rating: undefined out of 5
Keywords: bg3, bg3 druid, bg3 druid build, bg3 halsin, bg3 druid multiclass build, bg3 druid multiclass, bg3 moon druid, bg3 no spoiler build
Id: oJhUrBSZKco
Channel Id: undefined
Length: 10min 17sec (617 seconds)
Published: Sun Aug 27 2023
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