This guide is available on Google Docs.
This guide was originally posted on the Wizards of the Coast community, and was removed along with the rest of the content there. As a number of members here feel like its information is valuable, I will keep this post here. I'm new to the community and still figuring out the formatting tools, so please refer to the link above while this post is reconstructed.
The Circle of the Moon Druid is a fascinating class, because its mechanics come directly from monsters in DM resources, rather than an allotment of interesting class features. You combine the utility of a caster with the brute force of a melee fighter, although you generally can’t do both at the same time. For those interested in the class, this guide gives you some pointers on making smart choices.
Note that this isn’t a solely a combat optimization guide. It’s not about eeking out every last point of damage, or finding a gimmick that gets you through a Patchwerk-style fight in record time. The options I recommend will tend to shine in all three areas.
[h=3]Contents:[/h]
[h=3]1. Introduction[/h]
This guide will use the following ratings:
Red is outclassed. Another option exists that is in all ways at least as good or better. Red choices aren’t necessarily valueless, however, and are fine to take if you really like them.
Purple is a substandard choice. It might be useful in corner-case situations, but overall it's not worth the investment.
Black is average. You're not hurting your character by taking this, and it might even help in some situations, but there are better choices.
Blue is a good choice. It definitely helps your character in the majority of cases.
Sky Blue is a fantastic choice. An option you should strongly consider above most others.
Gold is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call yourself optimized.
This guide doesn’t attempt to give you a full understanding of the Druid class, other builds, or RP options. For those you can refer to a generic Druid guide. This guide deals specifically with the Circle of the Moon Druid and its available options and synergies.
On sources:
All options are from the Player’s Handbook unless noted otherwise. Other sources include:
[h=3]2. Class Features[/h]
The class's mechanics are fairly straightforward:
...and that’s it. The rest of your benefits come from the abilities of the increasingly more powerful creatures you can transform into.
[h=3]3. Ability Scores[/h]
Your ability scores aren’t quite as relevant as other classes, even for your attack stat, so you have more license than other classes to be creative.
This guide was originally posted on the Wizards of the Coast community, and was removed along with the rest of the content there. As a number of members here feel like its information is valuable, I will keep this post here. I'm new to the community and still figuring out the formatting tools, so please refer to the link above while this post is reconstructed.
The Circle of the Moon Druid is a fascinating class, because its mechanics come directly from monsters in DM resources, rather than an allotment of interesting class features. You combine the utility of a caster with the brute force of a melee fighter, although you generally can’t do both at the same time. For those interested in the class, this guide gives you some pointers on making smart choices.
Note that this isn’t a solely a combat optimization guide. It’s not about eeking out every last point of damage, or finding a gimmick that gets you through a Patchwerk-style fight in record time. The options I recommend will tend to shine in all three areas.
[h=3]Contents:[/h]
- Introduction
- Class Features
- Ability Scores
- Races
- Forms
- Spells
- Feats
- Multiclassing
[h=3]1. Introduction[/h]
This guide will use the following ratings:
Red is outclassed. Another option exists that is in all ways at least as good or better. Red choices aren’t necessarily valueless, however, and are fine to take if you really like them.
Purple is a substandard choice. It might be useful in corner-case situations, but overall it's not worth the investment.
Black is average. You're not hurting your character by taking this, and it might even help in some situations, but there are better choices.
Blue is a good choice. It definitely helps your character in the majority of cases.
Sky Blue is a fantastic choice. An option you should strongly consider above most others.
Gold is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call yourself optimized.
This guide doesn’t attempt to give you a full understanding of the Druid class, other builds, or RP options. For those you can refer to a generic Druid guide. This guide deals specifically with the Circle of the Moon Druid and its available options and synergies.
On sources:
All options are from the Player’s Handbook unless noted otherwise. Other sources include:
- Elemental Evil Player’s Companion (EE), the PDF.
- Monster Manual (MM), the published book.
- Unearthed Arcana (UA), blog posts
- Sword Coast Adventurer’s Guide (SCAG), the published book
[h=3]2. Class Features[/h]
The class's mechanics are fairly straightforward:
- At level 3, you gain the ability to take a stronger Wild Shape form than other druids
- At level 6, your attacks in Wild Shape count as magical
- At level 14, you gain a free use of Alter Self, although I’m not sure why you’d want it.
...and that’s it. The rest of your benefits come from the abilities of the increasingly more powerful creatures you can transform into.
[h=3]3. Ability Scores[/h]
Your ability scores aren’t quite as relevant as other classes, even for your attack stat, so you have more license than other classes to be creative.
- Strength gets replaced by Wild Shape. It’s useful only for multiclassing and skill checks outside of combat.
- Dexterity gets replaced by Wild Shape, but powers your initiative and AC outside of beast form. Spare points not used for multiclassing can go here.
- Constitution gets replaced by Wild Shape, but hit points are always good, and you may need to keep a concentrated spell up for a round or two between Wild Shapes. It’s even better if you multiclass into Barbarian.
- Intelligence sticks with you in human form, and powers a decent array of skills, but gives you nothing else.
- Wisdom stays with you in beast form powers your spell DCs and important skills Perception. Despite this, it’s still not as necessary as other classes’ primary stat. It gets better if you multiclass into Monk, but you can get away with a 14 in this stat at level 1 if you’re interested in getting creative with your race or multiclassing.
- Charisma sticks with you through Wild Shape, but you won’t be making much use of it since you can’t talk while transformed. It’s not a bad place to throw some extra points, since it’s useful out of combat as well.
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