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Yeah, Circle of the Moon sounds cool in concept, but in practice it's probably the worst of the druid subclasses.
Probably doesn't help that even at max level 20, the best you can transform into is a range of CR 4 creatures, which won't even be enough to mildly annoy whatever it is you're fighting.
Wildshape's best usage is as a utility power, rather than a combat one. Changing into rats and birds can allow you to sneak through places much better than any Rogue ever could. Gaining access to a swim speed can also be useful, but is kind of niche in my opinion.
I was not aware of that feature. Thanks for mentioning it, because I didn't understand why the spell just seemed like a less offensive version of Spike Growth.
Otherwise, they are great and versatile, especially Land druids.
I mean in tabletop.
In BG3, Circle off the Moon just sucks.
It's either level 5 or 6, but Circle of the Moon druid's natural attacks become magical so they can bypass damage resistance.
What kind of equipment works? Because other than the ring you get from the Strange Ox, I'm not familiar with the others.
I don't remember, because the items are trash anyway and I never used them. I distinctly remember that one item that said it worked in wildshape did absolutely nothing.
And the ring is actually useless too. It doesn't raise your saves or attack rolls, it's trash.
But the Owlbear form is good enough on its own even on Honor. Free AoE prones, AoE fears, and if you can get advantage you can even hit something fairly reliably and do good damage. Land druids also get Haste, which is why I replaced Gale with Jaheira in Act 3 and never looked back.
Water Myrmidons are the cheapest source of in combat healing, chain Wet statuses, Chill, and Freeze.
Fire Myrmidons have a built in Haste effect.
Air Myrmidons can chain-stun better than Monks and have more access to disabling enemy casters than any other creature in the game.
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Beyond that, what your itemizing for is spellcasting, not specifically damage. Try to give a Moon Druid items that boost healing ability, increase spell access, increase save resilience, or provide condition or status immunities. Remember: you're still a full spellcaster and can concentrate. Take advantage of that.
In higher levels, the myrmidon forms of Druid 10 is what you're after together with the third attack. I would recommend fighter 2 for action surge and weapon proficiency for the myrmidon forms as well. Use action surge before shape shifting and you can dish out 6 attacks round 1 (same amount as a pure fighter) and if you're using the air myrmidon you have 6 chances to stun in round 1.
Their strength is the tanking ability (2 health bars) and the utility of the myrmidon forms, it won't compare to other classes in damage dealing though.