Originally Posted by Redheaven
Of all the criticisms of moon druid, the lack of itemization is the one that I understand the least.

Shift and in the case of elementals, owlbear and sabretooth, a decently featured form.
Shift out and be dressed as a nearly caster (I usually give Halsin all my cold-related gear to drop some bolstered ice storms.

Yes, our items need to work. Allowing repositioned spells to keep working is needed. But there's a lot you can do with a druid or two, and espeically three (if you're Tav is also a druid)

In normal 5e, that’s not a big problem. All classes, except artificer, can only attune to 3 magic items. It means that a high level fighter In 5e tabletop gets something like this: +3 weapon, +3 armour, +3 shield + 3 attuned items like: belt of giant strength, periapt of wound closure, etc.

In BG3 you get way more magic items than that and no restrictions: 2 rings, cloak, gloves, boots, helmets, etc.

A fully geared up high level fighter, paladin and barbarian can overshadow most classes In damage output, maybe with the exception of sorcerer.

Druids were obviously buffed to compensate, as even Moon Druid progression is way stronger. Owlbear is a monster in combat and Fire Elemental Myrmiddon is something a level 14 moon druid should be able to turn into, not level 10, where they normally get normal fire elemental.

This helps close the gap, but doesn’t fix other inherent issues: broken multiclassing, conversations skipping you due to wildshape, not being able to cast concentration spells you used prior to wildshape, Moon Druid being weaker than other 2 classes, with very few exclusive forms, etc

Last edited by Annoyed Player; 07/09/23 10:15 AM. Reason: Typos