Hi, I'm playing a 3rd lvl moon druid and I'm struggling on finding something to fill my bonus action besides self-heal - I'm not 100% convinced healing wild shape is that great.
Two-Weapon Fighting as far as I understand is not an option, since the weapons in combat forms like Brown Bear, Dire Wolf, Lion, Tiger and on are not denoted as "Light Weapons".
That being said, I've searched and seen multiple options like multiclassing as rogue, barbarian, monk that are great, but losing Druid levels and delaying upgrades to Wildshape and spell slots hurts my mind. So I went to Feats.
There is not too many to be chosen, War Caster and Resilient goes a long way keeping concentration in spells and I bumped into a underrated Feat due to Two-weapon fighting, Dual Wield.
Dual Wield allows you to use Two-weapon fighting with non-light weapons being wield, and adds +1 AC if you use separate weapons in each hand. This seemed perfect to fill my empty bonus action slot being lost every turn with my Moon Druid in wild shape.
So my question is: Do you think this feat applies to Wild Shape, as "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense."
Do you guys think the +1 AC apply as well as the Two-Weapon Fighting if the form allows you to? Example: Brown Bear has Multiattack action. So It can Bite and Claw in one action, and with Dual-wield feat Two-weapon fight with another claw (as it has two paws, lol) dealing "just" the 2d6 on hit?
Thats creative and I think it would work. I’d let it work since I read the Monster Manual and that states that monsters use weapon attacks where the weapon can be natural, for example claws.
Another option is spells like Flaming Sphere that you can move as a bonus action.
Found the issue with Dual Wield. It will work nice in early levels for Moon Druid, specially as a bear, but as you reach higher levels - 9+ - you would trash the feat, at most keep the +1AC at DM discretion.
at 9th level you turn into Giant Scorpion, already hitting 3 attacks with multi attack not leaving any other weapon to be used.
at 10th you turn elemental already with Multiattack using both “hands”...
Elementals don’t necessarily have one attack with each limb. If I was the DM I’d still let you have one extra attack as a bonus action as an elemental, but not a giant scorpion. You’re using a feat to be able to do it, that’s a big cost. I’d let the feat work with almost every wild shape form. Not every one, but most.
RAW, no, Dual Wielder doesn’t work. The wild shapes you’ve mentioned do not have hands, and natural weapons are not wielded and are not one-handed for the same reason unarmed strikes aren’t.
If you wild shaped into something with hands, like an ape, you could use actual weapons and make use of Dual Wielder and two-weapon fighting then.
But really, don’t worry so much about your bonus action. It’s not necessary that everyone always do something with it. Hamstringing your shapeshifting/spellcasting progression for two levels of rogue just to dash is a massive waste.
I agree with SagaTympana. Like grappling, the hands requirement is probably intended to be a bit flexible since monsters can use these rules too, but holding two weapons is a hard requirement. A panther doesn't hold its claws; they're part of its body.
Insisting that you need to take a bonus action all the time is like insisting you need to have a concentration spell going at all times. Your goal should be to maximize the utility you get out of your resources, not to maximize the amount of resources you're spending. Sometimes you just don't have anything useful to do with that bonus action.
If your beastshape has multi attack it is not classified as a "standard attack". A feature like fighters 5th level extra attack wont stack with a beast multi attack so I dont believe two weapon fighting would apply either. Even with what the others and I have said your DM could rule otherwise.
Something you may not have thought of is the mobile feat. For a moon druid it's a good option. That extra 10ft of movement applies to all your forms and not taking opportunity attacks as you rampage across the battlefield is mechanically and thematically awesome.
Regarding InquisitiveCoder and SagaTympana input, I understand that sometimes you have nothing to do with bonus action but in a Wild Shaped Druid it's every single turn for almost forever (alright when you reach 18th level you have plenty!) unless you have a spell cast and kept with concentration... I am just looking for some other options ;) And as SagaTympana pointed out, having levels in other classes just to fill this out is a waste - of course you have other things but... still not convinced to trash druid levels for another class.
Multiclassing into monk 2 or rogue 2 can give you interesting uses for your bonus action. Rogue can get you expertise in athletics (grappling) + hide/disengage/dash as bonus action. Monk gives you better ac in wildshape, dodge as bonus action and IF your dm allows it, single unarmed attack or flurry of blows as a bonus action. The latter part is not RAW (very unfortunately), but it would make perfect sense. Still, dodge as bonus action with a higher ac can give you some extra survivability.
If natural weapon would be equivalent to unarmed strike, you could get beatiful things like:
- AC 20 air elemental that makes four 2d8+5 slam attacks and knocks you down if you fail your dex save
- brontosaurus with three 6d8 + 5 tail attacks
- giant octopus with 3 autograppling attacks and AC 16 instead 11.
Alas, it doesn't work that way, so if you multiclass for bonus action goodness, rogue gives you more interesting stuff.
Idea for a homebrew feat:
Kunfu panda
Your natural weapons are considered unarmed attacks.
Multiclassing into monk 2 or rogue 2 can give you interesting uses for your bonus action. Rogue can get you expertise in athletics (grappling) + hide/disengage/dash as bonus action. Monk gives you better ac in wildshape, dodge as bonus action and IF your dm allows it, single unarmed attack or flurry of blows as a bonus action. The latter part is not RAW (very unfortunately), but it would make perfect sense. Still, dodge as bonus action with a higher ac can give you some extra survivability.
If natural weapon would be equivalent to unarmed strike, you could get beatiful things like:
- AC 20 air elemental that makes four 2d8+5 slam attacks and knocks you down if you fail your dex save
- brontosaurus with three 6d8 + 5 tail attacks
- giant octopus with 3 autograppling attacks and AC 16 instead 11.
Alas, it doesn't work that way, so if you multiclass for bonus action goodness, rogue gives you more interesting stuff.
Idea for a homebrew feat:
Kunfu panda
Your natural weapons are considered unarmed attacks.
Spells give quite a few options for your bonus action as long as you maintain concentration and you can concentrate on a spell while in wild shape. That's why resilient con and warcaster are such good feats for the moon druid. Think about this at level 3 - cast Flaming Sphere and run around as a brown bear. You get 2 attacks and you get to use your bonus action to slam a flaming sphere into a guy. Or you can use Healing Spirit in a similar way only to heal.
This won't always be the best use of your concentration though. Think about level 5. Your concentration might be better spent on a spell like Conjure Woodland Beings. You're a cave bear and you have a cave bear buddy! You won't get your bonus action but you'll get 4 attacks a round! You could still use your bonus action to heal though. Healing yourself while in wild shape is a little dependent on the situation. Does the DM give plenty of short rests or the campaign otherwise allow for it? If so, it is not really that important. In the middle of a dungeon where a short rest is impossible? Healing the wild shape form can be super useful to keep it in the fight longer. Also worth noting, you can use the hit dice of your wild shape form while in a short rest. That way, at the end of the short rest (assuming you're high enough level to maintain the wild shape long enough), you can heal up, still be a bear or whatever else, AND still have 2 wild shape uses left. Level 10? Short rest as an elemental! You are an elemental and can shift back into an elemental again should the need arise!
I would also advise against multiclassing as a druid. You'll regret it. You're going to stunt your spell progression and find yourself always a few levels short of really good druid features. Also, if you get all the way to level 20, the druid has arguably the best level 20 feature in the game.
The best options are probably barbarian or rogue. You can rage or cunning action while in a wild shape form. However, to do that at level 3, you're missing out on an ASI and level 3 spells. I personally wouldn't say that's a good trade-off.
I know the topic is a little older at this point. Still I wanted to add a few things. Fattsgalor mentioned Extra Attack doesnt stack so why should Dual wielder? Extra attack specifically states that it does not stack with any other option allowing multiple attacks such as thirsting blade. Multiattack + Extra attack is clearly ruled out. You mention Mobile as an option - showing that feats in general do carry over. So I think this rule wise becomes a question of "is your wild shape wielding a melee weapon to perform its melee weapon attacks" That weapon doesn't need to be light. Note if allowed the attack would still not add any modifiers to it of course (unless you use a fighting style)
First: Do monsters make melee attacks using melee weapons? Specifically, are Natural weapons melee weapons? As Tim mentioned as well, the MM states on p10-11 this: "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attack, where the "weapon" might be a manufactured item or a natural weapon such as a claw or tail spike" From this I read they are clearly weapons. (This is why JCs Sage advice that Tenawa linked is that claws are NOT unarmed strikes as they do qualify as weapon). The game only makes a singular distinction between weapons: ranged and melee. Further natural weapons are NOT simple or martial weapon but their own category of melee weapons that is parallel to those.
In case it is still unclear how D&d classifes attacks: Some PC races have natural weapons such as the centaur: "Your hooves are natural melee weapons, which you can use to make unarmed strikes." This clearly spells out what they are one classifier at the time :) not simple melee weapons, not martial ranged weapons, but natural melee weapons These classifiers don't just change based on circumstance either. So they do apply to all creatures. "Wielding" is not a clear defined term in d&d 5e, we can therefore assume a natural definition, and it shouldn't be seen as a restriction condition just a standard use description. The definition of "wield" - "have and be able to use" seems to fit quite well thou.
The +1AC line adds the words "wielding a separate melee weapon in each hand" to the requirements which means some beasts are out. But I think not all - here we have to look at the "in" and make a judgement call of whether claws are to be considered "in hand". I think ruling they are not is very strange as they can be literally inside your hand. But there are no rules underlying my own judgement here so ruling that the druid wouldn't gain the AC seems possible (but absolutely not mandatory!) by RAW. To me RAI of "in hand" seems to be that it just has to be separated to two hands of the creature (a fish can therefore not use this feature) - as the description isnt used every time and seems to carry no specific well defined restrictive weight.
--> my judgement of RAW and RAI: An Elemental would gain both the bonus action attack without the modifier, as well as the +1 AC.
it's not RAW and likely not RAI but I'm playing a moon druid / monk and my DM is allowing my wild shape to use my bonus action to attack again with my natural weapons.
I actually gave my druid a magic item brass dragon paw (homebrew) where if he wears it on his off-hand it grows onto him like dragon scales and it has 2 charges. you can use the item to do 1d6 + str mod as a bonus attack. This because I realized he couldn't do anything with his bonus action at some point.
I don't think two weapon fighting eould apply to natural strikes, as they are treated as multi attacks, and dobt follow the Action prime attack/ Bonus action off hand attack... but you might be able to apply unarmed strikes with two weapon fighting.
As for using your bonus action as a wildshape .... the Telekenetic feat from Tasha's is Amazing for a controller. Use your bonus action to shove someone using your ability modifier (wisdom) as a bonus action. Use your action to create a hazard, like moon beam, use your regular action and then Push them into it. They take damage immediately for entering the hazard, and then take damage at the start of their turn for starting there. If you want to use youre wildshape attack instead and have the spell running from before, you can do that too if they are properly positioned already.
Ask yourself this... you are walking through the woods. Your DM has a bear jump out at you. It makes the two attacks that are in its stat block at you. One crits. The other takes you down to 0 HP and you're now unconscious. Then he says "the bear uses two weapon fighting and attacks you again with his bonus action". I guarantee you would have a problem with it.
So no, this is not something that you could do with wild shape unless you actually wield weapons...
Oh yea i changed it to only humanoid form, bonus action 1 "basic attack" of 1d6 damage + str mod and it's an actual weapon that only has 2 charges every dawn.
taking the eldritch invocation feat for mage armor would work nicely. If you went mark of warding dwarf you can precast armor of agathys to transfer into you beast form as well and if that is already cast then cast fire shield before shifting. So no con to worry about. I also use the dwarf dodge feat ( I know this is argued for possibly not working but we use it in that it does so ymmv). These all allow you to stay just as a moon druid without multiclassing too.
RAW, no, Dual Wielder doesn’t work. The wild shapes you’ve mentioned do not have hands, and natural weapons are not wielded and are not one-handed for the same reason unarmed strikes aren’t.
The only thing I've seen so far- at least from official sources are on the differences between weapon or unarmed attacks. Not wielded/unwielded.
The fact that you can smite with natural weapons only lends more credence to the idea.
With that in mind, rules as written it can work, but not if you're only taking levels in druid.
It would work except for one thing: The attack action, which is necessary to activate two-weapon fighting, is different than the multiattack action, which is what beasts with multiple attacks have.
So in order for it to work, you need to use the attack action, not your multiattack, so you'd still be making the same basic amount of attacks (one attack from your attack action, one from your bonus action- though, now you could make two claw attacks instead of a claw, and bite attack, which does do more damage) but now it would use your bonus action, rather than using any healing spells you have (if you're high enough) or spell-slots for healing yourself if you're a moon druid. UNLESS, you took 5-6 levels in another class that gave you multiple attacks, such as ranger, fighter, barbarian, etc. Then you absolutely could do this, because then you're not using the multiattack action, you're using the attack action.
For me, I would take dual wielder for versatility of attacks, say in the case of not needing any heals from your bonus action, and then on turns when you do, use your multiattack action, leaving your BA wide open. Then build out for concentration spells and effects for extra damage, and just go full boat druid, because then you get one of- if not the most powerful capstones: the ability to wildshape whenever the hell you want.
taking the eldritch invocation feat for mage armor would work nicely. If you went mark of warding dwarf you can precast armor of agathys to transfer into you beast form as well and if that is already cast then cast fire shield before shifting. So no con to worry about. I also use the dwarf dodge feat ( I know this is argued for possibly not working but we use it in that it does so ymmv). These all allow you to stay just as a moon druid without multiclassing too.
Armor of agathys gives you temporary hit points. temporary hit points don't stack from multiple sources. The second you wildshape and gain the temporary hit points from your beast form, you lose any effect Armor of Agathys has.
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Hi, I'm playing a 3rd lvl moon druid and I'm struggling on finding something to fill my bonus action besides self-heal - I'm not 100% convinced healing wild shape is that great.
Two-Weapon Fighting as far as I understand is not an option, since the weapons in combat forms like Brown Bear, Dire Wolf, Lion, Tiger and on are not denoted as "Light Weapons".
That being said, I've searched and seen multiple options like multiclassing as rogue, barbarian, monk that are great, but losing Druid levels and delaying upgrades to Wildshape and spell slots hurts my mind. So I went to Feats.
There is not too many to be chosen, War Caster and Resilient goes a long way keeping concentration in spells and I bumped into a underrated Feat due to Two-weapon fighting, Dual Wield.
Dual Wield allows you to use Two-weapon fighting with non-light weapons being wield, and adds +1 AC if you use separate weapons in each hand. This seemed perfect to fill my empty bonus action slot being lost every turn with my Moon Druid in wild shape.
So my question is: Do you think this feat applies to Wild Shape, as "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense."
Do you guys think the +1 AC apply as well as the Two-Weapon Fighting if the form allows you to? Example: Brown Bear has Multiattack action. So It can Bite and Claw in one action, and with Dual-wield feat Two-weapon fight with another claw (as it has two paws, lol) dealing "just" the 2d6 on hit?
Thanks!
Thats creative and I think it would work. I’d let it work since I read the Monster Manual and that states that monsters use weapon attacks where the weapon can be natural, for example claws.
Another option is spells like Flaming Sphere that you can move as a bonus action.
Professional computer geek
Found the issue with Dual Wield. It will work nice in early levels for Moon Druid, specially as a bear, but as you reach higher levels - 9+ - you would trash the feat, at most keep the +1AC at DM discretion.
at 9th level you turn into Giant Scorpion, already hitting 3 attacks with multi attack not leaving any other weapon to be used.
at 10th you turn elemental already with Multiattack using both “hands”...
Elementals don’t necessarily have one attack with each limb. If I was the DM I’d still let you have one extra attack as a bonus action as an elemental, but not a giant scorpion. You’re using a feat to be able to do it, that’s a big cost. I’d let the feat work with almost every wild shape form. Not every one, but most.
Professional computer geek
RAW, no, Dual Wielder doesn’t work. The wild shapes you’ve mentioned do not have hands, and natural weapons are not wielded and are not one-handed for the same reason unarmed strikes aren’t.
If you wild shaped into something with hands, like an ape, you could use actual weapons and make use of Dual Wielder and two-weapon fighting then.
But really, don’t worry so much about your bonus action. It’s not necessary that everyone always do something with it. Hamstringing your shapeshifting/spellcasting progression for two levels of rogue just to dash is a massive waste.
I agree with SagaTympana. Like grappling, the hands requirement is probably intended to be a bit flexible since monsters can use these rules too, but holding two weapons is a hard requirement. A panther doesn't hold its claws; they're part of its body.
Insisting that you need to take a bonus action all the time is like insisting you need to have a concentration spell going at all times. Your goal should be to maximize the utility you get out of your resources, not to maximize the amount of resources you're spending. Sometimes you just don't have anything useful to do with that bonus action.
If really insist then consider casting Flaming Sphere, Gust of Wind, or Heat Metal before you transform.
If your beastshape has multi attack it is not classified as a "standard attack". A feature like fighters 5th level extra attack wont stack with a beast multi attack so I dont believe two weapon fighting would apply either. Even with what the others and I have said your DM could rule otherwise.
Something you may not have thought of is the mobile feat. For a moon druid it's a good option. That extra 10ft of movement applies to all your forms and not taking opportunity attacks as you rampage across the battlefield is mechanically and thematically awesome.
That's a great option Fattssgalore!
Regarding InquisitiveCoder and SagaTympana input, I understand that sometimes you have nothing to do with bonus action but in a Wild Shaped Druid it's every single turn for almost forever (alright when you reach 18th level you have plenty!) unless you have a spell cast and kept with concentration... I am just looking for some other options ;) And as SagaTympana pointed out, having levels in other classes just to fill this out is a waste - of course you have other things but... still not convinced to trash druid levels for another class.
Thanks everyone!
Multiclassing into monk 2 or rogue 2 can give you interesting uses for your bonus action. Rogue can get you expertise in athletics (grappling) + hide/disengage/dash as bonus action. Monk gives you better ac in wildshape, dodge as bonus action and IF your dm allows it, single unarmed attack or flurry of blows as a bonus action. The latter part is not RAW (very unfortunately), but it would make perfect sense. Still, dodge as bonus action with a higher ac can give you some extra survivability.
If natural weapon would be equivalent to unarmed strike, you could get beatiful things like:
- AC 20 air elemental that makes four 2d8+5 slam attacks and knocks you down if you fail your dex save
- brontosaurus with three 6d8 + 5 tail attacks
- giant octopus with 3 autograppling attacks and AC 16 instead 11.
Alas, it doesn't work that way, so if you multiclass for bonus action goodness, rogue gives you more interesting stuff.
Idea for a homebrew feat:
Kunfu panda
Your natural weapons are considered unarmed attacks.
No, they are not.
https://www.google.com/amp/s/www.sageadvice.eu/2016/03/21/how-do-wild-shape-attacks-interact-with-unarmed-strikes/amp/
Edit: sorry, didn't see it was a homebrew idea
Spells give quite a few options for your bonus action as long as you maintain concentration and you can concentrate on a spell while in wild shape. That's why resilient con and warcaster are such good feats for the moon druid. Think about this at level 3 - cast Flaming Sphere and run around as a brown bear. You get 2 attacks and you get to use your bonus action to slam a flaming sphere into a guy. Or you can use Healing Spirit in a similar way only to heal.
This won't always be the best use of your concentration though. Think about level 5. Your concentration might be better spent on a spell like Conjure Woodland Beings. You're a cave bear and you have a cave bear buddy! You won't get your bonus action but you'll get 4 attacks a round! You could still use your bonus action to heal though. Healing yourself while in wild shape is a little dependent on the situation. Does the DM give plenty of short rests or the campaign otherwise allow for it? If so, it is not really that important. In the middle of a dungeon where a short rest is impossible? Healing the wild shape form can be super useful to keep it in the fight longer. Also worth noting, you can use the hit dice of your wild shape form while in a short rest. That way, at the end of the short rest (assuming you're high enough level to maintain the wild shape long enough), you can heal up, still be a bear or whatever else, AND still have 2 wild shape uses left. Level 10? Short rest as an elemental! You are an elemental and can shift back into an elemental again should the need arise!
I would also advise against multiclassing as a druid. You'll regret it. You're going to stunt your spell progression and find yourself always a few levels short of really good druid features. Also, if you get all the way to level 20, the druid has arguably the best level 20 feature in the game.
The best options are probably barbarian or rogue. You can rage or cunning action while in a wild shape form. However, to do that at level 3, you're missing out on an ASI and level 3 spells. I personally wouldn't say that's a good trade-off.
I know the topic is a little older at this point. Still I wanted to add a few things.
Fattsgalor mentioned Extra Attack doesnt stack so why should Dual wielder?
Extra attack specifically states that it does not stack with any other option allowing multiple attacks such as thirsting blade. Multiattack + Extra attack is clearly ruled out.
You mention Mobile as an option - showing that feats in general do carry over.
So I think this rule wise becomes a question of "is your wild shape wielding a melee weapon to perform its melee weapon attacks" That weapon doesn't need to be light.
Note if allowed the attack would still not add any modifiers to it of course (unless you use a fighting style)
First: Do monsters make melee attacks using melee weapons? Specifically, are Natural weapons melee weapons?
As Tim mentioned as well, the MM states on p10-11 this: "The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attack, where the "weapon" might be a manufactured item or a natural weapon such as a claw or tail spike"
From this I read they are clearly weapons. (This is why JCs Sage advice that Tenawa linked is that claws are NOT unarmed strikes as they do qualify as weapon). The game only makes a singular distinction between weapons: ranged and melee. Further natural weapons are NOT simple or martial weapon but their own category of melee weapons that is parallel to those.
In case it is still unclear how D&d classifes attacks:
Some PC races have natural weapons such as the centaur: "Your hooves are natural melee weapons, which you can use to make unarmed strikes." This clearly spells out what they are one classifier at the time :) not simple melee weapons, not martial ranged weapons, but natural melee weapons
These classifiers don't just change based on circumstance either. So they do apply to all creatures.
"Wielding" is not a clear defined term in d&d 5e, we can therefore assume a natural definition, and it shouldn't be seen as a restriction condition just a standard use description. The definition of "wield" - "have and be able to use" seems to fit quite well thou.
The +1AC line adds the words "wielding a separate melee weapon in each hand" to the requirements which means some beasts are out. But I think not all - here we have to look at the "in" and make a judgement call of whether claws are to be considered "in hand". I think ruling they are not is very strange as they can be literally inside your hand. But there are no rules underlying my own judgement here so ruling that the druid wouldn't gain the AC seems possible (but absolutely not mandatory!) by RAW. To me RAI of "in hand" seems to be that it just has to be separated to two hands of the creature (a fish can therefore not use this feature) - as the description isnt used every time and seems to carry no specific well defined restrictive weight.
--> my judgement of RAW and RAI: An Elemental would gain both the bonus action attack without the modifier, as well as the +1 AC.
it's not RAW and likely not RAI but I'm playing a moon druid / monk and my DM is allowing my wild shape to use my bonus action to attack again with my natural weapons.
I actually gave my druid a magic item brass dragon paw (homebrew) where if he wears it on his off-hand it grows onto him like dragon scales and it has 2 charges. you can use the item to do 1d6 + str mod as a bonus attack. This because I realized he couldn't do anything with his bonus action at some point.
I don't think two weapon fighting eould apply to natural strikes, as they are treated as multi attacks, and dobt follow the Action prime attack/ Bonus action off hand attack... but you might be able to apply unarmed strikes with two weapon fighting.
As for using your bonus action as a wildshape .... the Telekenetic feat from Tasha's is Amazing for a controller. Use your bonus action to shove someone using your ability modifier (wisdom) as a bonus action. Use your action to create a hazard, like moon beam, use your regular action and then Push them into it. They take damage immediately for entering the hazard, and then take damage at the start of their turn for starting there. If you want to use youre wildshape attack instead and have the spell running from before, you can do that too if they are properly positioned already.
Free resource 30 foot range Shove!
Ask yourself this... you are walking through the woods. Your DM has a bear jump out at you. It makes the two attacks that are in its stat block at you. One crits. The other takes you down to 0 HP and you're now unconscious. Then he says "the bear uses two weapon fighting and attacks you again with his bonus action". I guarantee you would have a problem with it.
So no, this is not something that you could do with wild shape unless you actually wield weapons...
Oh yea i changed it to only humanoid form, bonus action 1 "basic attack" of 1d6 damage + str mod and it's an actual weapon that only has 2 charges every dawn.
Can't be used during wild shape form etc.
taking the eldritch invocation feat for mage armor would work nicely. If you went mark of warding dwarf you can precast armor of agathys to transfer into you beast form as well and if that is already cast then cast fire shield before shifting. So no con to worry about. I also use the dwarf dodge feat ( I know this is argued for possibly not working but we use it in that it does so ymmv). These all allow you to stay just as a moon druid without multiclassing too.
The only thing I've seen so far- at least from official sources are on the differences between weapon or unarmed attacks. Not wielded/unwielded.
The fact that you can smite with natural weapons only lends more credence to the idea.
With that in mind, rules as written it can work, but not if you're only taking levels in druid.
It would work except for one thing: The attack action, which is necessary to activate two-weapon fighting, is different than the multiattack action, which is what beasts with multiple attacks have.
So in order for it to work, you need to use the attack action, not your multiattack, so you'd still be making the same basic amount of attacks (one attack from your attack action, one from your bonus action- though, now you could make two claw attacks instead of a claw, and bite attack, which does do more damage) but now it would use your bonus action, rather than using any healing spells you have (if you're high enough) or spell-slots for healing yourself if you're a moon druid. UNLESS, you took 5-6 levels in another class that gave you multiple attacks, such as ranger, fighter, barbarian, etc. Then you absolutely could do this, because then you're not using the multiattack action, you're using the attack action.
For me, I would take dual wielder for versatility of attacks, say in the case of not needing any heals from your bonus action, and then on turns when you do, use your multiattack action, leaving your BA wide open. Then build out for concentration spells and effects for extra damage, and just go full boat druid, because then you get one of- if not the most powerful capstones: the ability to wildshape whenever the hell you want.
Armor of agathys gives you temporary hit points. temporary hit points don't stack from multiple sources. The second you wildshape and gain the temporary hit points from your beast form, you lose any effect Armor of Agathys has.