I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
Pretty much all druids are at level 20, because infinite wildshape.
Nah because the best they can do is CR 1. You can easily be knocked out of wild shape and take HP damage to your own persons. A dire wolf has 37 hp which could easily be burned away at level 20.
Moon druid can become a Fire Elemental that has 102 and has great immunities/resistances:
Damage ResistancesBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage ImmunitiesFire, Poison
So you start with around 70 more HP and have resistance or straight immunity to a lot of attacks.
Circle of Spore druid gets to buff themselves with 80 temporary hit points (level 20) infinitely with their symbiotic entity (wild shape replacement). It takes an action, but you can do it as soon as you finish resting (the other benefits fall off after 10 minutes, but the temp HP stays). It's inefficient to do it in short combats, but picking up the metamagic adept feat and quickened spell helps a lot.
Symbiotic Entity's temporary hit points have some nice synergy with Shapechange, because they allow you to shape into lower CR creatures to take advantage of some of the special features (innate casting or otherwise) of those creatures without the risk of getting deleted (for example: a spectator has Spell Reflection, which is very powerful, but only 39 hp)
Spores also has some other things that make them more powerful than other druid circles at high levels. One of my favorites is using animate dead to grab skeletons that are the perfect subjects for Animal shapes.
Circle of Spore druid gets to buff themselves with 80 temporary hit points (level 20) infinitely with their symbiotic entity (wild shape replacement). It takes an action, but you can do it as soon as you finish resting (the other benefits fall off after 10 minutes, but the temp HP stays). It's inefficient to do it in short combats, but picking up the metamagic adept feat and quickened spell helps a lot.
Symbiotic Entity's temporary hit points have some nice synergy with Shapechange, because they allow you to shape into lower CR creatures to take advantage of some of the special features (innate casting or otherwise) of those creatures without the risk of getting deleted (for example: a spectator has Spell Reflection, which is very powerful, but only 39 hp)
Spores also has some other things that make them more powerful than other druid circles at high levels. One of my favorites is using animate dead to grab skeletons that are the perfect subjects for Animal shapes.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
What effect does feeblemind have on wildshape or the ability to continue to do so (besides 4d6 psychic damage)?
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
What effect does feeblemind have on wildshape or the ability to continue to do so (besides 4d6 psychic damage)?
No effect.
And as for the 20th level moon druid, by 20th level anything is extremely powerful. Your good friend the enchantment wizard can cast twinned suggestion at will and erase the memories of those she charms by 18th level. Clerics can ask (once every 7 days) for a Wish spell without downsides.
And it is by no means invulnerable. Polymorph, Power Word Kill is the combo that springs to mind here.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
TBF stun/paralyze is an effective combo for any class. However, depending on the save for the stun/paralysis Druids are not in a bad place. They have good WIS saves if its a Hold Monster (no hold person since they are in wild shape) and Stun effects are generally CON which is boosted for the Wild Shape.
Also the majority of stun/paralyze effects let you reroll on your turn so as long as the thing cannot do 300+ damage in a single turn its unlikely you will kill the druid.
Power Word Kill is the one thing and TBH if the BBEG is using his 9th level spell to nullify me from the world then I have done my job as a tank.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
TBF stun/paralyze is an effective combo for any class. However, depending on the save for the stun/paralysis Druids are not in a bad place. They have good WIS saves if its a Hold Monster (no hold person since they are in wild shape) and Stun effects are generally CON which is boosted for the Wild Shape.
Also the majority of stun/paralyze effects let you reroll on your turn so as long as the thing cannot do 300+ damage in a single turn its unlikely you will kill the druid.
Power Word Kill is the one thing and TBH if the BBEG is using his 9th level spell to nullify me from the world then I have done my job as a tank.
Some Paralyze spells let you reroll. However very few stuns come with that same mechanic. They are just set duration and only 1 to a few turns in duration usually. But there are ways to keep reapplying them. Also. The issue of Con is actually not a big deal against a druid because most of their forms do not have a substantial enough con to make a difference at higher level since they are limited to lower level beasts. Also the highest hp I remember on a beast that a druid can turn into is about 140. So you do not necessarily need to reduce them by 300+ in a single turn.
As for Feeblemind. What it does to wildshape is completely up to the DM. There is no defined outcome but the spell implies reducing them to very basic tactics at best. It does actually shut off a lot of class features. So saying it does nothing to Wildshape is mostly People defining what is not defined and using the excuse of RaW and lack of clarity of specifics of everything it affects to say that it does nothing.
They also tend to use a grey area undefined issue on the mechanic of infinite wild shape to be able to switch from one animal form to another though that ability is actually never stated as being capable in wildshape and it's just as easily interpreted that They have to return to human form first using the appropriate kind of action before they can take the action to switch into a new animal form. Which greatly diminishes the power of infinite wild shape. I've actually seen several DM's go for that particular interpretation of things.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
TBF stun/paralyze is an effective combo for any class. However, depending on the save for the stun/paralysis Druids are not in a bad place. They have good WIS saves if its a Hold Monster (no hold person since they are in wild shape) and Stun effects are generally CON which is boosted for the Wild Shape.
Also the majority of stun/paralyze effects let you reroll on your turn so as long as the thing cannot do 300+ damage in a single turn its unlikely you will kill the druid.
Power Word Kill is the one thing and TBH if the BBEG is using his 9th level spell to nullify me from the world then I have done my job as a tank.
Some Paralyze spells let you reroll. However very few stuns come with that same mechanic. They are just set duration and only 1 to a few turns in duration usually. But there are ways to keep reapplying them. Also. The issue of Con is actually not a big deal against a druid because most of their forms do not have a substantial enough con to make a difference at higher level since they are limited to lower level beasts. Also the highest hp I remember on a beast that a druid can turn into is about 140. So you do not necessarily need to reduce them by 300+ in a single turn.
As for Feeblemind. What it does to wildshape is completely up to the DM. There is no defined outcome but the spell implies reducing them to very basic tactics at best. It does actually shut off a lot of class features. So saying it does nothing to Wildshape is mostly People defining what is not defined and using the excuse of RaW and lack of clarity of specifics of everything it affects to say that it does nothing.
They also tend to use a grey area undefined issue on the mechanic of infinite wild shape to be able to switch from one animal form to another though that ability is actually never stated as being capable in wildshape and it's just as easily interpreted that They have to return to human form first using the appropriate kind of action before they can take the action to switch into a new animal form. Which greatly diminishes the power of infinite wild shape. I've actually seen several DM's go for that particular interpretation of things.
I say 300+ because as a fire elemental you have resistance to a LOT of things,
Damage ResistancesBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage ImmunitiesFire, Poison
have 102 hp, and then you would have to burn through the druids HP AFTER you get through the wild shape.
You are right about the wildshape thing but as written currently there is no need to go back to human form...you can just re-up wild shape. I get that can be problematic though and thats kinda why I think its crazy good at that level even.
CON for a fire elemental is +3 so that's likely better than the druid themselves. If you take a feat like Resilient CON you keep that in wildshape so its pretty legit.
"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."
ie. Nothing in Wild Shape requires you to be human. And as an animal you retain the ability to use your class features - such as Wild Shape. You can, RAW, shift between animal forms.
" You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die."
It even says explicitly that you can expend another use of wild shape rather than revert to your normal form. This is in the context of the duration expiring, but I don't see why you wouldn't be able to do it preemptively.
" You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die."
It even says explicitly that you can expend another use of wild shape rather than revert to your normal form. This is in the context of the duration expiring, but I don't see why you wouldn't be able to do it preemptively.
great point!
Yeah I have always seen it as you can just keep doing it.
" You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die."
It even says explicitly that you can expend another use of wild shape rather than revert to your normal form. This is in the context of the duration expiring, but I don't see why you wouldn't be able to do it preemptively.
All it states is that you can use a use of it to continue to be in the form that your in and you can do that when the time expires. It says nothing about switching to a different form by using wildshape while already wildshaped. It's only states explicitly here are one animal form and methods for maintaining that form for longer or turning back to human. So it is not explicit in the way that you wish it to be.
I dont think you can polymorph an enemy druid since it is a shapechanger can you?
The Druid does not count explicitly as a shape changer. They are simply a humanoid of whatever race they happen to belong with an ability to change their shape unless they also happen to be something like a doppleganger or other such being. Which I think technically 1 or 2 races are. I'd have to go through the list and double check.
I do think that Moon Druids are basically unkillable by 99% of the creatures in 5e at level 20.
They can just re-up wild shape infinitely and get oodles of THP back every turn so its incredibly hard to kill them.
I do not think that is crazy OP but they are definately one of the strongest entries at level 20. A wizard can still kill them fairly quickly/effectively at that level but they are the top dogs at level 20.
At early levels Moon Druid is very very powerful as they get a boat load of THP and powerful attacks. There they are probably the closest to being OP in general is in tier 1 play.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
TBF stun/paralyze is an effective combo for any class. However, depending on the save for the stun/paralysis Druids are not in a bad place. They have good WIS saves if its a Hold Monster (no hold person since they are in wild shape) and Stun effects are generally CON which is boosted for the Wild Shape.
Also the majority of stun/paralyze effects let you reroll on your turn so as long as the thing cannot do 300+ damage in a single turn its unlikely you will kill the druid.
Power Word Kill is the one thing and TBH if the BBEG is using his 9th level spell to nullify me from the world then I have done my job as a tank.
Some Paralyze spells let you reroll. However very few stuns come with that same mechanic. They are just set duration and only 1 to a few turns in duration usually. But there are ways to keep reapplying them. Also. The issue of Con is actually not a big deal against a druid because most of their forms do not have a substantial enough con to make a difference at higher level since they are limited to lower level beasts. Also the highest hp I remember on a beast that a druid can turn into is about 140. So you do not necessarily need to reduce them by 300+ in a single turn.
As for Feeblemind. What it does to wildshape is completely up to the DM. There is no defined outcome but the spell implies reducing them to very basic tactics at best. It does actually shut off a lot of class features. So saying it does nothing to Wildshape is mostly People defining what is not defined and using the excuse of RaW and lack of clarity of specifics of everything it affects to say that it does nothing.
They also tend to use a grey area undefined issue on the mechanic of infinite wild shape to be able to switch from one animal form to another though that ability is actually never stated as being capable in wildshape and it's just as easily interpreted that They have to return to human form first using the appropriate kind of action before they can take the action to switch into a new animal form. Which greatly diminishes the power of infinite wild shape. I've actually seen several DM's go for that particular interpretation of things.
I say 300+ because as a fire elemental you have resistance to a LOT of things,
Damage ResistancesBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage ImmunitiesFire, Poison
have 102 hp, and then you would have to burn through the druids HP AFTER you get through the wild shape.
You are right about the wildshape thing but as written currently there is no need to go back to human form...you can just re-up wild shape. I get that can be problematic though and thats kinda why I think its crazy good at that level even.
CON for a fire elemental is +3 so that's likely better than the druid themselves. If you take a feat like Resilient CON you keep that in wildshape so its pretty legit.
Overall they are in a really good shape to tank just about anything.
I haven't looked at all of the elementals to remember just exactly what they are immune to and not right now. But keep in mind the fire elemental has a vulnerability to water. Meaning that it's actually possible to deal extra damage to them with the right kinds of spells or circumstances. Plus with only 102 hp. i wuoldn't bother worrying about tanking through all their hitpoints if I didn't have to. Smack them with just about anything and it puts them into instant kill range of a few varieties and some of those deal some major damage even if they don't.
I recently started running DnD again after 25 years hiatus. DnD 5e makes greater heroes than 2ndE. Witch is cool. We are in the late 30s and cant play that long as when we where kids. Generally all characters feel much more like heroes in 5E, even at level 1. But the druid at level 2! I feel its hard to balance. I'm planning to run a slow campaign, but I feel my moon druid is plainly just to powerful, what should I do to make the encounters more "demanding" in a campaign based on level 1-7?
You shouldn't - no PC should ever take steps to make their own fights harder. That's the DM's responsibility.
As a moon druid, you're fundamentally a melee build. Your DM can bring ranged foes to the party to make your life more challenging - if you're never reaching level 8, you'll never be able to fix that by being a giant vulture.
Also, Xanathar's has some advice on this, but your DM shouldn't necessarily agree to every animal you claim to have seen at some point, especially anything really exotic, like a dinosaur. Going too far down this path lies madness - it's terrible form to punish a player for their backstory by telling them where they grew up precludes their favorite animal shapes - but with Xanathar's it's pretty easy to say something like "you can have forest and grasslands, but come on, there's no way you've been to the arctic".
You shouldn't - no PC should ever take steps to make their own fights harder. That's the DM's responsibility.
As a moon druid, you're fundamentally a melee build. Your DM can bring ranged foes to the party to make your life more challenging - if you're never reaching level 8, you'll never be able to fix that by being a giant vulture.
Also, Xanathar's has some advice on this, but your DM shouldn't necessarily agree to every animal you claim to have seen at some point, especially anything really exotic, like a dinosaur. Going too far down this path lies madness - it's terrible form to punish a player for their backstory by telling them where they grew up precludes their favorite animal shapes - but with Xanathar's it's pretty easy to say something like "you can have forest and grasslands, but come on, there's no way you've been to the arctic".
It's not punishing players. It's forcing them to put some work in to try and actually go out and discover different beasts and different forms they might take through various means.
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Nah because the best they can do is CR 1. You can easily be knocked out of wild shape and take HP damage to your own persons. A dire wolf has 37 hp which could easily be burned away at level 20.
Moon druid can become a Fire Elemental that has 102 and has great immunities/resistances:
Circle of Spore druid gets to buff themselves with 80 temporary hit points (level 20) infinitely with their symbiotic entity (wild shape replacement). It takes an action, but you can do it as soon as you finish resting (the other benefits fall off after 10 minutes, but the temp HP stays). It's inefficient to do it in short combats, but picking up the metamagic adept feat and quickened spell helps a lot.
Symbiotic Entity's temporary hit points have some nice synergy with Shapechange, because they allow you to shape into lower CR creatures to take advantage of some of the special features (innate casting or otherwise) of those creatures without the risk of getting deleted (for example: a spectator has Spell Reflection, which is very powerful, but only 39 hp)
Spores also has some other things that make them more powerful than other druid circles at high levels. One of my favorites is using animate dead to grab skeletons that are the perfect subjects for Animal shapes.
Yeah spores definitely has a better shot too.
Anything that can reliably stun or paralyze has a pretty decent chance at killing a druid. Even at level 20. And there are a few things capable of such. Also effects like feeble mind do a good job at shutting down shenanigans too.
What effect does feeblemind have on wildshape or the ability to continue to do so (besides 4d6 psychic damage)?
No effect.
And as for the 20th level moon druid, by 20th level anything is extremely powerful. Your good friend the enchantment wizard can cast twinned suggestion at will and erase the memories of those she charms by 18th level. Clerics can ask (once every 7 days) for a Wish spell without downsides.
And it is by no means invulnerable. Polymorph, Power Word Kill is the combo that springs to mind here.
Beardy druid.
Very beardy druid. With a cap.
TBF stun/paralyze is an effective combo for any class. However, depending on the save for the stun/paralysis Druids are not in a bad place. They have good WIS saves if its a Hold Monster (no hold person since they are in wild shape) and Stun effects are generally CON which is boosted for the Wild Shape.
Also the majority of stun/paralyze effects let you reroll on your turn so as long as the thing cannot do 300+ damage in a single turn its unlikely you will kill the druid.
Power Word Kill is the one thing and TBH if the BBEG is using his 9th level spell to nullify me from the world then I have done my job as a tank.
Some Paralyze spells let you reroll. However very few stuns come with that same mechanic. They are just set duration and only 1 to a few turns in duration usually. But there are ways to keep reapplying them. Also. The issue of Con is actually not a big deal against a druid because most of their forms do not have a substantial enough con to make a difference at higher level since they are limited to lower level beasts. Also the highest hp I remember on a beast that a druid can turn into is about 140. So you do not necessarily need to reduce them by 300+ in a single turn.
As for Feeblemind. What it does to wildshape is completely up to the DM. There is no defined outcome but the spell implies reducing them to very basic tactics at best. It does actually shut off a lot of class features. So saying it does nothing to Wildshape is mostly People defining what is not defined and using the excuse of RaW and lack of clarity of specifics of everything it affects to say that it does nothing.
They also tend to use a grey area undefined issue on the mechanic of infinite wild shape to be able to switch from one animal form to another though that ability is actually never stated as being capable in wildshape and it's just as easily interpreted that They have to return to human form first using the appropriate kind of action before they can take the action to switch into a new animal form. Which greatly diminishes the power of infinite wild shape. I've actually seen several DM's go for that particular interpretation of things.
Yeah, I guess we differ if my taking the text of the spell on its face is a problematic interpretation to you.
I say 300+ because as a fire elemental you have resistance to a LOT of things,
have 102 hp, and then you would have to burn through the druids HP AFTER you get through the wild shape.
You are right about the wildshape thing but as written currently there is no need to go back to human form...you can just re-up wild shape. I get that can be problematic though and thats kinda why I think its crazy good at that level even.
CON for a fire elemental is +3 so that's likely better than the druid themselves. If you take a feat like Resilient CON you keep that in wildshape so its pretty legit.
Oh they are also immune to paralyze:
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Overall they are in a really good shape to tank just about anything.
"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."
ie. Nothing in Wild Shape requires you to be human. And as an animal you retain the ability to use your class features - such as Wild Shape. You can, RAW, shift between animal forms.
Beardy druid.
Very beardy druid. With a cap.
" You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die."
It even says explicitly that you can expend another use of wild shape rather than revert to your normal form. This is in the context of the duration expiring, but I don't see why you wouldn't be able to do it preemptively.
I dont think you can polymorph an enemy druid since it is a shapechanger can you?
great point!
Yeah I have always seen it as you can just keep doing it.
All it states is that you can use a use of it to continue to be in the form that your in and you can do that when the time expires. It says nothing about switching to a different form by using wildshape while already wildshaped. It's only states explicitly here are one animal form and methods for maintaining that form for longer or turning back to human. So it is not explicit in the way that you wish it to be.
The Druid does not count explicitly as a shape changer. They are simply a humanoid of whatever race they happen to belong with an ability to change their shape unless they also happen to be something like a doppleganger or other such being. Which I think technically 1 or 2 races are. I'd have to go through the list and double check.
I haven't looked at all of the elementals to remember just exactly what they are immune to and not right now. But keep in mind the fire elemental has a vulnerability to water. Meaning that it's actually possible to deal extra damage to them with the right kinds of spells or circumstances. Plus with only 102 hp. i wuoldn't bother worrying about tanking through all their hitpoints if I didn't have to. Smack them with just about anything and it puts them into instant kill range of a few varieties and some of those deal some major damage even if they don't.
I recently started running DnD again after 25 years hiatus. DnD 5e makes greater heroes than 2ndE. Witch is cool. We are in the late 30s and cant play that long as when we where kids. Generally all characters feel much more like heroes in 5E, even at level 1. But the druid at level 2! I feel its hard to balance. I'm planning to run a slow campaign, but I feel my moon druid is plainly just to powerful, what should I do to make the encounters more "demanding" in a campaign based on level 1-7?
You shouldn't - no PC should ever take steps to make their own fights harder. That's the DM's responsibility.
As a moon druid, you're fundamentally a melee build. Your DM can bring ranged foes to the party to make your life more challenging - if you're never reaching level 8, you'll never be able to fix that by being a giant vulture.
Also, Xanathar's has some advice on this, but your DM shouldn't necessarily agree to every animal you claim to have seen at some point, especially anything really exotic, like a dinosaur. Going too far down this path lies madness - it's terrible form to punish a player for their backstory by telling them where they grew up precludes their favorite animal shapes - but with Xanathar's it's pretty easy to say something like "you can have forest and grasslands, but come on, there's no way you've been to the arctic".
It's not punishing players. It's forcing them to put some work in to try and actually go out and discover different beasts and different forms they might take through various means.