Anyone have any interesting or creative uses of the typical ones, or creative uses for the not so obvious ones? There just does not seem to be much out there...
This one depends on your dignity & your DM's interpretation. The Saddle of the Cavalier can be quite potent if worn by a druid in the form of something like a bear, and absurdly good if another PC took the Mounted Combatant feat.
This one depends on your dignity & your DM's interpretation. The Saddle of the Cavalier can be quite potent if worn by a druid in the form of something like a bear, and absurdly good if another PC took the Mounted Combatant feat.
Tired of struggling to fit a mount inside the dungeon? Try our new (patent pending) Druid Mount(TM)!
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I don't know of any good items geared toward a Moon Druid. Land Druids have a wide assortment of staffs (quarterstaff + shillelagh) Which honestly is a damn good backup weapon for any Moon Druid who's physical stats aren't amazing.
Previous editions had armor that worked in WildShape or "Magic Fang" on your weapon attacks. Possibly increase Wild Shape uses and or duration.
Honestly a Helm of Telepathy is PROBABLY your best damn friend. Most any animal can still "wear" a helm and magic items auto size to fit their owner.... the ability to talk outside of clawing writing into the ground is invaluable.
1 level of Great Old Ones Warlock will get you that too.
I've actually struggled with that idea before... for some reason our Fighter never wanted to "ride" my Lizardfolk Druid/Barbarian into battle... even though I told him he'd then be Bear Cavalry!
That said people CAN wear saddles. ...listen trust me on this, don't Google image search that unless you've got some eye-bleach read... anyways so it's possible. So you "could" wear a saddle around all the time and have it "fit" your size.
Like most everything with the Druid it comes down to DM discretion without any hard and fast rules.
its an artifact but the chromatic dragon masks or mask of the dragon queen are extremely good for high charisma druids . and it says that the mask WILL change its shape and size to mach the creature it wears its so wild shape fits it extremely well
I'm playing a Moon Druidwho owns and uses the Saddle of the Cavalier and who found a willing rider. At 5th level we have a Human riding a Dire Wolf: heavy cavalry that works in a dungeon. The heavily armored Paladin rides the Direwolf-form Moon Druid. It's a very effective combination with some minor drawbacks. We're currently 5th level. The Paladin is very tanky, with the Heavy Armor Master feat and the Protection Fighting Style. The moon druid has the Sentinel Feat.
Overall impression after some experience:This is a hugely effective combination. Both Rider and Mount enhance each other in various synergistic ways. Foes face the unpleasant choice of either attacking the (wildshaped moon druid) mount with Disadvantage or, instead, attacking the heavily armored rider and immediately receiving an opportunity attack from the mount. The Direwolf often knocks foes prone, so the Rider often has Advantage on melee attacks. The overall effect is that most incoming attacks get Disadvantage and most outgoing attacks get Advantage.This would work even better if the rider also has the Mounted Combat feat.
Rider Enhancements: 50' speed, Opportunity Attack from Mount if any adjacent foe attacks rider, stay in saddle 100%, foes are often prone, increased effective reach on tactical battlemap due to 1-square Medium creature riding 4-square Large mount.
Mount Enhancements:All incoming attacks have disadvantage! All outgoing Direwolf attacks get Advantage, due to Pack Tactics and presence of Rider!
Subtle problem: The Initiative rules force a subtle choice on the PCs each combat round or combat. Per RAW there are two way to handle Initiative. Neither is optimal. Initiative Option 1: Mount chooses to be Fully Controlled. Rider and Mount share a turn. Cons: Mount has limited Action choices. Mount loses its chance to attack. Pros: Most convenient option for Rider. Mount with Sentinel Feat still gets Reaction attack. Initiative Option 2: Mount chooses to be Uncontrolled. Rider and Mount act on separate initiatives. Cons: Sometimes there are no foes within reach on Rider's turn. Rider must sometimes Ready an Action to attack, losing the chance to attack more than once. Pros: Mount and Rider can both fully attack. With ideal tactics this option inflicts the most damage.
I got a homebrew magic item called Saddle of Barding. Fairly basic, adds +1 AC and +10 movement speed to the creature that wears it, and it shifts size if the wearer does.
Makes Octopus form fun, as it boosts the movement from 10' to 20'.
Moon Sickle is fairly bad on a Moon Druid, although it can be used to make better Goodberries (which is an awesome trick, just not one Moonies are good at). Weapon of Warning will function - well, the Warning part will - if you can convince a party member to strap it to you instead of running off with it. Most animal forms will struggle to wear rings.
Best magic items I've found for moonies are the Tasha's tats, simply because they and they alone will ignore concerns about needing a new item for a new shape (in the above Direwolf example, the saddle probably won't fit a mammoth or brontosaurus, for example). In ascending rarity order:
*Common: Masquerade Tattoo lets you communicate in animal form. DM fiat dictates what happens if you try this on a hairy form, like a wolf, but if your form has nothing over its skin-equivalent, like a dinosaur (5E's dinosaurs incorrectly lack feathers) or bug, you should be fine.
*Uncommon+: Barrier Tattoos can't be beat. As rarity improves they become more useful, because most beasts have terrible dexterity and fix it with natural armor, and the tats here function a lot like they're improving natural armor.
*Very Rare: Absorbing Tattoos per se are garbage, but if you can convince your DM to let you acquire a non-random one, many resistances are incredibly useful to have access to, like fire. Don't get the Necrotic one if you have a choice - it's Lifewell but worse, in terms of how likely it is to help you. Do consider Lifewell - Necrotic resistance is great, and 1/day you can take an infinite damage punch (of any type).
*Legendary: A high level moon druid's primary trick is getting hit so no-one else has to; Blood Fury makes getting hit even better for you. Strap one to a mammoth or brontosaurus and go nuts.
Moon Sickle is fairly bad on a Moon Druid, although it can be used to make better Goodberries (which is an awesome trick, just not one Moonies are good at). Weapon of Warning will function - well, the Warning part will - if you can convince a party member to strap it to you instead of running off with it. Most animal forms will struggle to wear rings.
Best magic items I've found for moonies are the Tasha's tats, simply because they and they alone will ignore concerns about needing a new item for a new shape (in the above Direwolf example, the saddle probably won't fit a mammoth or brontosaurus, for example). In ascending rarity order:
*Common: Masquerade Tattoo lets you communicate in animal form. DM fiat dictates what happens if you try this on a hairy form, like a wolf, but if your form has nothing over its skin-equivalent, like a dinosaur (5E's dinosaurs incorrectly lack feathers) or bug, you should be fine.
*Uncommon+: Barrier Tattoos can't be beat. As rarity improves they become more useful, because most beasts have terrible dexterity and fix it with natural armor, and the tats here function a lot like they're improving natural armor.
*Very Rare: Absorbing Tattoos per se are garbage, but if you can convince your DM to let you acquire a non-random one, many resistances are incredibly useful to have access to, like fire. Don't get the Necrotic one if you have a choice - it's Lifewell but worse, in terms of how likely it is to help you. Do consider Lifewell - Necrotic resistance is great, and 1/day you can take an infinite damage punch (of any type).
*Legendary: A high level moon druid's primary trick is getting hit so no-one else has to; Blood Fury makes getting hit even better for you. Strap one to a mammoth or brontosaurus and go nuts.
Moon sickle wouldnt really work for goodberry, the timing is wrong. It is more just as the throw in item for healing word free upcast. The tats are fantastic, but they like all items are DM dependent of being ok. If DM says cool then absolutely they are the big winners. The warning is there for when you are asleep and out of animal form (still basically fluff but if you are caught off guard then you are gonna have a bad time). The ring is the big one. That is there for when you pop out of animal form and if its enough to kill the base form then you get that pop up again; granted, I think once I looked them over more there is a tat that is a free deathward so It is (as far as money goes) better.
Holy heck that's a powerful necromancer. A lot has changed in the 4 years since this thread was posted.
I believe the Insignia of Claws is the first item to directly boost natural attacks.
Any item that gives a passive boost simply for being worn, like a Weapon of Warning is in an interesting grey area for Moon Druids. If the weapon is absorbed into your form does it still count as being worn for the purposes of reaping the benefits of the item? Something to discuss with the DM at least.
I'd assume It wouldn't be. I would have it 100% for when you are asleep and your wildshape form wouldn't last through the night. You certainly are probably more squishy base form than beasty.
Also I totally didn't even see when it was posted XD that's funny.
Since you cant really use the magic items in beast form, really any magic items are viable for a moon druid's base form, assuming you can attune to it. However, the ones I feel are good are the basics:
Staff of Fire Staff of Frost Stone of Earth Elemental Command Brazier of Fire Elemental Command Bowl of Water Elemental Command Censer of Air Elemental Command 1-4 of the Rings of Elemental Command (For high level gameplay) other basic naturey items
However, for more precise and situational, but still roleplay acceptable, there's also these: Belt of Giant Strength (If your DM approves, you may be able to make a homebrew version that functions the same but is called like "Belt of Bear Strength" or "Elephant Strength" for that Druid roleplay) Boots of the Winterlands may come in handy if your party travels frequently through cold areas Cloak of the Bat may also come in handy as a rp magic item in a darker style campaign or edgy druid Cloak of the Manta Ray in an aquatic campaign Decanter of Endless water isnt really a useful magic item, but it certainly is fun to blast the BBEG in the middle of his monologue with 30 gallons of geyser water The 3 dusts (Disappearance, Dryness, Sneezing and Choking) can come in handy and can reasonably be rped with. For my campaign, we called them (Cocaine, Sand, Dryer Lint) in that order, it was quite funny Elemental Gems... Do I need to explain? Eyes of the Eagle is always good to add, but can be situational Figurines of Wondrous Power can add some spice to the game since they are an example of magic items that add to the game but dont break it. Horseshoes of the Zephyr or Speed can certainly aid if you wildshape into a horse or similar creature for such Iron Flask can be the perfect Druid Legendary magic item, but it can also end the party if you aren't careful. Javelin of Lightning is especially fun when you throw it at a monk who catches it and yeets it back at another monk, who throws it back, starting a sort of gamble. Who can catch it more? Keoghtom's Ointment is an uncommon magic item that is fantastic for anyone, but especially druids, who have proficiency in Herbalism kits. This ties into the rp well. Necklace of Adaptation is just a good addition if you frequently encounter poisonous gasses or travel in areas with difficulty breathing. Quaal's Feather Tokens are like the Figurine's of Wondrous Power, except fancy Ring of Animal Influence...? Saddle of the Cavalier can also come in handy, especially combined with the Horseshoes from earlier. Slippers of Spider climbing combined with the Cloak of the Bat can be super Edgy but also pretty effective. You will always have access to places with this combo Staff of Healing isnt a moon druid specific one, but is for druids Staff of the Adder and Python: Danger Noodles :D Staff of Woodlands because yes Tentacle Rod can make some fun memories and hilarious quotes, but also is applicable in many edgy, underdark, and water campaigns. Trident of Fish command in a water campaign Wand of Lightning Bolts because lighting is fun Wand of Paralysis is handy, but the odds are your DM wont let it work against powerful enemies or enemies he doesnt want to die just yet. Use it on children, its fun to see their parents react
These are just from the DM's guide, you can search among other places as well. Hope this helps!
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Holy heck that's a powerful necromancer. A lot has changed in the 4 years since this thread was posted.
I believe the Insignia of Claws is the first item to directly boost natural attacks.
Any item that gives a passive boost simply for being worn, like a Weapon of Warning is in an interesting grey area for Moon Druids. If the weapon is absorbed into your form does it still count as being worn for the purposes of reaping the benefits of the item? Something to discuss with the DM at least.
No, but you can have a party member help you strap it to your new form - Moon Druids generally don't use Tiny forms, and anything Small or larger should be able to have a tiny weapon, like a dagger, strapped to them somewhere without hindering it. When a druid Wild Shapes, their items functionally leavesthe universe - it's not like they're still responsible for the items' weight, for example.
Scrolls are always a good investment. I like to cast ones that I can concentrate on my turn. Summon Beast, conjure element or Giant Insect. Then use bonus action to shape change into something with a pact tactic. Or Wild Shape into a second Elemental. Stone skin is a great scroll and so is bark skin. My druid has the Telepathy Feat so he can communicate to summoned creatures with it. The scroll saves me a heal if I need it.
The insignia of the claw is a great one. In wild shape, some DM's let you can choose if you are still wearing any of your equipment, and if you are wearing it, it functions as normal. So, a Giant Scorpion with an Insignia is pretty cool. I mean the hard part is waiting for your DM to give you something. If he lets you keep equipment in wild shape, you have to try and get an amulet of health. Helps with those concentration checks while in combat.
Animated Shield is pretty cool if you can get one. +2 AC helps a lot because most of the animals have low AC and attack rolls at higher levels. I don't know, My Moon Druid is pretty weak next to the fighters and Barbarians around me. I just wanted to paint a lot of models and transform or summon those monsters. It's fun but my character is mainly a support guy. The other classes just way outpower the beasts at higher levels. I've had to resort to polymorph or shape change for something cool.
Horseshoes of speed, or horseshoes of a zephyr if you turn into a horse.
My druid has a special version of the staff of the adder that functions independently and attacks as a bonus action...so once activated, you could use it even in animal form. here is the description the DM told me: "Special version. can transform into adder & attack independently from distance of up 60' of wielder. activation or attack is a bonus action of wielder."
You can use an activated animated shield when wildshaped. A dancing scimitar could work too...if activated before wildshape.
Oh, the moon druid in my group has an Ioun stone. You may want to look into that. He has protection, but insight would be very useful for a druid. or maybe fortitude, protection, agility, Absorption, etc.
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Anyone have any interesting or creative uses of the typical ones, or creative uses for the not so obvious ones? There just does not seem to be much out there...
This one depends on your dignity & your DM's interpretation. The Saddle of the Cavalier can be quite potent if worn by a druid in the form of something like a bear, and absurdly good if another PC took the Mounted Combatant feat.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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So,
Serious Note:
I don't know of any good items geared toward a Moon Druid. Land Druids have a wide assortment of staffs (quarterstaff + shillelagh) Which honestly is a damn good backup weapon for any Moon Druid who's physical stats aren't amazing.
Previous editions had armor that worked in WildShape or "Magic Fang" on your weapon attacks. Possibly increase Wild Shape uses and or duration.
Honestly a Helm of Telepathy is PROBABLY your best damn friend. Most any animal can still "wear" a helm and magic items auto size to fit their owner.... the ability to talk outside of clawing writing into the ground is invaluable.
1 level of Great Old Ones Warlock will get you that too.
I've actually struggled with that idea before... for some reason our Fighter never wanted to "ride" my Lizardfolk Druid/Barbarian into battle... even though I told him he'd then be Bear Cavalry!
That said people CAN wear saddles. ...listen trust me on this, don't Google image search that unless you've got some eye-bleach read... anyways so it's possible. So you "could" wear a saddle around all the time and have it "fit" your size.
Like most everything with the Druid it comes down to DM discretion without any hard and fast rules.
its an artifact but the chromatic dragon masks or mask of the dragon queen are extremely good for high charisma druids . and it says that the mask WILL change its shape and size to mach the creature it wears its so wild shape fits it extremely well
Lead designer of: Druid Wild Shape Revised, Druid: Circle of Monstrosity (Homebrew class), Revised Classes : Focus on level 20.
Homebrewer of: Halwasa`s Mushrooms of fluid movement (Item), Giraffe (Beast), Displacer Panther (Beast) (heavily modified Displacer Beast that is owned by WoC), Lightning whip (2nd-level Spell), Lesser Shapechange (5th-level Spell), Investiture of Lightning (6th-level Spell), Touched by the magic (Feat).
I'm playing a Moon Druid who owns and uses the Saddle of the Cavalier and who found a willing rider. At 5th level we have a Human riding a Dire Wolf: heavy cavalry that works in a dungeon. The heavily armored Paladin rides the Direwolf-form Moon Druid. It's a very effective combination with some minor drawbacks. We're currently 5th level. The Paladin is very tanky, with the Heavy Armor Master feat and the Protection Fighting Style. The moon druid has the Sentinel Feat.
Overall impression after some experience: This is a hugely effective combination. Both Rider and Mount enhance each other in various synergistic ways. Foes face the unpleasant choice of either attacking the (wildshaped moon druid) mount with Disadvantage or, instead, attacking the heavily armored rider and immediately receiving an opportunity attack from the mount. The Direwolf often knocks foes prone, so the Rider often has Advantage on melee attacks. The overall effect is that most incoming attacks get Disadvantage and most outgoing attacks get Advantage. This would work even better if the rider also has the Mounted Combat feat.
Rider Enhancements: 50' speed, Opportunity Attack from Mount if any adjacent foe attacks rider, stay in saddle 100%, foes are often prone, increased effective reach on tactical battlemap due to 1-square Medium creature riding 4-square Large mount.
Mount Enhancements: All incoming attacks have disadvantage! All outgoing Direwolf attacks get Advantage, due to Pack Tactics and presence of Rider!
Subtle problem: The Initiative rules force a subtle choice on the PCs each combat round or combat. Per RAW there are two way to handle Initiative. Neither is optimal.
Initiative Option 1: Mount chooses to be Fully Controlled. Rider and Mount share a turn.
Cons: Mount has limited Action choices. Mount loses its chance to attack.
Pros: Most convenient option for Rider. Mount with Sentinel Feat still gets Reaction attack.
Initiative Option 2: Mount chooses to be Uncontrolled. Rider and Mount act on separate initiatives.
Cons: Sometimes there are no foes within reach on Rider's turn. Rider must sometimes Ready an Action to attack, losing the chance to attack more than once.
Pros: Mount and Rider can both fully attack. With ideal tactics this option inflicts the most damage.
I got a homebrew magic item called Saddle of Barding. Fairly basic, adds +1 AC and +10 movement speed to the creature that wears it, and it shifts size if the wearer does.
Makes Octopus form fun, as it boosts the movement from 10' to 20'.
Here is a cool item, a Necklet of the Moon...
It essentially allows for an extra Wild Shape, and sometimes Wild Shaping into a slightly stronger beast.
https://stuffershack.com/circle-of-the-moon-druid-magic-item/
The MoonSickle
weapon of warning, ring of temporal salvation, moon sickle.
Moon Sickle is fairly bad on a Moon Druid, although it can be used to make better Goodberries (which is an awesome trick, just not one Moonies are good at). Weapon of Warning will function - well, the Warning part will - if you can convince a party member to strap it to you instead of running off with it. Most animal forms will struggle to wear rings.
Best magic items I've found for moonies are the Tasha's tats, simply because they and they alone will ignore concerns about needing a new item for a new shape (in the above Direwolf example, the saddle probably won't fit a mammoth or brontosaurus, for example). In ascending rarity order:
*Common: Masquerade Tattoo lets you communicate in animal form. DM fiat dictates what happens if you try this on a hairy form, like a wolf, but if your form has nothing over its skin-equivalent, like a dinosaur (5E's dinosaurs incorrectly lack feathers) or bug, you should be fine.
*Uncommon+: Barrier Tattoos can't be beat. As rarity improves they become more useful, because most beasts have terrible dexterity and fix it with natural armor, and the tats here function a lot like they're improving natural armor.
*Very Rare: Absorbing Tattoos per se are garbage, but if you can convince your DM to let you acquire a non-random one, many resistances are incredibly useful to have access to, like fire. Don't get the Necrotic one if you have a choice - it's Lifewell but worse, in terms of how likely it is to help you. Do consider Lifewell - Necrotic resistance is great, and 1/day you can take an infinite damage punch (of any type).
*Legendary: A high level moon druid's primary trick is getting hit so no-one else has to; Blood Fury makes getting hit even better for you. Strap one to a mammoth or brontosaurus and go nuts.
Moon sickle wouldnt really work for goodberry, the timing is wrong. It is more just as the throw in item for healing word free upcast. The tats are fantastic, but they like all items are DM dependent of being ok. If DM says cool then absolutely they are the big winners. The warning is there for when you are asleep and out of animal form (still basically fluff but if you are caught off guard then you are gonna have a bad time). The ring is the big one. That is there for when you pop out of animal form and if its enough to kill the base form then you get that pop up again; granted, I think once I looked them over more there is a tat that is a free deathward so It is (as far as money goes) better.
Holy heck that's a powerful necromancer. A lot has changed in the 4 years since this thread was posted.
I believe the Insignia of Claws is the first item to directly boost natural attacks.
Any item that gives a passive boost simply for being worn, like a Weapon of Warning is in an interesting grey area for Moon Druids. If the weapon is absorbed into your form does it still count as being worn for the purposes of reaping the benefits of the item? Something to discuss with the DM at least.
I'd assume It wouldn't be. I would have it 100% for when you are asleep and your wildshape form wouldn't last through the night. You certainly are probably more squishy base form than beasty.
Also I totally didn't even see when it was posted XD that's funny.
Since you cant really use the magic items in beast form, really any magic items are viable for a moon druid's base form, assuming you can attune to it. However, the ones I feel are good are the basics:
Staff of Fire
Staff of Frost
Stone of Earth Elemental Command
Brazier of Fire Elemental Command
Bowl of Water Elemental Command
Censer of Air Elemental Command
1-4 of the Rings of Elemental Command (For high level gameplay)
other basic naturey items
However, for more precise and situational, but still roleplay acceptable, there's also these:
Belt of Giant Strength (If your DM approves, you may be able to make a homebrew version that functions the same but is called like "Belt of Bear Strength" or "Elephant Strength" for that Druid roleplay)
Boots of the Winterlands may come in handy if your party travels frequently through cold areas
Cloak of the Bat may also come in handy as a rp magic item in a darker style campaign or edgy druid
Cloak of the Manta Ray in an aquatic campaign
Decanter of Endless water isnt really a useful magic item, but it certainly is fun to blast the BBEG in the middle of his monologue with 30 gallons of geyser water
The 3 dusts (Disappearance, Dryness, Sneezing and Choking) can come in handy and can reasonably be rped with. For my campaign, we called them (Cocaine, Sand, Dryer Lint) in that order, it was quite funny
Elemental Gems... Do I need to explain?
Eyes of the Eagle is always good to add, but can be situational
Figurines of Wondrous Power can add some spice to the game since they are an example of magic items that add to the game but dont break it.
Horseshoes of the Zephyr or Speed can certainly aid if you wildshape into a horse or similar creature for such
Iron Flask can be the perfect Druid Legendary magic item, but it can also end the party if you aren't careful.
Javelin of Lightning is especially fun when you throw it at a monk who catches it and yeets it back at another monk, who throws it back, starting a sort of gamble. Who can catch it more?
Keoghtom's Ointment is an uncommon magic item that is fantastic for anyone, but especially druids, who have proficiency in Herbalism kits. This ties into the rp well.
Necklace of Adaptation is just a good addition if you frequently encounter poisonous gasses or travel in areas with difficulty breathing.
Quaal's Feather Tokens are like the Figurine's of Wondrous Power, except fancy
Ring of Animal Influence...?
Saddle of the Cavalier can also come in handy, especially combined with the Horseshoes from earlier.
Slippers of Spider climbing combined with the Cloak of the Bat can be super Edgy but also pretty effective. You will always have access to places with this combo
Staff of Healing isnt a moon druid specific one, but is for druids
Staff of the Adder and Python: Danger Noodles :D
Staff of Woodlands because yes
Tentacle Rod can make some fun memories and hilarious quotes, but also is applicable in many edgy, underdark, and water campaigns.
Trident of Fish command in a water campaign
Wand of Lightning Bolts because lighting is fun
Wand of Paralysis is handy, but the odds are your DM wont let it work against powerful enemies or enemies he doesnt want to die just yet. Use it on children, its fun to see their parents react
These are just from the DM's guide, you can search among other places as well. Hope this helps!
I love roleplaying, message me so we can set something up.
I talk everything D&D, message me for questions, chat, arguements, or roleplay!
No, but you can have a party member help you strap it to your new form - Moon Druids generally don't use Tiny forms, and anything Small or larger should be able to have a tiny weapon, like a dagger, strapped to them somewhere without hindering it. When a druid Wild Shapes, their items functionally leavesthe universe - it's not like they're still responsible for the items' weight, for example.
Scrolls are always a good investment. I like to cast ones that I can concentrate on my turn. Summon Beast, conjure element or Giant Insect. Then use bonus action to shape change into something with a pact tactic. Or Wild Shape into a second Elemental. Stone skin is a great scroll and so is bark skin. My druid has the Telepathy Feat so he can communicate to summoned creatures with it. The scroll saves me a heal if I need it.
The insignia of the claw is a great one. In wild shape, some DM's let you can choose if you are still wearing any of your equipment, and if you are wearing it, it functions as normal. So, a Giant Scorpion with an Insignia is pretty cool. I mean the hard part is waiting for your DM to give you something. If he lets you keep equipment in wild shape, you have to try and get an amulet of health. Helps with those concentration checks while in combat.
Animated Shield is pretty cool if you can get one. +2 AC helps a lot because most of the animals have low AC and attack rolls at higher levels. I don't know, My Moon Druid is pretty weak next to the fighters and Barbarians around me. I just wanted to paint a lot of models and transform or summon those monsters. It's fun but my character is mainly a support guy. The other classes just way outpower the beasts at higher levels. I've had to resort to polymorph or shape change for something cool.
Horseshoes of speed, or horseshoes of a zephyr if you turn into a horse.
My druid has a special version of the staff of the adder that functions independently and attacks as a bonus action...so once activated, you could use it even in animal form. here is the description the DM told me: "Special version. can transform into adder & attack independently from distance of up 60' of wielder. activation or attack is a bonus action of wielder."
You can use an activated animated shield when wildshaped. A dancing scimitar could work too...if activated before wildshape.
You may also want to look into magical tattoos.
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Oh, the moon druid in my group has an Ioun stone. You may want to look into that. He has protection, but insight would be very useful for a druid. or maybe fortitude, protection, agility, Absorption, etc.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.