Druid
Base Class: Druid

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the spell alter self at will.

Combat Wild Shape

 

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

 

Circle Forms

 Note: Remember that Druids (including Moon Druids) can’t take forms with a swim speed until level 4, and can’t take forms with a fly speed until level 8, so many forms which are fantastic for their CR will be rated poorly because by the time you get them they need to compete with considerably more powerful forms.

Level Circle of the Moon  
1 –  
2 1  
3 1  
4 1  
5 1  
6 2  
7 2  
8 2  
9 3  
10 3  
11 3  
12 4  
13 4  
14 4  
15 5  
16 5  
17 5  
18 6  
19 6  
20 6  

 

Primal Strike

 

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Elemental Wild Shape

 

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

 

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.