Base Class: Druid
Druids of the Circle of the Moon are fierce guardians
of the wilds. Their order gathers under the full moon to
share news and trade warnings. They haunt the deepest
parts of the wilderness, where they might go for weeks
on end before crossing paths with another humanoid
creature, let alone another druid.
Changeable as the moon, a druid o f this circle might
prowl as a great cat one night, soar over the treetops
as an eagle the next day, and crash through the
undergrowth in bear form to drive off a trespassing
monster. The wild is in the druid's blood.
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 o f the spell
slot expended.
Circle Forms
The rites o f your circle grant you the ability to transform
into more dangerous animal forms. Starting at 2nd
level, you can use your W ild Shape to transform into a
beast with a challenge rating as high as 1 (you ignore
the Max. CR column o f 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 o f overcoming resistance and
immunity to non magical attacks and damage.
E l e m e n t a l W il d S h a p e
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.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
combat wild shape
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 Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Coast
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Desert
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Forest
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Grassland
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Mountain
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Primal strike
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
you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
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