Druids sworn to the moon draw on its mercurial nature to transform into massive creatures and primal elementals.
Circle of the Moon is one of the Subclasses of Druid. These Druids are more specialized in Wild Shaping into various creatures to attack enemies or support allies in combat. They also have the ability to regain Hit Points while Wild Shaped.
Subclass Features
This subclass obtains all the features from its base class, Druid, in addition to its unique features outlined below.
Level 2
Take the shape of a Bear with high Hit Points that can goad enemies into attacking it.
- 2d4 + 2
Slashing damage.
: Lash out with deadly claws, dealing - : Roar at nearby enemies to goad them into attacking you.
- Expend spell slots to regain Hit Points while in .
Bonus action instead of an
Action.
now uses a
Level 4
Take the shape of of a Dire Raven that can Blind enemies.
- 2d4 + 2
Piercing
: Peck at a target to deal - : Attack a creature's eyes and it for 2 turns.
- : Fly to a target position using your movement speed
Level 6
- While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
Level 8
Take the shape of a Sabre-Toothed Tiger that can shred armour and regenerate hit points.
- 2d6 + 1d10 + Strength Modifier
Piercing damage.
: Bite a target for - 2d6+Strength Modifier
Piercing damage.
: Lunge at a creature's throat. if the target is , you deal an additional Armour Class by 1.
: Rip into a target's weaknesses, reducing their - Strength affects how far you can jump : Jump up, down, and across. Your
- 2d8
hit points of health every round of combat.
: Regain
Level 10
New Wild Shape form:
Take the shape of a Air Myrmidon who gains the ability to fly and to cast lightning spells.
- : Clout a foe with your lightning-suffused flail and them.
- 2d8
Bludgeoning damage per turn and creatures.
: Spiral the wind into a chocking maelstrom that inflicts - : Manipulate the currents of the air to make yourself undetectable
- : Fly to a target position
Take the shape of a Earth Myrmidon who gains the ability to fly and to cast earth spells.
- : Wallop a foe with a fist of stone and thunder, knocking them
- 2d6
Bludgeoning damage.
: Overwhelm creatures with painfully heavy sludge, miring the area around yourself in thick mud and dealing - 2d8
Bludgeoning damage.
: Let the ground swallow you up, only for you to re-emerge in a terrific burst of earth, damaging nearby foes for Armour Class by 2, but reducing your Movement speed by
6 m / 20 ft.
: Harden your slippery body into a substance like steel, increasing your - : Surrounded by silver mist, you teleport to an unoccupied space you can see.
Take the shape of a Fire Myrmidon who gains the ability to fly and to cast fire spells.
- 1d0
Fire damage and possibly your target.
: Lash out with a blazing strike dealing an additional - : Ignite with incandescent, primordial flames that you for 3 turns.
- 2d6
Fire plus your weapon damage.t
: Create a blooming cone of fire as you swipe at a foe for - : Surrounded by silver mist, you teleport to an unoccupied space you can see.
- : Fly to a target position
Take the shape of a Water Myrmidon who gains the ability to fly and to cast healing and cold spells.
- : Hurl three tridents forged of glistening ice that pie[r]ce targets and create ice surfaces on impact.
- : Pierce a creature with your frost-rimed trident and it.
- 3d8
Poison to nearby creatures.
: Exude water vapour with your general elemental dampness, healing nearby creatures. If you are , the water is tainted, and instead of healing it deals - : Surrounded by silver mist, you teleport to an unoccupied space you can see.
- : Fly to a target position