Circle of the Moon
Adopt Animal Forms to Guard the Wilds
Druids of the Circle of the Moon draw on lunar magic to transform themselves and serve as fierce guardians of the wilds. Their order gathers under the full moon to share news, trade warnings, and perform rituals. Many spend long stretches in remote wilderness, sometimes going weeks without encountering another humanoid.
Changeable as the moon, a Druid of 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 away an intruding monster. Transformation lies at the heart of their connection to the natural world.
Level 2: Circle Forms
Your mastery of Wild Shape allows you to transform more quickly and assume more powerful Beast forms.
You can use Wild Shape as a Bonus Action instead of a Magic action.
The normal limitations of your Wild Shape feature still apply, except that the maximum Challenge Rating of the Beast you can become increases as shown in the Circle Forms table.
Starting at Druid level 6, your maximum Challenge Rating equals one-third of your Druid level, rounded down.
| Druid Level | Maximum CR |
| 2-5 | 1 |
| 6-8 | 2 |
| 9-11 | 3 |
| 12-14 | 4 |
| 15-17 | 5 |
| 18-20 | 6 |
Level 2: Lunar Resilience
Lunar magic reinforces your Beast forms, allowing them to endure wounds beyond the limits of an ordinary creature.
When you assume a form using Wild Shape, that form gains additional Hit Point Dice determined by your Druid level and the Beast's Challenge Rating, as shown in the Lunar Resilience table.
The additional Hit Point Dice use the same die size as the Beast's normal Hit Point Dice. Roll the additional dice and add the Beast's Constitution modifier for each die rolled. Increase the form's current and maximum Hit Points by the total.
These additional Hit Point Dice and Hit Points are part of that Wild Shape form. They are lost when you revert to your normal form or assume another form using Wild Shape.
| Druid Level | CR 1/4-1 | CR 2 | CR 3 | CR 4 | CR 5 | CR 6 |
| 2-5 | +0 HD | - | - | - | - | - |
| 6-8 | +2 HD | +0 HD | - | - | - | - |
| 9-11 | +4 HD | +2 HD | +0 HD | - | - | - |
| 12-14 | +6 HD | +4 HD | +2 HD | +0 HD | - | - |
| 15-17 | +8 HD | +6 HD | +4 HD | +2 HD | +0 HD | - |
| 18-20 | +10 HD | +8 HD | +6 HD | +4 HD | +2 HD | +0 HD |
Level 2: Lunar Guidance
Your connection to primal magic allows your own spiritual power to flow through the forms you assume.
While transformed by Wild Shape, you gain the following benefits.
Accuracy
When you make an attack roll using an attack granted by your Wild Shape form, you can use your own Proficiency Bonus instead of the Beast's.
Add your Proficiency Bonus to the Beast's Strength or Dexterity modifier, your choice, to determine the attack bonus.
Potency
When an ability granted by your Wild Shape form requires a creature to make a saving throw, you can use your Druid spell save DC in place of the ability's normal save DC.
Level 2: Lunar Healing
While transformed by Wild Shape, you can take a Bonus Action and expend one spell slot to regain Hit Points.
You regain 1d8 Hit Points for each level of the spell slot expended.
Level 2: Circle Spells
Your connection to lunar magic ensures that certain spells are always available to you.
When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
These spells don't count against the number of spells you can prepare.
In addition, you can cast spells granted by this feature while transformed by Wild Shape.
| Druid Level | Prepared Spells |
| 2 | Cure Wounds, Starry Wisp |
| 3 | Moonbeam |
| 5 | Conjure Animals |
| 7 | Fount of Moonlight |
| 9 | Mass Cure Wounds |
Level 6: Lunar Radiance
Lunar magic suffuses the natural weapons of your transformed forms.
Attacks granted by your Wild Shape form count as magical for the purpose of overcoming Resistance or Immunity to nonmagical attacks and damage.
In addition, whenever you hit with an attack granted by your Wild Shape form, you can have the attack deal its normal damage type or Radiant damage.
You choose the damage type each time you hit.
Level 6: Enhanced Toughness
While transformed by Wild Shape, you add your Wisdom modifier to Constitution saving throws you make.
Level 10: Primal Infusion
You have learned to bind elemental power to your Beast forms.
When you use Wild Shape, you can expend two uses of Wild Shape instead of one to gain a Primal Infusion.
You assume a Beast form as normal and choose one of the following elemental essences:
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Essence of the Gale
-
Essence of the Mountain
-
Essence of the Inferno
-
Essence of the Tides
You remain a Beast while infused and gain the additional properties of the chosen essence.
The Primal Infusion lasts for 1 hour. When the infusion ends, you remain in your current Wild Shape form, but all benefits and drawbacks granted by the chosen essence end.
Essence of the Gale
Air suffuses your form, making you swift, fluid, and difficult to restrain.
Aerial Mastery
You gain a Fly Speed of 90 feet and can Hover.
Vortex Form
As a Bonus Action, you can become exceptionally fluid until the end of your next turn.
During that time, you can move through a space as narrow as 1 inch wide without squeezing, and you can enter another creature's space and stop there.
If this effect ends while you occupy another creature's space, you move to the nearest unoccupied space you can occupy.
Whirlwind
Recharge 4-6
As a Magic action, choose one Medium or smaller creature in your space.
The target must make a Strength saving throw against your Druid spell save DC.
On a failed save, the target takes 4d10 + 2 Thunder damage, is pushed up to 20 feet directly away from you, and has the Prone condition.
On a successful save, the target takes half as much damage only.
Resilience
You have Resistance to Bludgeoning, Lightning, Piercing, Poison, Slashing, and Thunder damage.
You are Immune to the Grappled, Prone, and Restrained conditions.
Essence of the Mountain
Earth and stone reinforce your form, granting tremendous stability and power.
Earth Glide
As a Bonus Action, you gain the ability to move through nonmagical, unworked earth and stone until the end of your next turn.
Moving through this material doesn't disturb it.
If this effect ends while you are inside solid earth or stone, you move to the nearest unoccupied space you can occupy.
Seismic Mastery
You gain a Burrow Speed of 30 feet and Tremorsense with a range of 60 feet.
Siege Monster
You deal double damage to objects and structures.
Rock Launch
As a Magic action, you hurl a mass of stone at one target within 60 feet.
Make a ranged attack using the Strength modifier of your Wild Shape form and the Proficiency Bonus granted by Lunar Guidance.
On a hit, the target takes 1d6 plus the Beast's Strength modifier Bludgeoning damage.
If the target is a Large or smaller creature, it also has the Prone condition.
Resilience
You have Resistance to Bludgeoning, Piercing, Poison, and Slashing damage.
You are Immune to the Petrified condition.
You have Vulnerability to Thunder damage.
Essence of the Inferno
Elemental fire burns through your form, allowing you to move and strike like living flame.
Fire Aura
At the end of each of your turns, every other creature in a 10-foot Emanation originating from you takes 1d10 Fire damage.
Searing Form
As a Bonus Action, you can become fluid like flame until the end of your next turn.
During that time, you can move through a space as narrow as 1 inch wide without squeezing, and you can move through another creature's space. You can't willingly end your movement in another creature's space.
The first time you enter a creature's space on a turn, that creature takes 1d10 Fire damage.
Water Susceptibility
You take 1d6 Cold damage for every 5 feet you move through water.
Resilience
You have Resistance to Bludgeoning, Fire, Piercing, Poison, and Slashing damage.
You are Immune to the Grappled and Restrained conditions.
You have Vulnerability to Cold damage.
Essence of the Tides
Elemental water flows through your form, allowing you to move with the strength and flexibility of a crashing wave.
Aquatic Mastery
You gain a Swim Speed of 90 feet and can breathe underwater.
Fluid Form
As a Bonus Action, you can become liquid until the end of your next turn.
During that time, you can move through a space as narrow as 1 inch wide without squeezing, and you can enter another creature's space and stop there.
If this effect ends while you occupy another creature's space, you move to the nearest unoccupied space you can occupy.
Whelm
Recharge 4-6
As a Magic action, each other creature in your space must make a Strength saving throw against your Druid spell save DC.
On a failed save, a creature takes 4d8 + 4 Bludgeoning damage.
On a successful save, it takes half as much damage only.
If a creature that fails the save is Large or smaller, you can engulf it. An engulfed creature has the Grappled and Restrained conditions and is suffocating unless it can breathe water.
At the start of each of your turns, each creature engulfed by you takes 2d8 Bludgeoning damage.
You can have one Large creature or up to two Medium or smaller creatures engulfed at a time.
An engulfed creature can take an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Druid spell save DC, ending the grapple on a success.
A creature within 5 feet of you can also take an action to attempt to pull an engulfed creature free, making a Strength (Athletics) check against your Druid spell save DC and freeing the creature on a success.
When a creature is no longer engulfed by you, it appears in the nearest unoccupied space it can occupy.
Resilience
You have Resistance to Acid, Bludgeoning, Fire, Piercing, Poison, and Slashing damage.
You are Immune to the Grappled and Restrained conditions.
Level 10: Moonlight Step
As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see.
After you teleport, you have Advantage on the next attack roll you make before the end of the current turn.
You can use this feature a number of times equal to your Wisdom modifier, with a minimum of one use.
You regain all expended uses when you finish a Long Rest.
You can also regain one expended use by expending a spell slot of level 2 or higher.
Level 14: Improved Lunar Radiance
Lunar energy empowers every strike you make in your transformed forms.
Whenever you hit with an attack granted by your Wild Shape form, the attack deals an extra 1d8 Radiant damage.
Level 14: Thousand Forms
Your mastery of transformation extends beyond your Wild Shape forms.
You can cast Alter Self at will without expending a spell slot.
Level 14: Shared Moonlight
Your Moonlight Step can carry another creature through the same passage of lunar magic.
Whenever you use Moonlight Step, you can choose one willing creature within 10 feet of yourself.
That creature teleports to an unoccupied space you can see within 10 feet of your destination.