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Druids of the Circle of the Moon are fierce guardians of the wilds, drawing upon the primal magic of the moon to transform into powerful beasts and protect the natural world. Their order often gathers under the full moon to share news and perform ancient rituals. They are masters of shapeshifting, capable of becoming prowling predators, soaring eagles, or rampaging bears to confront those who would despoil the wilderness. The wild is in their blood, and the moon is their guide.

Level 2: Circle Forms

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

The beast shapes you can assume are limited by the Challenge Rating restrictions in the Wild Shape feature, but you can assume the form of a beast with a challenge rating as high as 1. This maximum CR increases to your Druid level divided by 3 (rounded down) starting at 6th level.

Druid Level Max CR
2nd – 5th CR 1
6th – 8th CR 2
9th – 11th CR 3
12th – 14th CR 4
15th – 17th CR 5
18th – 20th CR 6

Level 2: Lunar Resilience

The magic of the moon fortifies your bestial forms, granting them supernatural endurance beyond their natural limits. When you use your Wild Shape feature, your beast form’s Hit Point Dice are increased by a Lunar Resilience Bonus.

This bonus is determined by your Druid level and the beast’s Challenge Rating, as shown in the Lunar Resilience Table. These additional dice increase the form’s current and maximum health (using the die size of the chosen beast and Consitution modifier) and are lost when you revert to your normal form or use Wild Shape again.

Druid Level CR 1/4 – 1 CR 2 CR 3 CR 4 CR 5 CR 6
Level 2–5 +0HD
Level 6–8 +2HD +0HD
Level 9–11 +4HD +2HD +0HD
Level 12–14 +6HD +4HD +2HD +0HD
Level 15–17 +8GD +6HD +4HD +2HD +0HD
Level 18–20 +10HD +8GD +6HD +4HD +2HD +0HD

Level 2: Lunar Guidance

Your primal connection allows you to exert your own spiritual power through the forms you inhabit. While you are transformed by Wild Shape, you gain the following benefits:

  • Accuracy. When you make an attack roll in a Wild Shape form, you can use your own Proficiency Bonus instead of the beast’s. You add this bonus to the beast’s Strength or Dexterity modifier (your choice) to determine the total bonus for the attack.

  • Potency. If a Wild Shape form has an ability that requires a target to make a saving throw (such as a spider’s Web, or an elemental’s Whirlwind), you replace the ability’s standard Difficulty Class with your Druid Spell Save DC.

Level 2: Lunar Healing

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.

Level 2: Circle Spells

Your connection to this circle ensures that you always have certain spells ready. 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 each day.

In addition, you can cast the spells from this feature while you are in Wild Shape form.

Druid Level Prepared Spells
2nd Cure Wounds, Starry Wisp
3rd Moonbeam
5th Conjure Animals
7th Fount of Moonlight
9th Mass Cure Wounds

Level 6: Lunar Radiance

Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.. Additionally, each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit.

Level 6: Enhanced Toughness

While in a Wild Shape form, you can add your Wisdom modifier to your Constitution saving throws.

Level 10: Primal Infusion

You have learned to bind the raw energy of the elemental planes to your bestial shapes. When you use your Wild Shape feature, you can expend two uses at the same time to gain a Primal Infusion.

When you do so, you assume a beast form as normal, but your form is infused with elemental power. For all intents and purposes, you are a Beast, and you gain the additional features of your chosen essence below. 

Duration: The infusion lasts for 1 hour. After 1 hour, the elemental energy dissipates; you remain in your beast form, but you lose all features and resilience granted by the Essence.

Essence of the Gale (Air)

  • Aerial Mastery. You gain a Fly Speed of 90 feet and the Hover trait.

  • Vortex Form. As a Bonus Action, you can become exceptionally fluid until the end of your next turn. While in this state, you can move through a space as narrow as 1 inch wide without squeezing, and you can enter a hostile creature's space and stop there.

  • Whirlwind (Recharge 4–6). As an Action, you can target one Medium or smaller creature in your space. The target must succeed on a Strength Saving Throw or take 4d10 + 2 Thunder damage, be pushed up to 20 feet away from you, and have the Prone condition.

  • 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)

  • Earth Glide. As a Bonus Action, you can move through unworked earth and stone without disturbing the material until the end of your next turn.

  • 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 an Action, you make a Ranged Attack (Range 60 ft) using your beast's Strength modifier. On a hit, the target takes 1d6 + (Strength modifier) Bludgeoning damage. If the target is a Large or smaller creature, it 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 (Fire)

  • Fire Aura. At the end of each of your turns, each creature in a 10-foot Emanation originating from you takes 1d10 Fire damage.

  • Searing Form. As a Bonus Action, you can become flicker like flame until the end of your next turn. While in this state, you can move through a space as narrow as 1 inch wide without squeezing. 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 in 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 (Water)

  • Aquatic Mastery. You gain a Swim Speed of 90 feet and can breathe water.

  • Fluid Form. As a Bonus Action, you can become liquid until the end of your next turn. While in this state, you can move through a space as narrow as 1 inch wide without squeezing, and you can enter a hostile creature's space and stop there.

  • Whelm (Recharge 4–6). As an Action, each creature in your space must make a Strength Saving Throw. On a failure, a target takes 4d8 + 4 Bludgeoning damage. If the target is Large or smaller, it has the Grappled and Restrained conditions. At the start of each of your turns, a target grappled this way takes $2d8$ Bludgeoning damage and begins suffocating.

  • 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 (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain one expended use by expending a spell slot of 2nd level or higher.

Level 14: Improved Lunar Radiance

Each of your attacks in a Wild Shape form deals an extra 1d8 Radiant damage on a hit.

Level 14: Thousand Forms

You can cast the Alter Self spell at will.

Level 14: Shared Moonlight

Whenever you use your Moonlight Step feature, you can also choose to teleport one willing creature within 10 feet of you. That creature teleports to an unoccupied space you can see within 10 feet of your destination space.