Druid: Circle of the Moon

Original Source: Player's Handbook

Circle of the Moon Spells

2nd-level Circle of the Moon feature
Your have an attunement to the ferocity of the wilds. This woad strength grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Moon Spells table.

Once you gain access to one of these spells, 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.

Table: Circle of the Moon Spells

Druid LevelSpells
2ndensnaring strike, thunderous smite, true strike
3rdmisty step, warding bond
5thflame stride, remove curse
7thbanishment, compulsion
9thbanishing smite, far step

Combat Wild Shape

2nd-level Circle of the Moon feature
You do not merely adopt the form of beasts; you empower them with the force of your will. You gain the following benefits:

Circle Forms

2nd-level Circle of the Moon feature
The rites of your circle grant you the ability to transform into more dangerous animal forms. When you use your Wild Shape, you can take the form of a Monstrosity such as an owlbear, rust monster, or griffon. Monstrosities can choose traits that require the Beast creature type, as well as a number of special traits only available to them.

In addition, you gain an additional Wild Shape Exploration Trait, and additional Exploration Traits and Combat Traits as you level, as shown on the Circle of the Moon Traits table. You may choose these traits from any basic Druid Wild Shape Trait, even if you do not meet the level requirements. You must meet any other prerequisites for these traits, and you also must meet level requirements on special Exploration and Combat Traits available only to the Circle of the Moon.

LevelExploration TraitsCombat TraitsArmor ClassLevelExploration TraitsCombat TraitsArmor Class
3rd211417th9818
4th221518th9918
5th321519th10918
6th331520th101019
7th431521st111019
8th441622nd111119
9th541623rd121119
10th551624th121220
11th651625th131220
12th661726th131320
13th761727th141320
14th771728th141421
15th871729th151421
16th881830th151521

Exploration Traits

The following exploration traits are unlocked for you, depending on your druid level.

AbilityCreature TypesMovement SpeedsSizeDescription
Iron ScentMonstrosityAnyAnyYou can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Requires Moon Druid Level 6
ClouddancerBeast, ElementalFlyAnyRequires Speed. Your flying speed increases by 30 feet. If you are an elemental, your flying speed becomes a hover speed.
Requires Moon Druid Level 12
ShadowstepMonstrosityAnyAnyRequires Shadowed. As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see. However, you are vulnerable to radiant damage.
Requires Moon Druid Level 15
SoarBeast, ElementalFlyHugeRequires Clouddancer. Your flying speed increases by 30 feet.

Combat Traits

The following combat traits are unlocked for you, depending on your druid level.

AbilityCreature TypesMovement SpeedsSizeDescription
Rust MetalMonstrosityAnyAnyAny nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative βˆ’1 penalty to damage rolls. If its penalty drops to βˆ’5, the weapon is destroyed. Non magical ammunition made of metal that hits you is destroyed after dealing damage. When you flourish with your Bestial Strike, you can spend your flourish to expose a metal item being worn or carried by your target to the same effect.
Requires Moon Druid Level 6
BarkskinPlantAnyAnyYou have resistance to bludgeoning and piercing damage, but vulnerability to fire damage.
ShadowedMonstrosityAnyAnyWhile you are in dim light or darkness, you have resistance to bludgeoning, piercing, and slashing damage. Additionally, while you are in dim light or darkness, you can become Invisible as a Bonus Action. This invisibility lasts until you end it as a Bonus Action, attack or cast a spell, enter bright light, or become Incapacitated. However, while in bright light created by sunlight, you have Disadvantage on attack rolls, ability checks, and saving throws.
Siege MonsterAnyAnyLarge, HugeYou deal double damage to objects and structure.
SporesPlantAnyAnyOnce per turn when you take the Attack action, you can replace one of your Bestial Strikes with a blast of incapacitating spores. A creature within your reach must make a Constitution saving throw or be Poisoned for 1 minute. While Poisoned in this way, the creature is Incapacitated. The creature can repeat this saving throw at the beginning of each turn, ending the condition on a success. When a creature succeeds on this saving throw, they are immune to this effect for the next 24 hours.
Requires Moon Druid Level 9
Acidic StrikesMonstrosityAnyLarge, HugeCannot have any other Strikes traits. Your Bestial Strike deals an additional 1d6 acid damage. Once per turn when you take the Attack action, you can replace one of your attacks to spit acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 3d6 acid damage on a failed save, or half as much damage on a successful one. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
Burning StrikesMonstrosityAnyLarge, HugeCannot have any other Strikes traits. Your Bestial Strike deals an additional 1d6 fire damage. Once per turn when you take the Attack action, you can replace one of your attacks to breathe fire in a 15-foot cone. Each creature in that line must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
DisplacementMonstrosityAnyAnyYou project a magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have Disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are Incapacitated or have a speed of 0.
Lightning JoltBeastSwimAnyAs an Action, you shock a creature within 5 feet of you or, if you are underwater, you shock each creature within 15 feet of you. The affected creatures must make a Constitution saving throw. On a failure, a target takes 3d8 lightning damage and the target is Stunned until the end of your next turn as long as it isn't immune to lightning damage. On a successful save, a target takes half as much damage and isn't Stunned. You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again.
Petrifying GazeMonstrosityAnyAnyIf a creature starts its turn within 30 feet of the two of you can see each other, you can force the creature to make a Constitution saving throw if you aren't Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the greater restoration spell or other magic. A creature that isn't Surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.
Shocking StrikesMonstrosityAnyLarge, HugeCannot have any other Strikes traits. Your Bestial Strike deals an additional 1d6 lightning damage. Once per turn when you take the Attack action, you can replace one of your attacks to breathe lightning in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
SpinesBeast, PlantAnyAnyAt the start of each of your turns, you deal your Bestial Strike damage to creature grappling you or grappled by you. Additionally, you may make ranged weapon attacks by launching spines at your foes. These attacks deal piercing damage equal to your Bestial Strike and have a range of 30/60 feet. You have a number of spines equal to your proficiency bonus (rounded down), after which you cannot make additional ranged attacks with this trait until you spend another Wild Shape to assume this form again.
Winter StrikesMonstrosityAnyLarge, HugeCannot have any other Strikes traits. Your Bestial Strike deals an additional 1d6 cold damage. Once per turn when you take the Attack action, you can replace one of your attacks to exhale frigid wind in a 15-foot cone. Each creature in that line must make a Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
Requires Moon Druid Level 10
GroundedPlantSwimLarge, HugeYou have resistance to old and fire damage, and immunity to lightning damage. Whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt. Your speed becomes 20 feet, and can't be increased.
Requires Moon Druid Level 12
SwallowBeast, PlantAnyMedium, Large, HugeRequires Grab. When you hit a creature you are grappling with your Bestial Strike, and that creature is at least one size smaller than you, you may swallow the creature. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of your turns. You can only have one target engulfed at a time. If you take 30 or more damage on a single turn form the creature you engulf, you must succeed on a Constitution saving throw with DC equal to half the damage at the end of that turn or regurgitate the engulfed creature, which falls Prone in a space within 10 feet of you. If your Wild Shape ends, the creature is no longer engulfed, and appears within 5 feet of you and is Prone.
Requires Moon Druid Level 15
Deadly LeapMonstrosityBurrowLarge, HugeRequires Great Leap. If you jump at least 15 feet as part of your movement, you can then use this Action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) or be knocked Prone and take damage equal to two rolls of your Bestial Strike. On a successful save, the creature takes only half the damage, isn't knocked Prone, and is pushed 5 feet out of your space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls Prone in your space.
Petrifying BreathMonstrosityAnyLarge, HugeOnce per turn when you take the Attack action, you can replace one of your attacks with an exhalation petrifying gas in a 30-foot cone. Each creature in that line must make a Constitution saving throw. On a failed save, a target begins to turn to stone and is Restrained. The Restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is Petrified until freed by the greater restoration spell or other magic. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
Staggering BlowAnyAnyLarge, HugeWhen you hit a character with your Bestial Strikes, you may attempt to stagger the target. The creature must succeed on a Constitution saving throw or be Stunned until the end of your next turn. You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again.
Requires Moon Druid Level 18
AvoidanceMonstrosityAnyAnyRequires Displacement. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
ShriekMonstrosityFlyLarge, HugeAs an Action, you can emit a terrible shriek. Each creature of your choice within 60 feet of you that can hear you must succeed on a Constitution saving throw or be Paralyzed until the end of your next turn. You can use this ability once, after which you cannot do so again until you spend another Wild Shape to assume this form again.
Requires Moon Druid Level 24
Multiple HeadsMonstrositySwimHugeRequires Reach. You have five heads. While you have more than one head, you have Advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious. For each of your heads, you get an extra Reaction that can be used only for opportunity attacks. While you sleep, at least one of your heads may remain awake.

Primal Wild Shape

6th-level Circle of the Moon feature
Your Wild Shapes can tap deep into your reservoirs of primal energy. You gain the following benefits:

Elemental Wild Shape

10th-level Circle of the Moon feature
When you use your Wild Shape, you can take the Elemental Form Exploration Trait. This trait allows you Wild Shape to take Elemental forms, such as a fire, water, or air elemental. Elementals have a number of powerful traits only available to them, but they cannot take traits only available to Beasts, Plants, or Monstrosities.

Exploration Traits

The following exploration traits are unlocked to you.

AbilityCreature TypesMovement SpeedsSizeDescription
Air FormElementalFlyingAnyAs an air elemental, you can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. You are immune to lightning and thunder damage, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If you select this trait, your Strength score always equals half your original score regardless of your size. When you are moved against your will, you move twice as far as normal.
Earth FormElementalBurrowAnyAs an earth elemental, you can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You are immune to slashing damage and have resistance to bludgeoning and piercing damage. You are vulnerable to thunder damage.
Elemental FormAnyAnyAnyYour creature type becomes Elemental. You are immune to poison damage. Additionally, you are immune to Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, and Unconscious conditions.
Fire FormElementalAnyAnyAs a fire elemental, you can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. Additionally, you shed bright light in a 30-foot radius and dim light in an additional 30-foot radius. You are immune to fire damage, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The first time you touch water on a turn, or if you end your turn in water, you take 20 cold damage.
Ice FormElementalAnyAnyAs an ice elemental, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement. You are immune to cold damage, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You are vulnerable to fire damage.
Water FormElementalSwimAnyAs a water elemental, you can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. You are resistant to acid and fire damage, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Attacks that deal lightning damage have Advantage against you, you have Disadvantage on saving throws against spells and abilities that deal lightning damage, and if you take cold damage, you are Chilled twice until the end of your next turn.

Combat Traits

The following combat traits are unlocked for you.

AbilityCreature TypesMovement SpeedsSizeDescription
Burning TouchElementalAnyAnyRequires Fire Form. Your Bestial Strike deals an additional 1d6 fire damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage. Once per turn, when you deal fire damage to a creature, you inflict the Burning condition on it. The DC to end the Burning condition when you inflict it equals your spell save DC.
Freezing TouchElementalAnyAnyRequires Ice Form. Your Bestial Strike deals an additional 1d6 cold damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 cold damage. Once per turn, when you deal cold damage to a creature, you inflict the Chilled condition on it for 1 minute. A creature Chilled by this may make a Constitution saving throw at the end of its turn, ending the condition on a success.
QuakeElementalBurrowAnyRequires Earth Form. Once per turn when you take the Attack action, you can replace one of your attacks with a devastating slam attack. Each creature within 20 feet of you must make a Strength saving throw. On a failed save, a target takes bludgeoning damage equal to your Bestial Strikes and is knocked Prone, loses concentration, and drops its stance. If the saving throw is successful, the target takes half the bludgeoning damage and suffers none of its other effects. The ground in that area becomes difficult terrain until cleared. Each 5-foot square portion of the area requires at least 1 minute to clear by hand. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
WhelmElementalAnyAnyRequires Water Form. Once per turn when you take the Attack action, you can replace one of your attacks with a devastating wave attack. Each creature in your space must make a Strength saving throw. On a failed save, a target takes bludgeoning damage equal to your Bestial Strikes and is Grappled. Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out your space. At the start of each of your turns, you deal damage equal to your Bestial Strike to creatures grappled by this effect. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.
WhirlwindElementalFlyAnyRequires Air Form. Once per turn when you take the Attack action, you can replace one of your attacks with a devastating cyclone attack. Each creature in your space must make a Strength saving throw. On a failed save, a target takes bludgeoning damage equal to your Bestial Strikes and is flung up 20 feet away from you in a random direction and knocked Prone. If the thrown target strikes an object, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked Prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked Prone. You can use this ability twice, after which you cannot do so again until you spend another Wild Shape to assume this form again.

Thousand Forms

14th-level Circle of the Moon feature
You can cast alter self at will. When you cast this spell, it is cast at 5th level, lasts until dispelled, and doesn't require concentration.

Additionally, while you are in Wild Shape form, you can mold your form to better suit your needs. As a bonus action, you can change your Wild Shape form. When you do, you can change your size, creature type, and any of your Exploration and Combat traits. Doing so does not expend a use of your Wild Shape, nor does it give you additional Temporary Hit Points.

During each Wild Shape, you can use this ability a number of times equal to half your total uses of Wild Shape (rounded down).