Circle of the Moon in Galir | World Anvil
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Circle of the Moon

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 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 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 of the spell slot expended.  

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).   Additionally, when you Wild Shape in this way, you gain 4 temporary hit points per Druid level, rather than 2, and you may use your Wisdom modifier + your Proficiency bonus if it is higher than the beast's to hit bonus.   Starting at 3rd 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 of overcoming resistance and immunity to non-magical attacks and damage.  

Primal Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into one of the mythical Primal Beasts: the bear, eagle, elk, lion, shark, or wolf.   Unless specified, all normal rules for your Wild Shape ability apply to Primal Wild Shape. For any abilities that require a saving throw, use your Spell Save DC.  

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, without concentration.

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