Circle of the Moon, Variant (5e Subclass)
Circle of the Moon, Variant[edit]
Druid Subclass
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.
- Circle Spells
Your mystical connection to the moon infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells based on this connection. Once you gain access to a circle spell, 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.
Druid Level | Spells |
---|---|
3rd | Darkness, Moonbeam |
5th | Fear, Protection from Energy |
7th | Polymorph, Sickening Radiance |
9th | Cone of Cold, Dream |
- Improved Wildshape
Starting at 2nd level, you can use wildshape as an action or bonus action. Additionally, you follow the following progression chart for your wildshape rather than the one other druids use:
Druid Level | Max CR | Limitations |
---|---|---|
2nd | 1/4 | No flying speed |
4th | 1/2 | — |
8th | 1 | — |
12th | 2 | — |
16th | 3 | — |
20th | 4 | — |
- Combat Wildshape
Starting at 6th level while you are transformed by Wild Shape, you gain the following benefits:
- When you first enter wildshape, you gain a number of temporary hit points equal to your Druid level.
- You can use a bonus action and expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
- Extraplanar Wildshape
Starting at 10th level, your wildshape no longer only targets beasts, but you can also target elementals and fey. However, wildshaping into such a creature requires two uses of your wildshape.
- Thousand Forms
Starting at 14th level, your mastery over wildshape has become apparent. Wildshaping into an elemental or fey of CR 1 or lower only requires one use of your wildshape, and you can wildshape into beasts of CR 1/8 or lower at-will, requiring no use of your wildshape.
Additionally, your magic can even affect your form outside of wildshape. You gain a special way to cast alter self that doesn't require concentration nor a spell slot. Once you cast the spell in this way, you must complete a long rest before you can do so again.
Back to Main Page → 5e Homebrew → Character Options → Subclasses