Moon Druid: Baldur's Gate 3 Edition (5e Subclass)

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Moon Druid: Baldur's Gate 3 Edition[edit]

Druid Subclass

Lunar Mend[edit]

At 2nd level, 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.

Combat Wild Shape[edit]

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. Your selection of animals have gotten stronger but more limited. You can only wild shape into enhanced versions of Badger, Bear, Cat, Spider, and Wolf. See stats at the bottom of this subclass.

At 4th level, enhanced Deep Rothé and Dire Raven is added to the creatures that you can wild shaped into.

At 6th level, enhanced Panther and Owlbear is added to the creatures that you can wild shaped into.

At 8th level, enhanced Sabre-Toothed Tiger is added to the creatures that you can wild shaped into.

At 10th level, enhanced Dilophosaurus is added to the creatures that you can wild shaped into.

Tougher Wild Shapes[edit]

At 2nd level, your wild shape's HP increases by 1 per druid level, starting at 2 and ending at 20

Deadlier Wild Shapes[edit]

At 6th level, there is a certain increase to damage for some of the attacks. The following attacks deal a dice larger of damage: a d4 becomes d6, d6 becomes d8 etc. Bear: Claws; Dire Raven: Beak and Rend Vision; Panther: Bite; Owlbear: Rupture, Claws and Crushing Flight. Badger: Bite; Spider: Bite; Rothe: Gore and Charge; Panther: Jugular Strike and Pounce.

Primal Strike[edit]

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wild Strike[edit]

At 6th level, you can make 1 additional attacks after making an unarmed strike while in wildshape.

Myrmidons Wild Shape[edit]

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air Myrmidons, an earth Myrmidons, a fire Myrmidons, or a water Myrmidons.

Improve Wild Strike[edit]

At 10th level, you can make 2 additional attacks after making an unarmed strike while in wildshape.

Thousand Forms[edit]

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.

Enhanced Wild Shapes[edit]

2nd level[edit]

Giant Badger[edit]

Take the shape of a giant Badger that can burrow into the ground. You gain the following:

  • Bite: 2d4 + 2 Piercing damage
  • Claws: 1d4 + 2 Slashing damage and target makes a strength save vs your spell DC or be pushed 5ft away
  • Burrow: When underground, you may use an action to violently emerge from the ground. All creatures within 10 ft must make a dexterity save vs your spell DC or become prone.
Giant Badger Stats
STR DEX CON Base HP Factor HP AC Speed Senses
14 (+2) 10 (0) 15 (+2) 13 1.3 10 40 ft, 40 ft burrow Darkvision

Bear[edit]

Take the shape of a Bear with high Hit Points that can goad enemies into attacking it. You gain the following:

  • Claws: 2d4 + 4 Slashing damage
  • Goading Roar: all enemies within 30 ft must make a wisdom saving throw or be forced to only attack you next turn
STR DEX CON Base HP Factor HP AC Speed Senses
19 (+4) 10 (0) 16 (+3) 30 1.3 12 40 ft Darkvision

Cat[edit]

Take the shape of a Cat that can avoid attention and meow to distract your enemies. You gain the following:

  • Claws Cat: 3 slashing
  • Meow: all creatures within 60 ft will automatically notice you. They make a wisdom saving throw or have disadvantage on perception checks until the start of your next turn.
STR DEX CON Base HP Factor HP AC Speed Senses
6 (-2) 15 (+2) 10 (0) 2 1.15 12 40 ft Darkvision

Giant Spider[edit]

Take the shape of of a giant Spider that can shoot webs to entangle enemies. You gain the following:

  • Venomous Bite: 1d8 + 3 Piercing damage, and the target must make a DC 13 Constitution Saving Throw or become poisoned until the end of your next turn.
  • Web Spider: as a bonus action, fire a flammable web up to 60 ft away. All creatures within 15 ft of the web makes a dexterity saving throw or be restrained until the end of their turn.
  • Arachnid Jump: As a bonus action, hump up to 35 ft
  • Spider Feet: You don't take any movement penalty from walking on Webs, and take no falling damage when jumping onto Webs.
STR DEX CON Base HP Factor HP AC Speed Senses
14 (+2) 16 (+3) 12 (+1) 20 1.3 14 40 ft Darkvision

Dire Wolf[edit]

Take the shape of a Wolf that can leave enemies open to Critical Hits and increase allies' Movement Speed. You gain the following:

  • Bite Wolf: 2d6 + 3 Piercing damage.
  • Inciting Howl: all allies within 30 ft of you, their movement speed is increased by 10 ft until the start of your turn. You cannot use you this feature again until completing a short or long rest.
  • Exposing Bite: 1d4 + 3 Piercing damage and distract it. If your attack hits, the next attack against the target from within 5ft will be a Critical Hit.
  • Pack Tactics: You have advantage on attack rolls if an ally is within 5 ft of the enemy.
STR DEX CON Base HP Factor HP AC Speed Senses
17 (+3) 15 (+2) 15 (+2) 18 1.4 14 45 ft Darkvision

4th level[edit]

Dire Raven[edit]

Take the shape of of a Dire Raven that can fly and Blind enemies. You gain the following:

  • Beak Attack: 2d4 + 2 Piercing damage
  • Rend Vision: The target takes 1d6 + 2 Piercing damage and is Blinded.
STR DEX CON Base HP Factor HP AC Speed Senses
6 (-2) 14 (+2) 8 (-1) 13 1.2 16 5 ft, 60 ft fly Darkvision

Deep Rothe[edit]

Take the shape of of a Deep Rothé that can charge and impale enemies, and illuminate surfaces. You gain the following:

  • Gore: Deal an extra 11 force to creatures with con modifier less than 15.
  • Charge: Charge forward, attacking all hostile creatures in your way. Deal 1d6 + 4 Piercing damage and potentially knock targets Prone. (Doesn't provoke Opportunity Attacks.)
  • Dancing Lights: Can cast Dancing Lights spell.
STR DEX CON Base HP Factor HP AC Speed Senses
18 (+4) 10 (0) 14 (+2) 23 1.2 10 30 ft Darkvision

6th level[edit]

Panther[edit]

Take the shape of a Panther that can prowl around invisibly and pounce on unsuspecting enemies. You gain the following:

  • Bite: 3d6 + 2 Piercing damage
  • Prowl: You cast invisibility on yourself. While invisible, you deal an extra 1d8 damage. This effect ends if you take damage
  • Pounce: Jump up to 20 ft away and deal 2d8 + 2 Piercing damage. The creature makes a strength save or become prone.
  • Jugular Strike: 1d4 + 2 Piercing damage. If the target is Prone, you deal an additional 2d6 + 2 Piercing damage
STR DEX CON Base HP Factor HP AC Speed Senses
14 (+2) 15 (+2) 10 (0) 45 1.15 14 30 ft Darkvision

Owlbear[edit]

Take the shape of an Owlbear that can rupture the ground and become enraged. You gain the following:

  • Claws: 2d8 Slashing damage. Lash out with deadly claws and push the target back 5 ft.
  • Crushing Flight:
  • Rupture: a creature that is up to 10 ft away must make a strength save or take 2d8 Slashing damage and half damage on a success.
  • Enrage: As a bonus action, you enter rage and gain 2 strength for 1 minute. As you enter rage, all creatures within 5 ft of you must make a constitution saving throw of becomes frightened. You can use this feature three times per long rest
STR DEX CON Base HP Factor HP AC Speed Senses
20 (+5) 12 (+1) 17 (+3) 65 1.2 15 30 ft Darkvision

8th level[edit]

Sabre-Toothed Tiger[edit]

Take the shape of a Sabre-Toothed Tiger that can shred armour and regenerate hit points. You gain the following::

  • Bite: 2d6 Piercing damage and pone
  • Shred Armour: 2d4 Slashing damage and reduce AC by 1 until end of their turn or healed.
  • Jugular Strike: 1d4 Piercing damage. If the target is Prone, you deal an additional 2d6+4 Piercing damage
  • Enhanced Jump: Bonus action to jump twice as far as normal
  • Animalistic Vitality: Add your wisdom modifier when you use Lunar Mend
STR DEX CON Base HP Factor HP AC Speed Senses
18 (+4) 13 (+1) 15 (+2) 62 1.15 13 45 ft Darkvision

10th level[edit]

Dilophosaurus[edit]

Take the shape of a Dilophosaurus whose corrosive spit can dissolve a target's armor class. You gain the following:

  • Bite: 1d10+4 Piercing damage and 1d8 Acid damage
  • Corrosive Spit: fire acid up to 60 ft away. The creature makes a con saving throw or take 2d8 Acid Damage and loose 2 AC until the end of their long rest.
  • Pounce: As a bonus action, jump up to 30 ft and make an attack that deals 2d6+4 Piercing damage. The creature makes a strength saving throw or become prone.
STR DEX CON Base HP Factor HP AC Speed Senses
19 (+4) 13 (+1) 17 (+3) 74 1.2 14 30 ft Darkvision

Air Myrmidon[edit]

Take the shape of a Air Myrmidon who gains the ability to fly and to cast lightning spells. You gain the following:

  • Attack: Make a melee attack with your equipped weapon. If you miss, it still deal 4 bludgeoning damage.
  • Electrified Flail: 1d8+7 Bludgeoning damage and 1d10 Lightning damage. Clout a foe with your lightning-suffused flail and Stun them until the end of your next turn.
  • Raging Vortex: Choose a location within 60 ft from you. For 1 minute, spiral the wind into a choking maelstrom with 10 ft radius from the location that inflicts 2d8 Bludgeoning damage per turn and Silences creatures
  • Invisibility: Cast Invisibility on self. This feature rechanges on short or long rest.
  • Elemental Warp: Bonus action: teleport up to 60 ft
STR DEX CON Base HP Factor HP AC Speed Senses
18 (+4) 14 (+2) 14 (+2) 90 1.2 1 9m, 60 ft flying Darkvision

Earth Myrmidon[edit]

Take the shape of a Earth Myrmidon who gains the ability to fly and to cast earth spells. You gain the following:

  • Attack: Make a melee attack with your equipped weapon.
  • Sludgy Sling: throw mud up to 10 ft and deal 2d6 Bludgeoning damage. Overwhelm creatures with painfully heavy sledge, miring within 10 ft yourself in thick mud as difficult terrain.
  • Burrow: When you leave from being underground, you can use your bonus action to deal 2d8 Bludgeoning Damage
  • Muck to Metal: Reaction: Harden your slippery body into a substance like steel, increasing your Armour Class by 2, but reducing your movement speed by 6m for 1 minute
  • Grounded Thunder Strike: 1d10+4 Bludgeoning damage. Wallop a foe with a fist of stone and thunder, knocking them Prone.
  • Elemental Warp:
STR DEX CON Base HP Factor HP AC Speed Senses
18 (+4) 10 (0) 17 (+3) 103 1.2 18 30 ft, 30 ft flying, 15 ft borrowing Darkvision

Fire Myrmidon[edit]

Take the shape of a Fire Myrmidon who gains the ability to fly and to cast fire spells. You gain the following:

  • Attack: Make a melee attack with your equipped weapon.
  • Scorching Strike: 1d6+7 Slashing damage and 1d10 Fire damage. The creature takes 1d10 fire damage at the end of their next turn
  • Myrmidon's Immolation: cast haste on yourself
  • Cinderous Swipe: create a 5m Cone that causes a dex save. It deals 2d6 Fire damage and 1d6+7 Slashing damage, on a fail and half on a pass.
  • Elemental Warp:
STR DEX CON Base HP Factor HP AC Speed Senses
13 (+1) 18 (+4) 15 (+2) 90 1.2 18 30 ft, 30 ft flying Darkvision

Water Myrmidon[edit]

Take the shape of a Water Myrmidon who gains the ability to fly and to cast healing and cold spells. You gain the following:

  • Attack: Make a melee attack with your equipped weapon.
  • Explosive Icicle: Once per turn, fire three icicles up to 60 ft. Each icicle does 3d8 cold damage within 5 ft radius. Until the end of your next turn, 5 ft of each icicle is covered in ice and becomes difficult terrain.
  • Heimal Strike: 1d8+7 Piercing damage and 1d10 Cold damage. Pierce a creature with your frost-rimed trident and Chill it.
  • Healing Vapours: While in combat and not poisoned, heal all allies and yourself within 30 ft for 2d8.
  • Poisonous Vapors: While in combat and poisoned, deal 2d8 poison damage to all enemies within 30 ft
  • Elemental Warp:
STR DEX CON Base HP Factor HP AC Speed Senses
18 (+4) 14 (+2) 16 (+3) 90 1.2 18 30 ft, 30 ft flying Darkvision

April Fools Joke[edit]

Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Waterdhavian Cheese Wheel[edit]

The strangest animal yet. Waterdhavian Cheese Wheel is ideal for undercover mission and hiding from creatures. It has the following features:

  • Construct: For all purposes, you are a non-living object that don't need to breath, sleep, drink, food, or other living creature's need.
  • Non-living: You are incapitated in this form and considered an object instead of a living creature
  • Emergency Bail: Before being divided or melted in any way or be eaten, you immediately revert to your normal form
STR DEX CON Base HP Factor HP AC Speed Senses
0 (-5) 0 (-5) 0 (-5) 1 0 5 0 ft None
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