Druid - Circle of The Moon (Revised) - GM Binder

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Druid : Circle of the Moon Primal Form

2nd-level Circle of the Moon feature, which replaces the


Circle Form feature
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 Primal Beast. When
you do so, choose a Bestial Aspect : Great Strength,
Horns/Tusks, Tail/Tentacles, Spider legs, Pact instinct or
Shell. Use the Primal Beast stat block, you gain certain traits
depending on the Bestial Aspect you chose. Those benefits
last until you return to your normal form.
Starting at level 4th, you can choose to transform into a
Primal Beast of the sea (a great shark, or a giant crocodile for
instance).
Starting at level 8th, you can choose to transform into a
Primal Beast of the sky (a giant eagle, or a pteranodon for
instance).
Starting at level 14th, you can choose to become huge
instead of large when you transform into a Primal Beast.

Primal Beast
Large Beast or Huge Beast (at 14th level)(your
choice)

Armor Class 11 + PB
Hit Points 5 + five times your druid level (the Primal
Beast has a number of hit dice [d10s] equal to
your druid level)
Speed 30ft. Swimming speed 30ft. (sea only) Flying
speed 60 ft. (sky only)

The Primal Beast has a Strength and Constitution both


equal to your Wisdom, and a Dexterity of 10.

Skills perception (wisdom modifier + PB)


Senses dark vision 60ft.
Amphibious can breath both air and water (sea only)

Actions
Primal Attack. Melee Weapon Attack: strength
modifier + PB to hit, reach 5ft., one target. Hit: 1d8
slashing, piercing or bludgeoning (your choice)
damage.
The Primal Attack's damage increases with your
druid levels. It deals 2d8 instead of 1d8 when you
reach 5th level, 3d8 at 11th level, and 4d8 at 17th
level.
When you transforme into a Primal beast of the sea
or a Primal Beast of the sky, the damage dice of your
Primal Attack decrease by one rank and become d6.
Art Credit : Wizards of the Coast
Bestial Aspects Spider legs
Usually takes the shape of a giant spider, a scorpion or a wasp
Horns / Tusks
Usually takes the shape of a boar, a rhinoceros, an elk, a You gain a climbing speed of 30ft. It can climb difficult
triceratops or a mammoth surfaces, including upside down on ceilings, without
needing to make an ability check and you ignore
Your speed increases by 20ft. movement restrictions caused by webbing.
Your maximum hit points increase by a number equal to You can disengage as a bonus action.
your druid level. Your claws, teeth or sting count as finesse weapons.
Charge. When you move at least 20 ft. straight toward a Venom. When you inflict damages to a target with your
target and then hit it with a Primal Attack on the same turn, Primal Attack, the target must succeed on a Constitution
roll a number of d6 equal to half your druid level (rounded saving throw against your spell save DC, or you roll a
down). The target takes extra slashing damages equal to number of d8 equal to your proficiency bonus and the
the result. If the target is a creature, it must succeed on a target takes necrotic damages equal to the result.
Strength saving throw against your spell save DC or be
knocked prone.

Shell
Usually takes the shape of a giant turtle or an ankylosaurus
Great Strength
Usually takes the shape of a bear, a gorilla, a tyranosaurus or a You gain +2 AC.
Your maximum hit points increase by a number equal to
crocodile
your druid level.
Extra-attack : as an action, you can make your Primal Attack Bludgeoning, slashing and piercing damage you take from
twice. non-magical weapons is reduced by 3.
The damage dice of your Primal Attack become a d10
(or
d8 if you transform into a primal beast of the sea or a
primal beast of the sky).
You have advantage on strength checks.
Your carry capacity is doubled.

Tail / Tentacles
Usually takes the shape of a giant snake or an octopus

You gain a reach of 10ft.


You gain proficiency in athletics.
Constrict. When you hit a target with Primal Attack, the
target is also grappled. Until this grapple ends, the creature
is restrained, and you can't attack another target.

Pack instinct
Usually takes the shape of a wolf, a lion, a raptor or a shark

Your Dexterity becomes equal to your Wisdom.


Your speed increases by 10ft.
You gain proficiency in acrobatics and stealth.
Your claws or teeth count as finesse weapons.
Pack Tactics. You have advantage on an attack roll against a
creature if at least one of your allies is within 5 ft. of the
creature and the ally isn't incapacitated. Moreover, when
you hit a creature with an attack, choose one of your ally
within 30ft. If your ally attacks the target before your next
turn, the first Attack roll is made with advantage and your
ally can add your druid level to the damage of its attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bestial Alteration
6th-level Circle of the Moon feature, which replaces the Elemental Aspects
Primal Strike feature
Your Primal Attacks and Unarmed Strikes count as magical Magma
for the purpose of overcoming resistance and immunity to Your speed is increased by 10 ft.
nonmagical attacks and damage. You are immune to fire.
Illumination. Your body sheds bright light in a 30-foot
Moreover, you have the Alter Self spell prepared. It counts as radius and dim light in an additional 30 ft.
a druid spell for you, and it doesn't count against the number Fire storm. Each creature that starts its turn within 5ft. of
of spells you can have prepared. When you cast this spell, you you take 5(1d10) fire damage.
can choose one Bestial Aspect. For the duration of the spell, Your Primal Attack now deals fire damage instead of
you gain the benefits of this aspect when you are in your bulgeoning, piercing or slashing damage.
normal form. Every time a Bestial Aspect refers to a Primal
Attack, this effect also works with your Unarmed Strikes.
Ancestral Guardian Rock
10th-level Circle of the Moon feature, which replaces the
Elemental Wild Shape feature You have a burrow speed equal to your walking speed.
Earth glide. You can burrow through nonmagical, unworked
You can expend two uses of Wild Shape at the same time to earth and stone. While doing so, you don't disturb the
transform into an Ancestral Guardian. You become an material you move through.
elemental beast, like a lion made of raging fire, a gigantic You have Tremorsense 60ft.
rhino made of hard stone, or a giant falcon made of storming You gain a bonus of +1 to your AC.
clouds. In addition to your Primal Beast stats and Bestial Siege Monster. You deal double damage to objects and
Aspect benefits, you gain the following benefits : structures.
You can choose to increase your size by one category. If
You have resistance to Bludgeoning, Piercing, and you do so, your reach also increases by 5ft.
Slashing From Nonmagical Attacks.
You are immune to Exhaustion, Paralyzed, Petrified,
Poisoned, and Unconscious conditions.
Choose an Elemental Aspect from the list below (see next Cloud
page). Your body is now made of the chosen element and
you gain the respective benefits until you reverse to your You have a flying speed of 90ft.
normal shape. You are immune to Grapple, Prone and Restrained
conditions.
Ultimate Predator Air form. You can enter a hostile creature's space and stop
14th-level Circle of the Moon feature, which replaces the there. you can move through a space as narrow as 1 inch
Thousand Forms feature wide without squeezing.
Blowing. As a bonus action, you can blow away the
You can cast the Alter Self spell at will as a bonus action and creatures in front of you. All creatures in a 15ft. cone must
you ignore the verbal and somatic components when you cast succeed a strength saving throw again your spell save DC
this spell. If you cast Alter Self when transformed by Wild or be pushed 10ft.
Shape, you can change your Bestial Aspect to an other one of
your choice.
Ice
You have a swimming speed of 60ft.
You are immune to cold damage.
Freezing cold. Each creature that starts its turn within 5ft.
of you has its speed reduced by 10ft. and can't use its
reaction until the start of its next turn.
Your Primal Attack now deals cold damage instead of
bulgeoning, piercing or slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Homebrew lovingly made
by LeRoiDeCarreau
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Intent of this optional features


Circle of the Moon Druids are really cool and have
a great flavor, that's why it is without surprise one
of the favorite subclasses of the D&D players.
However, even if the subclass is really fun to play, it
has some major flaws that can get frustrating at
times.
First, it starts a bit too strong in early levels,
eclipsing the rest of the party; but then quickly
become weaker in mid to high levels. Moreover, at
each level you only get one unique shape that is
superior to any other, so you end up always
transforming into the same beast over and over
again.
The Optional Features suggested here are meant
to widen the pool of the possible beasts you can
wildshape into at each level, while providing stats
that scale with your druid level for a smoother
power progression.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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using GM Binder.

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