Loek
2021-01-31, 11:58 AM
Let me start by describing some of the thoughts and designs concepts behind this sub-class. As the name probably indicates, it's based on the circle of the moon, and it takes some inspiration from lycanthropes on the side. The main reason I've decided to make this sub-class, is that the "circle of the moon" druid is a bit wonky at times. At low levels it's a massive tanker. It either has too many forms to pick from (making it hard for a DM to work with/a new player to pick it up), or too few (both at high CR and/or if the DM sticks with the "what you've seen" idea, and never gets you fun beasts to play with).
To counter this, I grouped various beasts into groups (originally to just flesh out the CR's that were missing and then limit a druid to X groups) and then made a progression for a limited group of forms. In this (final, for now) version, those groups are: Pachyderm (based on Rhino/Elephant/Mammoth), Sea (based on the various sharks, with a quick glance at the killer whale), Feline (Panther/Lion/Various tigers) and Reptile (lizards and crocodiles)
In general, I tried to make logical progressions (preferring 12, 13, 14, 15 over random jumps). Also, many of them will do less damage then the "natural" creatures they are based on, as that felt like a needed nerf.
All 4 groups of forms have their own logic behind them. The Pachyderm = Tanking/solid defense. The Sea = good health, good attack (and well, the one you pick in the sea). The Feline = a good middle ground and all about maneuverability. The Reptile = The skill/movement/fragile one (the fragile part moving it far away from it's rather tanky Crocodile/Reptile inspirations).
My main worries at this point are: Did I manage to balance the HP/AC/Damage correctly? And are those skill proficiencies suitable or not?
Finally, the "Combat Wild Shape", "Primal Strike" and "Thousand Forms" features are identical to the moon druid features, so I'll not post them here. You can find them in the Player Handbook on page 69.
Circle of the Full Moon
Druids of the Circle of the Full Moon are adaptable creatures. They embrace change, even as they reject chaos. While many come from a background already steeped in magic, shape shifting or even lycanthropy, the circle will also accept and teach those merely drawn to the idea of embracing the wild.
The methods used to achieve their shape shifting powers vary per individual circle. While some use their magic to temper the lycanthropic curse burning in their blood, others achieve their feats of metamorphosis with the help of animal spirits or even certain natural deities.
Combat Wild Shape
Unchanged from Circle of the Moon (PHB, page 69)
Lunar Forms
The rites of your circle grant you the ability to transform into pseudo lycanthropic Lunar Forms. Starting at 2nd level, you can transform into the four Lunar Forms described below.
A druid who transforms into Lunar form has two shapes available to them. A hybrid form (reminiscent of the classic lycanthrope) and an animal form (similar to a natural creature). Shifting between the hybrid and animal form takes a bonus action and can be done at will. This transformation does not consume a wildshape charge and doesn’t count in any way as a new transformation. When in hybrid form you may substitute any attack with a weapon attack. You must declare this substitution prior to making the attack.
The hybrid and animal form have identical stats, unless noted in the descriptions below. The differences between the two are in looks (natural animal vs lycanthropic monster), and the fact that a druid in hybrid form is able to speak (though not competently enough to provide the verbal component of a spell).
The specific stats of the form you assume, are determined by the form you choose and your druid level, as show in this table:
Druid Level
Shape Level
Special
2
1
Cannot use the sea form, nor the reptile form's swim speed
4
1
-
6
2
-
9
3
-
12
4
-
15
5
-
18
6
-
A Druid of the Full Moon can also assume other forms, as described in the "wildshape" feature.
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
Charge DC
Charge Dam
1
Large
13
2d12+4
30 ft
19
8
15
Charge
Gore (1d8+4)
14
1d8
2
Large
14
4d12+12
30 ft
20
8
16
Charge
Gore (1d8+5)
15
1d8
3
Large
15
6d12+18
30 ft
21
8
17
Charge
Gore (2d8+5)
16
2d8
4
Huge
16
8d12+32
30 ft
22
8
18
Charge
Gore (2d8+6)
17
2d8
5
Huge
17
10d12+40
30 ft
23
8
19
Charge
Gore (3d8+6)
18
3d8
6
Huge
18
12d12+60
30 ft
24
8
20
Charge
Gore (3d8+7)
19
3d8
Size (Hybrid form): The Pachyderm hybrid form is always Large.
Size (Animal form): The Pachyderm animal form is Large at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Large or Huge in animal form instead.
AC: Based on Natural armor.
Skills: A druid in Pachyderm form gains proficiency in Athletics.
Charge: If a druid in pachyderm form moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes X bludgeoning damage (for amount, see table). If the target is a creature, it must succeed on a Strength saving throw (For DC, see table) or be knocked prone.
Gore: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X bludgeoning damage (See Table).
Level
Size
AC
HP
Speed
STR
DEX
CON
Senses
Abilities
Actions
1
Medium
12
2d10+4
15 ft, Swim 40 ft
14
14
13
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (1d8+2)
2
Medium
12
4d10+8
15 ft, Swim 40 ft
16
14
15
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (1d10+3)
3
Medium
12
6d10+18
15 ft, Swim 50 ft
18
14
17
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (2d8+4)
4
Large
12
8d10+32
20 ft, Swim 50 ft
20
14
19
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (2d10+5)
5
Large
12
10d10+50
20 ft, Swim 60 ft
22
14
21
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (3d8+6)
6
Large
12
12d10+72
20 ft, Swim 60 ft
24
14
23
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (3d10+7)
Size: The Sea Form is Medium at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Medium or Large instead.
AC: Unable to benefit from worn armor.
Skills: A druid in Sea Form gains proficiency in Athletics and Perception.
Underwater Blindsight: A druid in Sea Form gains blindsight with a range of 30 feet while underwater.
Blood Frenzy: A druid in Sea Form has advantage on melee attack rolls against any creature (that can bleed) that doesn't have all its hit points.
Amphibious: A druid in Sea Form can breathe air and water.
Native to the sea: A druid in Sea Form is acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage. (See Table)
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
DC
1
Medium
12
2d10+2
40 ft
17
15
13
Keen Smell, Pounce, Running Leap
Bite (1d8+3), Claw (1d6+3)
13
2
Medium
12
4d10+8
40 ft
18
15
14
Keen Smell, Pounce, Running Leap
Bite (1d8+4), Claw (1d8+4)
14
3
Medium
12
5d10+10
50 ft
19
15
15
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d10+4), Claw (1d8+4)
15
4
Large
12
7d10+21
50 ft
20
15
16
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d10+5), Claw (1d8+5)
16
5
Large
12
8d10+24
60 ft
21
15
17
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d12+5), Claw (1d10+5)
17
6
Large
12
10d10+40
60 ft
22
15
18
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d12+6), Claw (1d10+6)
18
Size (Hybrid form): The Feline hybrid form is always Medium.
Size (Animal form): The Feline animal form is Medium at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Medium or Large in animal form instead.
AC: Can wear armor.
Skills: A druid in Feline Form gains proficiency in Acrobatics and Perception.
Keen Smell: A druid in Feline Form has advantage on Wisdom (Perception) checks that rely on smell.
Pounce: If a druid in Feline Form moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw (For DC, see table) or be knocked prone. If the target is prone, the druid can make one bite attack against it as a bonus action.
Running Leap: With a 10-foot running start, a druid in Feline Form can long jump up to 25 feet.
Multiattack (Hybrid form): From level 3 onwards, a druid in Feline Form (hybrid), makes two weapon attacks, only one of which can be its bite.
Multiattack (Animal form): From level 3 onwards, a druid in Feline Form (animal), can attack twice. Once with its claws, once with its bite.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage. (See Table)
Claw: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X slashing damage. (See Table)
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
Hold breath
DC
1
Medium
13
2d8+2
30 ft, climb 30ft, swim 30 ft
13
12
12
Hold Breath, Spider Climb
Bite (1d6+1), Tail (1d4+1)
5
12
2
Medium
13
4d8+4
30 ft, climb 30ft, swim 30 ft
14
13
12
Hold Breath, Spider Climb
Bite (1d8+2), Tail (1d6+2)
10
13
3
Medium
14
5d8+5
30 ft, climb 30ft, swim 30 ft
15
14
12
Hold Breath, Spider Climb, Multiattack
Bite (1d10+2), Tail (1d8+2)
15
14
4
Medium
14
7d8+7
30 ft, climb 30ft, swim 30 ft
16
15
12
Hold Breath, Spider Climb, Multiattack
Bite (2d6+3 Tail (1d8+3)
20
15
5
Medium
15
8d8+8
30 ft, climb 30ft, swim 30 ft
17
16
12
Hold Breath, Spider Climb, Multiattack
Bite (2d8+3), Tail (2d6+3)
25
16
6
Medium
15
10d8+10
30 ft, climb 30ft, swim 30 ft
18
17
12
Hold Breath, Spider Climb, Multiattack
Bite (2d10+4), Tail (2d8+4)
30
17
Size: The Reptile Form is always Medium.
AC: Based on Natural armor.
Skills: A druid in Reptile Form gains proficiency in Acrobatics and Stealth.
Hold Breath: A druid in Reptile Form can hold its breath for a number of minutes, as shown in the table.
Spider Climb: A druid in Reptile Form can climb difficult surfaces, without needing to make an ability check. This does not apply to ceilings and other near impossible surfaces.
Multiattack: From level 3 onwards, a druid in Reptile Form, makes two weapon attacks, one with its bite and one with its tail.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage (See Table), and the target is grappled (escape DC, see table). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail: Melee Weapon Attack: Prof+Str mod to hit, reach 10 ft., one target not grappled by the crocodile. Hit: X bludgeoning damage (See Table). If the target is a creature, it must succeed on a Strength saving throw (For DC, see table) or be knocked prone.
Primal Strike
Unchanged from Circle of the Moon (PHB, page 69)
Lycanthropic Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a more powerful version of your Lunar Forms. This provides both general improvements and improvements specific to each form.
General Lycanthropic benefits
Because the druid lets the lycanthropic nature of their ability rise closer to the surface, all Lunar Forms gain the following benefits:
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Condition Immunities: exhaustion, poisoned.
The unmovable, resilient nature of their natural cousins gives the Pachyderm form the following additional benefits:
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Damage Resistances: bludgeoning, piercing, and slashing attacks.
Advantage on: Saving throws against being knocked prone.
As a creature of the deep, cold waters, the Sea Form gains the following additional benefits:
Damage Resistances: Acid & Cold
Condition Immunities: Prone while in the water
Clamping Jaws: After a successful bite attack, a druid in Lycanthropic Sea Form can attempt to grapple its target as a bonus action.
Savage: If a druid in Lycanthropic Sea Form is currently grappling a creature by way of their Clamping Jaws feature, their bite attack automatically hits, no roll required.
As nimble and flexible creatures, the Feline Form gains the following additional benefits:
Condition Immunities: Prone
Advantage on: Saving throws against being grappled or restrained.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Closely related to many a toxic or corrosive animal, the Reptile form gains the following additional benefits:
Damage Immunities: Poison
Damage Resistances: Acid
Advantage on: Dexterity (Stealth) checks when holding completely still.
Improved Spider Climb: A druid in Lycanthropic Reptile Form can climb difficult surfaces, without needing to make an ability check. This includes ceilings and other near impossible surfaces.
Thousand Forms
Unchanged from Circle of the Moon (PHB, page 69)
In lower magic campaigns; or when the player/DM don't want to deal with quite so many different stats and movement options. Consider the following adaptations:
Limited:
A druid of the Full Moon has a limited repetoire of non-Lunar Forms. They have access to a number of forms equal to 2 + their INT modifier.
Whenever you gain a level in this class, you can swap out two known forms for two new ones.
These forms must meet all requirements as mentioned in the wildshape feature.
None:
Druids of the Circle of the Full Moon cannot use their wildshape feature to transform into other shapes than their lunar forms.
As requested by "Elves (https://forums.giantitp.com/member.php?183324-Elves)" here are my thoughts about making this a single form class instead.
The major upside of this is playing closer to a normal lycanthrope (always cool), but it comes with a downside of even less adaptability.
To compensate for this downside, I'd suggest making the following changes:
Add to Lunar Forms:
When you first gain access to this feature, pick one of the 4 possible Lunar Forms. You can only transform into this form, the other 3 are forever beyond your reach.
From level 6 on, your chosen form gets a boost, based on the form chosen (An early present from their "Lycanthropic Wild Shape" benefits).
Pachyderm Form gets:
Damage Resistance: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Sea Form gets:
Condition Immunity: Exhaustion
You are acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Feline Form gets:
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Reptile Form gets:
Damage Immunity: Poison
Condition Immunity: Poisoned
Change to Lycanthropic Wild Shape:
A Druid of the Full Moon, only expends a single use of Wild shape when using their Lycanthropic Wild Shape.
While just re-skinning the Lunar Forms is as simple as picking another cosmetic pallet, actually making the forms fit to the new forms would be far more interesting. So below, you can find my idea for a number of changes with an initial idea of how to change the stats.
Note that some changes (like changing the Sea shape to be Turtle base) require another change to keep the different roles overall (in case of Turtle, which can be rather tanky, the Pachyderm needs some changes as well).
And to be honest, changing the Pachyderm to a more movement based form, means that the feline form needs to find a new role in its new Lupine form as well. Thus linking the first 3 together, Though only the Sea/Pachyderm change really SHOULD be done together at all times.
Pachyderm to Bovine (Elk/Horse/Ox)
Instead of the Pachyderm's stand there and take it - "I'm a living wall" - attitude. This one would be more about mobility. So we are going from "Immovable object" to "unstoppable object".
We keep most of the stats and attacks from the main Pachyderm form, but we'll lower its hp, AC and Charge DC. And increase its speed. Plus give it a more "utilitarian" feature.
Suggested change to Lunar form:
HP to use d10's instead of d12's
AC to use the following progression: 13/13/14/14/15/15 (Would have liked to go "wear armor" but with that Dex and no heavy armor, it just doesn't work)
Speed to use the following progression: 40/40/50/50/60/60
Charge DC to be reduced by 1
Add "Powerful build" at all levels - Increasing carrying capacity and otherwise helping with moving things around
Suggested value for Lycanthropic Wild Shape:
Resistant to: Force and Psychic
Advantage on saves again: Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
Sea to Turtle (Snapping Turtle)
A snapping turtle is almost as much about biting as a shark is. However, it takes a more defensive stand on the whole thing.
Again we keep the basic stats, but we'll change speeds, hp, dex, ac, blindsight and bloodlust.
Suggested change to Lunar form:
Lower the Dex to 10
Change the HD to d12's
Make the AC a progression of 13/14/15/16/17/18 (Natural armor)
Change walking speed to a progression of 20/20/25/25/30/30
Change swimming speed to a progression of 30/30/35/35/40/40
Remove "Underwater blindsight"
Remove "Blood Frenzy"
Give the Turtle Advantage against being knocked prone (I don't like the "Dex to get up" and the "less AC while prone" rules for snapping turtles/Tortles. But you could apply them)
On a succesful bite attack, allow the Turtle to start a grapple
Suggested value for Lycanthropic Wild Shape:
Immune to: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Resistant to: Acid and Cold
You are acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Feline to Lupine (Wolf/Hyena)
The wolf and the cat could theoretically be a literal re-skin and done. But as the Bovine form now takes up the mobility slot, let's tweak the Lupine Form as well.
We'll lower the speed a little, remove the jumping bonus and up the senses slightly. And to give it its own feel, add the Hyena's rampage ability.
Suggested change to Lunar form:
Change the walking speed progression to 30/30/35/35/40/40
Change "Keen Smell" into "Keen Hearing and Smell" expanding the advantage to hearing as well
Give the "Rampage" ability, granting a bonus movement and attack with its claws as a bonus action when it brings an enemy down (so for first rounds it has pounce, for later rounds it has rampage. Both require a bonus action, so they'll never stack)
Suggested value for Lycanthropic Wild Shape:
Increase Darkvision range to 120ft
When a druid in Lupine Form takes damage, it can choose to respond offensively or defensively:
Offensively: On the druid's next turn their first attack against the dealer of the damage has advantage to hit.
Defensively: Until the end of their next turn, the druid has resistance to that type of damage from that source.
Reptile to Rodent (Rat)
The rat fills the same role as the Reptile. Namely being the more skill based form, with less hp/ac/size etc. However, we'll still tweak some things to make it more fitting flavor wise.
We'll drop the natural armor, going instead with the ability to wear armor. And we'll replace spiderclimb with resistance to being poisoned/diseased. And the bite will no longer grapple, instead it will disease our enemies.
Suggested change to Lunar form:
AC will be based on Dexterity and armor worn, instead of natural armor
Hold breath scales slower than before at 5/5/10/10/15/15
Remove Spiderclimb
Add advantage on saving throws to avoid being poisoned or diseased
Instead of allowing a grapple, the bite attack now has a chance to bestow a disease on our enemies (same DC - maybe lowered slightly) - vs CON. If they fail the safe, they get the downsides that normally come with being poisoned)
Suggested value for Lycanthropic Wild Shape:
Immunity to: Poison damage
Condition immunity: Poisoned and Diseased
Advantage on: Saving throws to escape grapples and restraints
The ability to count as 1 size smaller when trying to squeeze through small openings
Changelog:
2021-02-02: Improved description of the Lunar form (and the distinction between animal and hybrid form), hopefully making it easier to understand. Also added more standardized descriptions in the specific Lunar Forms (also removed some unneeded differentiators between hybrid and animal form). Finally, added some spoiler tags to keep things condensed and improved visual looks of the tables.
2021-02-04: Added additional boost to the Lycanthropic wild shape bonusses for the Sea, Feline and Reptile forms. Add wording about the use of weapons in hybrid form. Replaced the rule of "no non-Lunar Form" wildshapes with a rule giving them normal druid wildshape forms. Instead added "Alternate rule 1" about limiting/removing these forms for lower magic/lower hassle campaigns.
2021-02-07: Added a second and third alternate rule. Adding the ability to play this class with a single lunar form (more lycanthropic) and some alternate looks/inspirations for the 4 Lunar Forms.
2022-10-22: Moved "Native to the sea" from the Lycanthropic form to the normal Sea form. Added "Clamping Jaws" and "Savage" to the Lycanthropic Sea form. Add "Improved Spider Climb" to the Lycanthropic Reptile Form.
To counter this, I grouped various beasts into groups (originally to just flesh out the CR's that were missing and then limit a druid to X groups) and then made a progression for a limited group of forms. In this (final, for now) version, those groups are: Pachyderm (based on Rhino/Elephant/Mammoth), Sea (based on the various sharks, with a quick glance at the killer whale), Feline (Panther/Lion/Various tigers) and Reptile (lizards and crocodiles)
In general, I tried to make logical progressions (preferring 12, 13, 14, 15 over random jumps). Also, many of them will do less damage then the "natural" creatures they are based on, as that felt like a needed nerf.
All 4 groups of forms have their own logic behind them. The Pachyderm = Tanking/solid defense. The Sea = good health, good attack (and well, the one you pick in the sea). The Feline = a good middle ground and all about maneuverability. The Reptile = The skill/movement/fragile one (the fragile part moving it far away from it's rather tanky Crocodile/Reptile inspirations).
My main worries at this point are: Did I manage to balance the HP/AC/Damage correctly? And are those skill proficiencies suitable or not?
Finally, the "Combat Wild Shape", "Primal Strike" and "Thousand Forms" features are identical to the moon druid features, so I'll not post them here. You can find them in the Player Handbook on page 69.
Circle of the Full Moon
Druids of the Circle of the Full Moon are adaptable creatures. They embrace change, even as they reject chaos. While many come from a background already steeped in magic, shape shifting or even lycanthropy, the circle will also accept and teach those merely drawn to the idea of embracing the wild.
The methods used to achieve their shape shifting powers vary per individual circle. While some use their magic to temper the lycanthropic curse burning in their blood, others achieve their feats of metamorphosis with the help of animal spirits or even certain natural deities.
Combat Wild Shape
Unchanged from Circle of the Moon (PHB, page 69)
Lunar Forms
The rites of your circle grant you the ability to transform into pseudo lycanthropic Lunar Forms. Starting at 2nd level, you can transform into the four Lunar Forms described below.
A druid who transforms into Lunar form has two shapes available to them. A hybrid form (reminiscent of the classic lycanthrope) and an animal form (similar to a natural creature). Shifting between the hybrid and animal form takes a bonus action and can be done at will. This transformation does not consume a wildshape charge and doesn’t count in any way as a new transformation. When in hybrid form you may substitute any attack with a weapon attack. You must declare this substitution prior to making the attack.
The hybrid and animal form have identical stats, unless noted in the descriptions below. The differences between the two are in looks (natural animal vs lycanthropic monster), and the fact that a druid in hybrid form is able to speak (though not competently enough to provide the verbal component of a spell).
The specific stats of the form you assume, are determined by the form you choose and your druid level, as show in this table:
Druid Level
Shape Level
Special
2
1
Cannot use the sea form, nor the reptile form's swim speed
4
1
-
6
2
-
9
3
-
12
4
-
15
5
-
18
6
-
A Druid of the Full Moon can also assume other forms, as described in the "wildshape" feature.
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
Charge DC
Charge Dam
1
Large
13
2d12+4
30 ft
19
8
15
Charge
Gore (1d8+4)
14
1d8
2
Large
14
4d12+12
30 ft
20
8
16
Charge
Gore (1d8+5)
15
1d8
3
Large
15
6d12+18
30 ft
21
8
17
Charge
Gore (2d8+5)
16
2d8
4
Huge
16
8d12+32
30 ft
22
8
18
Charge
Gore (2d8+6)
17
2d8
5
Huge
17
10d12+40
30 ft
23
8
19
Charge
Gore (3d8+6)
18
3d8
6
Huge
18
12d12+60
30 ft
24
8
20
Charge
Gore (3d8+7)
19
3d8
Size (Hybrid form): The Pachyderm hybrid form is always Large.
Size (Animal form): The Pachyderm animal form is Large at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Large or Huge in animal form instead.
AC: Based on Natural armor.
Skills: A druid in Pachyderm form gains proficiency in Athletics.
Charge: If a druid in pachyderm form moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes X bludgeoning damage (for amount, see table). If the target is a creature, it must succeed on a Strength saving throw (For DC, see table) or be knocked prone.
Gore: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X bludgeoning damage (See Table).
Level
Size
AC
HP
Speed
STR
DEX
CON
Senses
Abilities
Actions
1
Medium
12
2d10+4
15 ft, Swim 40 ft
14
14
13
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (1d8+2)
2
Medium
12
4d10+8
15 ft, Swim 40 ft
16
14
15
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (1d10+3)
3
Medium
12
6d10+18
15 ft, Swim 50 ft
18
14
17
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (2d8+4)
4
Large
12
8d10+32
20 ft, Swim 50 ft
20
14
19
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (2d10+5)
5
Large
12
10d10+50
20 ft, Swim 60 ft
22
14
21
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (3d8+6)
6
Large
12
12d10+72
20 ft, Swim 60 ft
24
14
23
Underwater Blindsight (30)
Blood Frenzy, Amphibious, Native to the sea
Bite (3d10+7)
Size: The Sea Form is Medium at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Medium or Large instead.
AC: Unable to benefit from worn armor.
Skills: A druid in Sea Form gains proficiency in Athletics and Perception.
Underwater Blindsight: A druid in Sea Form gains blindsight with a range of 30 feet while underwater.
Blood Frenzy: A druid in Sea Form has advantage on melee attack rolls against any creature (that can bleed) that doesn't have all its hit points.
Amphibious: A druid in Sea Form can breathe air and water.
Native to the sea: A druid in Sea Form is acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage. (See Table)
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
DC
1
Medium
12
2d10+2
40 ft
17
15
13
Keen Smell, Pounce, Running Leap
Bite (1d8+3), Claw (1d6+3)
13
2
Medium
12
4d10+8
40 ft
18
15
14
Keen Smell, Pounce, Running Leap
Bite (1d8+4), Claw (1d8+4)
14
3
Medium
12
5d10+10
50 ft
19
15
15
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d10+4), Claw (1d8+4)
15
4
Large
12
7d10+21
50 ft
20
15
16
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d10+5), Claw (1d8+5)
16
5
Large
12
8d10+24
60 ft
21
15
17
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d12+5), Claw (1d10+5)
17
6
Large
12
10d10+40
60 ft
22
15
18
Keen Smell, Pounce, Running Leap, Multiattack
Bite (1d12+6), Claw (1d10+6)
18
Size (Hybrid form): The Feline hybrid form is always Medium.
Size (Animal form): The Feline animal form is Medium at levels 1 through 3. From level 4 onwards, the druid has a choice to be either Medium or Large in animal form instead.
AC: Can wear armor.
Skills: A druid in Feline Form gains proficiency in Acrobatics and Perception.
Keen Smell: A druid in Feline Form has advantage on Wisdom (Perception) checks that rely on smell.
Pounce: If a druid in Feline Form moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw (For DC, see table) or be knocked prone. If the target is prone, the druid can make one bite attack against it as a bonus action.
Running Leap: With a 10-foot running start, a druid in Feline Form can long jump up to 25 feet.
Multiattack (Hybrid form): From level 3 onwards, a druid in Feline Form (hybrid), makes two weapon attacks, only one of which can be its bite.
Multiattack (Animal form): From level 3 onwards, a druid in Feline Form (animal), can attack twice. Once with its claws, once with its bite.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage. (See Table)
Claw: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X slashing damage. (See Table)
Level
Size
AC
HP
Speed
STR
DEX
CON
Abilities
Actions
Hold breath
DC
1
Medium
13
2d8+2
30 ft, climb 30ft, swim 30 ft
13
12
12
Hold Breath, Spider Climb
Bite (1d6+1), Tail (1d4+1)
5
12
2
Medium
13
4d8+4
30 ft, climb 30ft, swim 30 ft
14
13
12
Hold Breath, Spider Climb
Bite (1d8+2), Tail (1d6+2)
10
13
3
Medium
14
5d8+5
30 ft, climb 30ft, swim 30 ft
15
14
12
Hold Breath, Spider Climb, Multiattack
Bite (1d10+2), Tail (1d8+2)
15
14
4
Medium
14
7d8+7
30 ft, climb 30ft, swim 30 ft
16
15
12
Hold Breath, Spider Climb, Multiattack
Bite (2d6+3 Tail (1d8+3)
20
15
5
Medium
15
8d8+8
30 ft, climb 30ft, swim 30 ft
17
16
12
Hold Breath, Spider Climb, Multiattack
Bite (2d8+3), Tail (2d6+3)
25
16
6
Medium
15
10d8+10
30 ft, climb 30ft, swim 30 ft
18
17
12
Hold Breath, Spider Climb, Multiattack
Bite (2d10+4), Tail (2d8+4)
30
17
Size: The Reptile Form is always Medium.
AC: Based on Natural armor.
Skills: A druid in Reptile Form gains proficiency in Acrobatics and Stealth.
Hold Breath: A druid in Reptile Form can hold its breath for a number of minutes, as shown in the table.
Spider Climb: A druid in Reptile Form can climb difficult surfaces, without needing to make an ability check. This does not apply to ceilings and other near impossible surfaces.
Multiattack: From level 3 onwards, a druid in Reptile Form, makes two weapon attacks, one with its bite and one with its tail.
Bite: Melee Weapon Attack: Prof+Str mod to hit, reach 5 ft., one target. Hit: X piercing damage (See Table), and the target is grappled (escape DC, see table). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail: Melee Weapon Attack: Prof+Str mod to hit, reach 10 ft., one target not grappled by the crocodile. Hit: X bludgeoning damage (See Table). If the target is a creature, it must succeed on a Strength saving throw (For DC, see table) or be knocked prone.
Primal Strike
Unchanged from Circle of the Moon (PHB, page 69)
Lycanthropic Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a more powerful version of your Lunar Forms. This provides both general improvements and improvements specific to each form.
General Lycanthropic benefits
Because the druid lets the lycanthropic nature of their ability rise closer to the surface, all Lunar Forms gain the following benefits:
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Condition Immunities: exhaustion, poisoned.
The unmovable, resilient nature of their natural cousins gives the Pachyderm form the following additional benefits:
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Damage Resistances: bludgeoning, piercing, and slashing attacks.
Advantage on: Saving throws against being knocked prone.
As a creature of the deep, cold waters, the Sea Form gains the following additional benefits:
Damage Resistances: Acid & Cold
Condition Immunities: Prone while in the water
Clamping Jaws: After a successful bite attack, a druid in Lycanthropic Sea Form can attempt to grapple its target as a bonus action.
Savage: If a druid in Lycanthropic Sea Form is currently grappling a creature by way of their Clamping Jaws feature, their bite attack automatically hits, no roll required.
As nimble and flexible creatures, the Feline Form gains the following additional benefits:
Condition Immunities: Prone
Advantage on: Saving throws against being grappled or restrained.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Closely related to many a toxic or corrosive animal, the Reptile form gains the following additional benefits:
Damage Immunities: Poison
Damage Resistances: Acid
Advantage on: Dexterity (Stealth) checks when holding completely still.
Improved Spider Climb: A druid in Lycanthropic Reptile Form can climb difficult surfaces, without needing to make an ability check. This includes ceilings and other near impossible surfaces.
Thousand Forms
Unchanged from Circle of the Moon (PHB, page 69)
In lower magic campaigns; or when the player/DM don't want to deal with quite so many different stats and movement options. Consider the following adaptations:
Limited:
A druid of the Full Moon has a limited repetoire of non-Lunar Forms. They have access to a number of forms equal to 2 + their INT modifier.
Whenever you gain a level in this class, you can swap out two known forms for two new ones.
These forms must meet all requirements as mentioned in the wildshape feature.
None:
Druids of the Circle of the Full Moon cannot use their wildshape feature to transform into other shapes than their lunar forms.
As requested by "Elves (https://forums.giantitp.com/member.php?183324-Elves)" here are my thoughts about making this a single form class instead.
The major upside of this is playing closer to a normal lycanthrope (always cool), but it comes with a downside of even less adaptability.
To compensate for this downside, I'd suggest making the following changes:
Add to Lunar Forms:
When you first gain access to this feature, pick one of the 4 possible Lunar Forms. You can only transform into this form, the other 3 are forever beyond your reach.
From level 6 on, your chosen form gets a boost, based on the form chosen (An early present from their "Lycanthropic Wild Shape" benefits).
Pachyderm Form gets:
Damage Resistance: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.
Sea Form gets:
Condition Immunity: Exhaustion
You are acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Feline Form gets:
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Reptile Form gets:
Damage Immunity: Poison
Condition Immunity: Poisoned
Change to Lycanthropic Wild Shape:
A Druid of the Full Moon, only expends a single use of Wild shape when using their Lycanthropic Wild Shape.
While just re-skinning the Lunar Forms is as simple as picking another cosmetic pallet, actually making the forms fit to the new forms would be far more interesting. So below, you can find my idea for a number of changes with an initial idea of how to change the stats.
Note that some changes (like changing the Sea shape to be Turtle base) require another change to keep the different roles overall (in case of Turtle, which can be rather tanky, the Pachyderm needs some changes as well).
And to be honest, changing the Pachyderm to a more movement based form, means that the feline form needs to find a new role in its new Lupine form as well. Thus linking the first 3 together, Though only the Sea/Pachyderm change really SHOULD be done together at all times.
Pachyderm to Bovine (Elk/Horse/Ox)
Instead of the Pachyderm's stand there and take it - "I'm a living wall" - attitude. This one would be more about mobility. So we are going from "Immovable object" to "unstoppable object".
We keep most of the stats and attacks from the main Pachyderm form, but we'll lower its hp, AC and Charge DC. And increase its speed. Plus give it a more "utilitarian" feature.
Suggested change to Lunar form:
HP to use d10's instead of d12's
AC to use the following progression: 13/13/14/14/15/15 (Would have liked to go "wear armor" but with that Dex and no heavy armor, it just doesn't work)
Speed to use the following progression: 40/40/50/50/60/60
Charge DC to be reduced by 1
Add "Powerful build" at all levels - Increasing carrying capacity and otherwise helping with moving things around
Suggested value for Lycanthropic Wild Shape:
Resistant to: Force and Psychic
Advantage on saves again: Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
Sea to Turtle (Snapping Turtle)
A snapping turtle is almost as much about biting as a shark is. However, it takes a more defensive stand on the whole thing.
Again we keep the basic stats, but we'll change speeds, hp, dex, ac, blindsight and bloodlust.
Suggested change to Lunar form:
Lower the Dex to 10
Change the HD to d12's
Make the AC a progression of 13/14/15/16/17/18 (Natural armor)
Change walking speed to a progression of 20/20/25/25/30/30
Change swimming speed to a progression of 30/30/35/35/40/40
Remove "Underwater blindsight"
Remove "Blood Frenzy"
Give the Turtle Advantage against being knocked prone (I don't like the "Dex to get up" and the "less AC while prone" rules for snapping turtles/Tortles. But you could apply them)
On a succesful bite attack, allow the Turtle to start a grapple
Suggested value for Lycanthropic Wild Shape:
Immune to: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Resistant to: Acid and Cold
You are acclimated to cold and frigid water, suffering no ill effect when exposed to it.
Feline to Lupine (Wolf/Hyena)
The wolf and the cat could theoretically be a literal re-skin and done. But as the Bovine form now takes up the mobility slot, let's tweak the Lupine Form as well.
We'll lower the speed a little, remove the jumping bonus and up the senses slightly. And to give it its own feel, add the Hyena's rampage ability.
Suggested change to Lunar form:
Change the walking speed progression to 30/30/35/35/40/40
Change "Keen Smell" into "Keen Hearing and Smell" expanding the advantage to hearing as well
Give the "Rampage" ability, granting a bonus movement and attack with its claws as a bonus action when it brings an enemy down (so for first rounds it has pounce, for later rounds it has rampage. Both require a bonus action, so they'll never stack)
Suggested value for Lycanthropic Wild Shape:
Increase Darkvision range to 120ft
When a druid in Lupine Form takes damage, it can choose to respond offensively or defensively:
Offensively: On the druid's next turn their first attack against the dealer of the damage has advantage to hit.
Defensively: Until the end of their next turn, the druid has resistance to that type of damage from that source.
Reptile to Rodent (Rat)
The rat fills the same role as the Reptile. Namely being the more skill based form, with less hp/ac/size etc. However, we'll still tweak some things to make it more fitting flavor wise.
We'll drop the natural armor, going instead with the ability to wear armor. And we'll replace spiderclimb with resistance to being poisoned/diseased. And the bite will no longer grapple, instead it will disease our enemies.
Suggested change to Lunar form:
AC will be based on Dexterity and armor worn, instead of natural armor
Hold breath scales slower than before at 5/5/10/10/15/15
Remove Spiderclimb
Add advantage on saving throws to avoid being poisoned or diseased
Instead of allowing a grapple, the bite attack now has a chance to bestow a disease on our enemies (same DC - maybe lowered slightly) - vs CON. If they fail the safe, they get the downsides that normally come with being poisoned)
Suggested value for Lycanthropic Wild Shape:
Immunity to: Poison damage
Condition immunity: Poisoned and Diseased
Advantage on: Saving throws to escape grapples and restraints
The ability to count as 1 size smaller when trying to squeeze through small openings
Changelog:
2021-02-02: Improved description of the Lunar form (and the distinction between animal and hybrid form), hopefully making it easier to understand. Also added more standardized descriptions in the specific Lunar Forms (also removed some unneeded differentiators between hybrid and animal form). Finally, added some spoiler tags to keep things condensed and improved visual looks of the tables.
2021-02-04: Added additional boost to the Lycanthropic wild shape bonusses for the Sea, Feline and Reptile forms. Add wording about the use of weapons in hybrid form. Replaced the rule of "no non-Lunar Form" wildshapes with a rule giving them normal druid wildshape forms. Instead added "Alternate rule 1" about limiting/removing these forms for lower magic/lower hassle campaigns.
2021-02-07: Added a second and third alternate rule. Adding the ability to play this class with a single lunar form (more lycanthropic) and some alternate looks/inspirations for the 4 Lunar Forms.
2022-10-22: Moved "Native to the sea" from the Lycanthropic form to the normal Sea form. Added "Clamping Jaws" and "Savage" to the Lycanthropic Sea form. Add "Improved Spider Climb" to the Lycanthropic Reptile Form.