Druid

The druid class receives new features in this section.

Bonus Proficiencies

1st-level druid feature

You gain proficiency with kukris and long spears.


Circle of the Moon Druid

The Moon druidic circle receives the following feature.

Primal Forms

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

The rites of your circle grant you the ability to transform into more dangerous forms. Starting at 2nd level, you can use your Wild Shape feature to transform into a beast using the Standard Beast stat block. When you reach 4th level, you can also choose to use the stat block for the Aquatic Beast, and at 8th level you can also choose to use the stat block for the Aerial Beast.

As you advance in level, you can take on larger forms (as defined on the Form Statistics and Maximum Size table), which affect the form’s statistics as indicated on the Size Statistics table. You can assume a smaller sized form if you choose. When your size affects your damage dice, it only affects attacks which deal bludgeoning, piercing, or slashing damage, including the damage from the Charge trait.

In your primal form, you have 3 Hit Dice, which increases as you advance in this class as shown on the Form Statistics and Maximum Size table.

When you select the Standard Beast statistics, you must select a movement option from the Standard Beast Movement table. You can’t select an option with a swimming speed unless you are at least 4th level in this class. Your movement option will also determine whether or not you get blindsight or darkvision. Aquatic Beast and Aerial Beast statistics have a predefined movement speed.

Your primal form’s attack bonus from proficiency (AB) is +2. When you reach 15th level, the attack bonus increases to +3. You gain a bonus to damage in your primal form (DB) equal to one third your levels in this class when you hit with an attack granted by your primal form. The Form Statistics and Maximum Size table displays these values.

Flavoring Templates
You can change the descriptive label for a template, such as reskinning the Tail action as a bite or tackle.
You should be able to represent nearly any beast you imagine using the template mechanics and flavored for the particulars of your vision.

Form Statistics and Maximum Size
LevelStandardAquaticAerialHit DiceAttack BonusDamage Bonus
2ndMedium3+2+0
3rdMedium3+2+1
4thMediumMedium3+2+1
6thLargeLarge5+2+2
8thLargeLargeSmall5+2+2
9thLargeHugeMedium7+2+3
12thHugeHugeMedium9+2+4
15thHugeGargantuanLarge11+3+5
18thHugeGargantuanLarge13+3+6
Size Statistics
SizeSpeed*Damage
Tiny−10 ft.half weapon damage die
Small−5 ft.normal weapon damage
Mediumnormal weapon damage
Largeone extra die of damage
Huge+5 ft.one extra die of damage, + 2 damage
Gargantuan+10 ft.one extra die of damage, + 5 damage

Speed can never be reduced to less than 10 ft.

Standard Beast Movement
OptionSpeedVision
Running40 ft.
Climbing30 ft, climb 30 ft.darkvision 60 ft.
Burrowing30 ft. burrow 20 ft.blindsight 30 ft.
Amphibious30 ft., swim 30 ft.darkvision 60 ft.
Waterborne10 ft., swim 60 ft.blindsight 30 ft.

The standard template can be used for most beasts, including: bears, boars, crabs, elephants, elk, great cats, horses, rhinoceroses, snakes, spiders, and wolves.

The aquatic template can be used for most underwater beasts, including: dolphins, fish, manta rays, sharks, and whales.

The aerial template can be used for all manner of birds and bats.

Standard Beast

Tiny to Huge beast

Armor Class 12 + Dexterity modifier (natural armor)
Hit Points 6 + Constitution modifier per Hit Dice
Speed select one Standard Beast Movement option

STR
14 + 1/3 level

DEX
15 + 1/6 level

CON
14 + 1/3 level

Choose one of these traits.

Keen Sense. You have advantage on Wisdom (Perception) checks that rely on your choice of hearing, sight, or smell.

Scaling. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing.

Choose one of these traits.

Charge. You gain the Gore action and increase your movement speed by 5 ft. If you move at least 20 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 1d10 damage of the same type as your gore attack. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Constrict. You gain the Tail action or the Tentacles and Ink Cloud actions. You also increase the Strength and Dexterity scores of your form by 2. When you hit a creature with your bite, tail, or tentacles attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your bite, tail, or tentacles on another target.

Grasp. You gain the Multiattack and Pincer actions and increase your form’s AC by 1. When you hit a target with your claw attack, it is grappled (escape DC equals your spell save DC). You have two pincers, each of which can grapple only one target.

Poisonous. You gain the Venomous Bite action.

Pounce. You gain the Bite and Claw actions. If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Powerful. You gain the Multiattack, Bite, and Claw actions and have a +1 bonus to attack rolls made with your form’s bite and claw attacks. You reduce your movement speed by 5 ft. (to a minimum of 10 ft.).

Swallow. You gain the Bite and Swallow actions and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit with a bite attack, the target is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained, and you can’t bite another target.

Tackle. You gain the Bite action and increase the Strength score of your form by 2. If you hit a creature with your bite attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Additionally, you have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated

Trample. You have the Hooves action and increase your movement speed by 10 ft. If you move at least 20 feet straight toward a creature and then hit it with a hooves attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make another hooves attack against it as a bonus action.

Actions

Multiattack. You make two attacks: if you have the Bite action, you make one with your bite and one with your claw; otherwise you make two claw attacks.

Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage.

Claw. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB slashing damage.

Gore. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning, piercing, or slashing damage.

Hooves. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB bludgeoning damage.

Ink Cloud (Recharges after a Short or Long Rest). A cloud of ink with a radius equal to your space extends around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.

Pincer. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d4 + Strength modifier + DB bludgeoning, piercing, or slashing damage.

Swallow. You make one bite attack against a creature smaller than you that you are grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 3d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time.

If you are reduced to 0 hit points, a swallowed creature is no longer restrained and is moved to the nearest unoccupied space from you, but it is prone.

Tail. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning damage.

Tentacles. Melee Weapon Attack: AB + Strength modifier to hit, reach 10 ft. (15 ft. if Huge), one target. Hit: 1d8 + Strength modifier + DB bludgeoning damage.

Venomous Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: Size 1d6 + Strength modifier + DB piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 2d6 + 1d6 per 3 levels beyond 3rd you possess in this class poison damage on a failed save, or half as much on a successful one.

Aquatic Beast

Any size beast

Armor Class 12 + Dexterity modifier (natural armor)
Hit Points 5 + Constitution modifier per Hit Dice
Speed 0 ft., swim 60 ft.

STR
14 + 1/3 level

DEX
9 + 1/3 level

CON
15 + 1/3 level

Aquatic Nature. You can breathe air and water. You have blindsight to a distance of 60 ft. if you are Large or smaller or 120ft. if you have Huge or larger.

Choose one of these traits.

Blood Frenzy. You gain the Bite action. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Charge. You gain the Slam action, increase your form’s AC by 1, and increase the Strength and Constitution scores of your form by 2. If you move at least 20 feet straight toward a target and then hit it with a slam attack on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet from you.

Actions

Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage.

Slam. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8+ Strength modifier + DB bludgeoning damage.


Aerial Beast

Tiny to Large beast

Armor Class 10 + Dexterity modifier
Hit Points 4 + Constitution modifier per Hit Dice
Speed 10 ft., fly 60 ft.

STR
8 + 1/3 level

DEX
17 + 1/3 level

CON
11 + 1/3 level

Flyby. You don’t provoke opportunity attacks when you fly out of an enemy’s reach.

Choose one of these traits.

Echolocation. You gain blindsight to a distance of 120 ft. You can’t use this blindsight while deafened.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Choose one of these traits.

Carry. You gain the Multiattack, Beak, and Talons actions and increase the Dexterity score of your form by 2. When you hit a creature with your talons attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your talons on another target.

Flurry. You gain the Bite action, increase the Constitution score of your form by 2, and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit a creature with your bite attack, you can make another bite attack against it as a bonus action.

Actions

Multiattack. You make two attacks: one with your beak and one with your talons.

Beak. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d4 + Dexterity modifier + DB piercing damage.

Bite. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage.

Talons. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage.