Lunar Forms

2nd-level Circle of the Moon feature

When you use your Circle Forms feature to transform into a beast, you can choose to use the Standard Lunar Beast template instead of assuming a specific beast. The lunar beast form is Small or Medium sized, and you decide what form it takes, as appropriate to the fauna of the campaign.

Starting at 4th level, you can choose to use the Aquatic Lunar Beast template. When you reach 8th level, you can also choose to use the Aerial Lunar Beast Template.

As you advance in level, the maximum size of a beast form you can assume increases, as defined on the Form Size table. The form’s size can increase its damage. Only the form’s attacks which deal bludgeoning, piercing, or slashing damage, including the damage from the Charge trait, are increased by size.

Your lunar beast form has 3 Hit Dice, which increases as you advance in this class as shown on the Form Statistics table. When a creature must make a saving throw against one of your beast form traits or attacks, you use your spell save DC.

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 lunar beast 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 lunar form (DB) equal to one third your level in this class when you hit with an attack granted by your lunar form. The Form Statistics and Maximum Size table displays these values.

Flavoring Templates

You can change the descriptive label for a template, such as flavoring the **Bite** attack as a beak.

You should be able to represent nearly any beast you imagine using the template mechanics and flavoring for the particulars of your vision.

Form Statistics
LevelHit DiceAttack BonusDamage Bonus
2nd3+2+0
3rd3+2+1
6th5+2+2
9th7+2+3
12th9+2+4
15th11+3+5
18th13+3+6
Form Size
SizeMinimum Level
Standard
Minimum Level
Aquatic
Minimum Level
Aerial
Damage Modifications
Small2nd4th8thnormal weapon damage
Medium2nd4th8thnormal weapon damage
Large6th6th12thone extra die of damage
Huge12th9thone extra die of damage, + 2 damage
Gargantuan15thone extra die of damage, + 4 damage
Damage Dice

The DM may grant the druid the Large size damage die bonus for Medium-sized creatures starting from 9th level for nonaerial forms and 15th level for aerial ones as a means to allow the druid to better operate inside a dungeon. The flat damage bonus for Huge and Gargantuan should remain tied to those sizes.

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.

Standard Lunar Beast

When you choose to take the form of a Standard Lunar Beast you gain the movement speed options and vision as indicated from the Standard Beast Movement table. You use the armor class, hit points, Strength, Dexterity, and Constitution scores, and Keen Senses trait in the Standard Lunar Beast template stat block. You must also choose one of the following beast types which indicates which traits and actions you have while in the beast form.

Charger. You increase the form’s movement speed by 10 feet and gain the Charge trait and the Gore attack option. This form represents elk, rhinoceroses, and boars.
Constrictor. You increase the form’s AC by 1 and its Strength score by 2 and gain the Bite and Constrict attack options. This form represents nonvenomous serpents, as well as fantastical worms.
Devourer. You gain a +1 bonus on attack rolls to bite a target and the Devouring Bite and Swallow attack options. This form represents beasts that swallow their prey whole, such as a frog.
Envenomer. You gain the Venomous Bite attack option. This form represents vipers and venomous lizards.
Gripper. You gain a +1 bonus on attack rolls with the fist attack and the Multiattack, Fist, and Rock attack options. You can replace one Fist attack with a Rock attack or one with a simple melee weapon you hold. This form represents monkeys and apes.
Mauler. You gain the Multiattack, Bite, and Claw attack options. This form represents badgers and bears.
Pincher. You increase the form’s AC by 2 and gain the Multiattack and Pincer attack options. This form represents crabs and fantastical insects.
Pouncer. You increase the form’s Strength by1 and gain a +1 bonus on attack rolls with bite and claw attacks, the Pounce trait, and the Bite and Claw attack options. This form represents great cats and aggressive flightless birds.
Tackler. You increase the form’s Strength score by 2 and gain the Pack Tactics trait and the Tackling Bite attack option. This form represents wolves and other canines.
Trampler. You increase the form’s movement speed by 10 feet, its Strength score by 1, and its Constitution score by 3, reduce its Dexterity score by 5, and gain the Trample trait and Hooves attack option. This form represents horses and elephants.
Webber. You reduce the form’s Strength score by 4 and gain the Web Walk trait and the Venomous Bite and Web attack options. This form represents giant spiders.

Aquatic Lunar Beast

When you choose to take the form of an Aquatic Lunar Beast you use the armor class, hit points, Strength, Dexterity, and Constitution scores, and Aquatic Nature trait in the Aquatic Lunar Beast template stat block. You must also choose one of the following beast types which indicates which traits and attacks you have while in the beast form.

Cruiser. You increase the form’s Strength and Constitution scores by 2 and gain the Charge trait and the Slam attack option. This form represents dolphins and whales.
Grasper. You increase the form’s walking speed by 10 feet and its Dexterity score by 3 and gain the Ink Cloud and Tentacles attack options. This form represents octopi and squid.
Rampager. You reduce the form’s Strength score by 1 and gain the Blood Frenzy trait and the Bite attack option. This form represents sharks and predatory fish and rays.

Aerial Lunar Beast

When you choose to take the form of an Aerial Lunar Beast you use the armor class, hit points, and Strength, Dexterity, and Constitution scores in the Aerial Lunar Beast template stat block. You must also choose one of the following beast types which indicates which traits and attacks you have while in the beast form.

Barger. You increase the form’s walking speed by 20 feet, its AC by 4, and its Strength and Constitution scores by 5, decrease its flying speed by 30 feet, and gain the Bash attack option. This form represents giant beetles.
Hunter. You increase the form’s walking speed by 10 feet and its Strength score by 5, decrease its flying speed by 20 feet, and gain the Multiattack, Bite, and Claw attack options. This form represents giant praying mantes.
Ravager. You increase the form’s AC by 1 and its Constitution score by 4 and gain the Blood Frenzy and Echolocation traits and the Bite attack option. This form represents monstrous bats and pterosaurs.
Stinger. You increase the form’s Dexterity score by 1 and gain the Venomous Sting attack option. This form represents giant wasps.
Swooper. You increase the form’s Dexterity score by 3 and gain the Keen Sight trait and the Multiattack, Beak, and Talons attack options. This form represents giant birds of prey.

Standard Beast

Small 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

Charge. 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 or be knocked prone.

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

Pack Tactics. 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.

Pounce. 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 or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Trample. 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 or be knocked prone. If the target is prone, you can make another hooves attack against it as a bonus action.

Web Walk. 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.

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, fist, or pincer 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.

Constrict. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning damage, and the target is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t constrict another target.

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

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

Pincer. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d4 + Strength modifier + DB bludgeoning damage, and the target is grappled (escape DC equals your spell save DC). You have two pincers, each of which can grapple only one target.

Rock. Ranged Weapon Attack: AB + Strength modifier to hit, range 25/50 ft., one target. Hit: 1d6 + Strength modifier + DB bludgeoning 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 target is no longer restrained and is moved to the nearest unoccupied space from you, but it is prone.

Tackling Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage. If your target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Venomous Bite. Melee Weapon Attack: AB + Strength or Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength or Dexterity modifier + DB piercing damage, and the target must make a Constitution saving throw, 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.

Web (Recharge 5−6). Ranged Weapon Attack: AB + Dexterity modifier to hit, range 30/60 ft., one creature. Hit: The target is restrained by the webbing. As an action, a creature can make a Strength saving throw, busting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Aquatic Beast

Small or larger beast

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

STR
15 + 1/3 level

DEX
9 + 1/3 level

CON
14 + 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 are Huge or larger.

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

Charge. 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 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.

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.

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

Tentacles. Melee Weapon Attack: AB + Strength modifier to hit, reach 10 ft. (15 ft. if at least Huge), one target. Hit: 1d12 + Strength modifier + DB bludgeoning damage. If the target is a creature, it is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained, and you can’t use your tentacles on another target.


Aerial Beast

Small to Large beast

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

STR
12 + 1/3 level

DEX
16 + 1/3 level

CON
11 + 1/3 level

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

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.

Actions

Multiattack. You make two attacks: one with your beak and one with your talons, or you make three attacks: one with your bite and two with your claws.

Bash. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d12 + Strength modifier + DB bludgeoning damage.

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 + Strength or Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength or Dexterity modifier + DB piercing damage.

Claw. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d4 + Strength modifier + DB slashing damage, and the target is grappled (escape DC equals your spell save DC). You have two claws, each of which can grapple only one target.

Talons. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage, and the target is grappled (escape DC equal to your spell save DC), provided it is no larger than you. Until this grapple ends, the target is restrained, and you can’t use your talons on another target.

Venomous Sting. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: Size 1d8 + Dexterity modifier + DB piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or taking 1d10 (+1d10 for every 3 levels above 3rd level) poison damage.