Circle of the Moon v1.5.0 #


Circle Forms (2) #

Combat Wild Shape (2) #

Beast Trait table #

Name Description Trait Cost Requirements
Blindsight. You have a Blindsight to a range of 30 feet. Two
Darkvision. You have a Darkvision to a range of 30 feet. One Form can see.
Echolocation. You gain a Blindsight to a range of 60 feet that works only while you are not deafened. Three Form can hear.
Hold Breath. You can hold your breath for 1 hour. One
Improvisor. Action. Toss. Ranged Weapon Attack: +Dex plus PB to hit, range 25/50 ft., one target. Hit: 1d6 + Dex + PB bludgeoning damage, throw an object on the ground at an enemy. Two Form is capable of easily throwing objects.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. One Form can hear.
Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. One Form can see.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. One Form can smell.
Land Walker. You gain a Walking Speed of 30 feet. One Form can reasonably walk on land and does not already possess this speed.
Pack Tactics. You have advantage on an Attack Roll against a Creature if at least one of your allies is within 5 feet of the Creature and the ally isn’t incapacitated. Two
Quick Climber. You gain a Climbing Speed of 30 feet. One Form can reasonably climb and does not already possess this speed.
Rampage. When you reduce a creature to 0 hit points with a Melee Attack on your turn, you can take a bonus action to move up to half your speed and make another Melee Attack. Two
Running Leap. With a 10-foot running start, you can long jump up to 35 feet. One
Snow Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in snowy terrain. One
Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. One
Uncanny Dodge. As a Reaction you halve the damage you take from an attack made against you, provided you can see the attacker. Two
Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. One
Lunar Jaunt. While you are in your Wild Shape, you can use a bonus action to expend one spell slot to gain the benefits of a Dash. Two Druid Level 5.
Lunar Strike. While you are in your Wild Shape, when you hit a Creature with your natural weapons you may deal an additional 2d8 Radiant damage to the target. Two Druid Level 5.
Adept Swimmer. You gain a Swimming Speed of 30 feet. One Druid Level 6. Form can reasonably swim and does not already possess this speed.
Amphibious. The beast can breathe both air and water. Overrides Water Breathing Trait. Two Druid Level 6. Form has Swim Speed and is reasonably amphibious.
Ink Layer. Action. (Recharge 5-6). A 20-foot-radius cloud of ink extends all 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. One Druid Level 6. Form has Swim Speed.
Underwater Camouflage. You have advantage on Dexterity (Stealth) checks made while underwater. One Druid Level 6. Form has Swim Speed.
Blood Frenzy. You have advantage on Melee Attack Rolls against any Creature that doesn’t have all its hit points. Four Druid Level 8.
Flyby. You don’t provoke opportunity attacks when you fly out of an enemy’s reach. Two Druid Level 8. Form has Fly Speed.
Moonlight Step. You gain the ability to cast the Misty Step Spell while in your Beast Form, you may do so a number of times per Long Rest equal to your Wisdom Modifier, and after using this trait you gain Advantage on your next Attack Roll. Two Druid Level 10.

Forms are NOT finalized yet! #

Primal Strike (6) #

Elemental Wild Shape (10) #

Acolyte of the Moon (14) #