Legends of Tolria
The Galactic Game

Subclass Compendium · Druid

Circle of the Moon

A Druid Circle whose practice centers Wildshape as combat-channeling — lunar-driven transformation into heavy beasts, then elementals, then the great moon-aspected forms of the deep night.

Identity

Moon Druids stand at the edge of the camp at the wrong hour, and then there is something else where they were standing. The Circle's records are kept on moon-phase cycles; many member-druids will not name a Form Slip aloud during the wrong phase. Galactic Moon Druids attune to whatever satellite their home system carries — Aurelion's twin moons, the captured asteroid-moons of Halcyion outer worlds, the artificial reflector-arrays of the Echelon casino-belt — and channel through reflected stellar light into the language of teeth and weight.

Features

  • L3 Combat Wildshape

    You can use Wildshape as a bonus action instead of an action, and the CR cap on your beast forms is raised: at 3rd level, CR 1 (no flying speed required to be unlocked); at 6th level, CR 2; at 9th level, CR 3 (flying speed forms permitted); at 12th level, CR 4; at 15th level, CR 5; at 18th level, CR 6. (These caps replace the standard Druid Wildshape progression while you are taking Moon Wildshape forms.) Additionally, while in Wildshape, you may use a bonus action to expend a channel slot of 1st level or higher to regain 1d8 hit points per level of the slot expended, drawn from your beast form's hit point total.

  • L7 Wild Heart

    When you transform via Wildshape, you immediately regain temporary hit points equal to 3 × your Druid level. These temporary HP are layered atop the beast form's HP and lost when the form ends. Additionally, while in beast form, you have advantage on saving throws to maintain concentration on a channel, and saves against being Frightened, Charmed, or forced from your form by external transmutation.

  • L11 Elemental Wildshape

    You can now expend two Wildshape uses simultaneously to assume the form of an air, earth, fire, or water elemental of CR equal to or less than your Druid level divided by 4 (rounded down). Elemental forms last up to 1 hour and follow all other Wildshape rules; while in elemental form, you have the elemental's damage resistances and immunities, the elemental's movement modes, and the elemental's special attacks. You cannot cast leveled channels in elemental form until you gain Beast Spells (Druid 18). You may take an elemental form once per short rest.

  • L15 Thousand Faces

    Your practiced flowing through forms grants you mastery over your humanoid appearance as well. You may, as an action, alter your appearance — height (within one size category), build, skin tone, hair, voice, scent, and small biometric markers (within limits of underlying anatomy: a Halcyion's neural-jack cabling does not vanish unless covered). The change lasts until you change it again or end it as a free action. The effect does not deceive close physical inspection, biometric scanners, or true-sight; it does deceive casual observation, voice-print matching at conversational confidence levels, and identification at a distance. While in a beast form, you may also adopt the markings, coloration, and signal-patterns of a specific named individual of that species you have observed.

  • L18 Embrace the Moon

    Once per long rest, you may assume a massive lunar-aspected form for 10 minutes — your body sheathed in pale moon-silver light, a fusion of beast and elemental at a size category one step larger than your standard form. While in Embrace the Moon: • Your hit point maximum increases by 50 for the duration; you gain that much HP immediately when the form begins, and lose it when the form ends (current HP is reduced proportionally if needed, but you do not drop below 1 HP from this loss alone). • You have a walking speed of 50 ft, a swimming speed of 50 ft, and a climbing speed of 30 ft. You ignore difficult terrain. • Your unarmed strikes deal 2d10 + your STR or DEX modifier (your choice) bludgeoning or slashing damage; once per turn, you may add an additional 2d10 cold or radiant damage to a hit. • You have resistance to bludgeoning, piercing, and slashing damage from non-magical, non-Rift sources, and to cold damage. • You can cast leveled channels in this form (Beast Spells applies), and your channel save DC increases by 1. • Allies within 30 ft of you who can see you have advantage on Wisdom saves and saves against being Frightened. The form ends early if you are reduced to 0 HP, drop to your form's HP limit and have no Druid HP remaining, or end it as a free action.