Circle of the Moon |
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Initial Circle of the Moon Features |
Inherited Druid Features |
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Initial Features & Actions |
Circle of the Moon is a Subclass of Druid in Baldur's Gate 3. Circle of the Moons primary ability is Wisdom, their saving throw proficiencies are Intelligence and Wisdom, and they have a Hit Dice of 1d8. They have proficiency with Simple weapons, Light Armour, Medium Armour and Shields.
Changeable as the moon, these stewards of nature haunt the deepest parts of the wilderness. Transformation is no problem for most Druids, but those who keep the ways of the moon gain the ability to morph into more powerful combative Wild Shapes - like the Polar Bear
The Circle of the Moon Subclass has a much heavier focus on the Wild Shape Class Feature of the Druid than the Circle of the Land Subclass. If you like shapeshifting, and want to do so more effectively then you'll likely enjoy this Subclass.
Circle of the Moon Subclass Initial Features
- Combat Wild Shape: As an Bonus Action, you can assume the form of a beast. You may transform twice per short rest.
Inherited Druid Features
- Spell Slots Unlocked: Casting Spells consumes spell slots. You gain 2 level 1 spells slots, which are restored on a long rest.
- Wisdom Saving Throw Proficiency: Add your Proficiency Bonus to Wisdom Saving Throws.
- Intelligence Saving Throw Proficiency: Add your Proficiency Bonus to Intelligence Saving Throws.
- Light Armour Proficiency: Wearing Light Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Medium Armour Proficiency: Wearing Medium Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
- Shield Proficiency: Wearing a Shield will not impose disadvantage on your attacks or prevent the casting of Spells.
- Club Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Clubs.
- Dagger Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Daggers.
- Dart Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Darts
- Javelin Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Javelins
- Mace Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Maces
- Quarterstaff Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Quarterstaffs
- Scimitar Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Scimitars
- Sickle Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Sickles
- Sling Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Slings
- Spear Proficiency: Add your proficiency bonus to attack rolls (your chance to hit a target) with Spears
- Druids can speak to animals while in their wild shape forms.
Circle of the Moon Progression
- Note that Druids begin the game with 8 HP + their Constitution Modifier, and then gain 5 HP + their Constitution Modifier every level thereafter.
Level 2
Prepare 5 Spells From
Circle of the Moon Actions
Circle of the Moon Spells
Level 3
Druid Features
- Spell Slots Unlocked (1 LvL 1 Slot)
- Spell Slots Unlocked (2 LvL 2 Slots)
Prepare 6 Spells From
You may only prepare spells you have already learned
Jump
Longstrider
Speak with Animals
Thunderwave
Darkvision - new
Barkskin - new
Enhance Ability - new
Flame Blade - new
Flaming Sphere - new
Heat Metal - new
Spike Growth - new
Protection from Poison - new
Pass without Trace - new
Moonbeam - new
Lesser Restoration - new
Hold Person - new
Level 4
Circle of the Moon Features
- Spell Slots Unlocked (1 Lvl 2 Slot)
Wild Shape: Dire Raven
Wild Shape: Deep Rothé
Prepare 7 Spells From
You may only prepare spells you have already learned
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Speak with Animals
Thunderwave
Darkvision
Barkskin
Enhance Ability
Flame Blade
Flaming Sphere
Heat Metal
Spike Growth
Protection from Poison
Pass without Trace
Moonbeam
Lesser Restoration
Hold Person
Pick 1 Feat From
- Ability Improvement
- Athlete
- Defensive Duelist
- Dual Wielder
- Great Weapon Master
- Lightly Armoured
- Magic Initiate: Bard
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armoured
- Shield Master
- Skilled
- Tough
- Weapon Master
Level 5
Circle of the Moon Tips & Builds
- Note 1
- Note 2
Classes |
Arcane Trickster ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of the Land ♦ Cleric ♦ College of Lore ♦ College of Valour ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Fighter ♦ Hunter ♦ Knowledge Domain ♦ Life Domain ♦ Light Domain ♦ Monk ♦ Nature Domain ♦ Oath of the Ancients ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Sorcerer ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Thief ♦ Trickery Domain ♦ War Domain ♦ Warlock ♦ Wild Magic ♦ Wizard |
I'm not used to this editor, and couldn't find the way to add a column to level 3 for new wildshapes. Sorry for the lack of style.
Call lightning is pretty good by itself, but if you cant haste on the druid you can activate it twice per turn, making it brutal.
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