Pongping the Kingkong


Rock Gnome, Level 3 Circle of the Moon Druid

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Overview

None can equal the bond that Druids share with nature—so much so that Druids are often mistaken for wild creatures, where they hide in plain sight, observing, communicating with the beasts of the world, and performing physical feats and getting places that no humanoid could possibly hope to match. Druids are used best when they utilise their Wildshape ability to turn the tides of battle and cleverly navigate around the world in ways that the dominating humanoid species might not expect. It’s also worthwhile to consider the tasks to be accomplished in a day and prepare Spells accordingly, whether that be preparing utility spells to help traversing enemy territory unnoticed or preparing combat spells to go up against some difficult foes.

The Important Parts

Mechanically, this means that your main strengths as a Circle of the Moon Druid are:

  1. You are one of the most versatile classes, able to fill many roles as/when necessary by your group, and are particularly good at utility, communication, and area control.
  2. Because you are a Prepared Spell spellcaster, at the start of each day/long rest, you get to choose which Spells you know that you would like to prepare for the day, allowing you to cater what Spells you have available to the tasks of each day, as opposed to a Sorcerer, for example, whose available Spells can only be changed one-at-a-time upon each level advancement.
  3. Your ability to Wildshape gives you a nearly-unimaginable amount of control over any given situation and turns the entire classification of Beasts into NPCs that can be communicated and interacted with. It also provides a way to access Beasts’ abilities that would otherwise be unattainable and allows you to soak damage at no detriment to your own health. Furthermore, because you are a member of the Circle of the Moon, you can transform into even more powerful creatures than other Druids.
  4. While Wildshaped, you can expend Spell Slots to regain HP per spell level spent.
  5. You’ve got Darkvision!

Combat

Before combat begins:

During your turn in combat:

Outside your turn in combat:


When Combat Begins

At the start of every combat, you will have to roll Initiative to determine the turn order for each round of combat.

Your Turn in Combat

When it is your turn in combat, you can do all of the following things (but only one of each sub-item), and you can choose to skip any of these things and/or perform them in any order on your turn:

  1. Action
    • Attack
    • Cast a Spell
    • Dash (get double movement on this turn)
    • Disengage (allows you to move out of melee range of an enemy without provoking Opportunity Attacks)
    • Dodge (until the start of your next turn, Attacks made against you are done at Disadvantage)
    • Grapple (enter a contested Strength/Dexterity check with your opponent, the loser gains the Grappled condition)
    • Help (assist an ally with an ability check, attack roll, or administer first aid)
    • Hide (on a successful DC 15 Stealth check while Heavily Obscured or behind Three-Quarters Cover/Total Cover and out of enemy line-of-sight, you gain the Invisible condition)
    • Search (make an Insight, Medicine, Perception, or Survival check)
    • Study (make an Arcana, History, Investigation, Nature, or Religion check)
    • Use an Object (use an Item which requires activation in some way)
    • Ready an Action (describe a condition that, if it occurs before your next turn, triggers an Action by you—this consumes your Reaction)
  2. Bonus Action
    • Wildshape
  3. Move *
    • You can run up to 25 ft. / 5 squares
    • You can climb at half speed, rounded down (10 ft. / 2 squares)
    • You can swim at half speed, rounded down (10 ft. / 2 squares)
  4. Speak
    • You may speak up to two sentences.
  5. Interact
    • Open a door
    • Switch weapons
    • etc.

* Movement speed/conditions change when you are Wildshaped.

NOT Your Turn in Combat

When it is not your turn in combat, you can choose to perform a Reaction:

  1. Reaction
    • Opportunity Attack (when an enemy moves out of melee range from your, you can make a melee Attack against them)
    • Readied Action (if you readied an Action on your turn, your Reaction is consumed when the condition is triggered)

Spells

№ Cantrips known
2
№ Spells Prepared
6
Cantrips Spell Slots
(as often as you want)
Level 1 Spell Slots
4
Level 2 Spell Slots
2

Spells known

Level 1 Spells
Animal FriendshipCharm PersonCreate or Destroy WaterCure WoundsDetect MagicDetect Poison and DiseaseEntangleFaerie FireFog CloudGoodberryHealing WordJumpLongstriderPurify Food and DrinkSpeak with AnimalsThunderwave
Level 2 Spells
Animal MessengerBarkskinBeast SenseDarkvisionEnhance AbilityFind TrapsFlame BladeFlaming SphereGust of WindHeat MetalHold PersonLesser RestorationLocate Animals or PlantsLocate ObjectMoonbeamPass without TraceProtection from PoisonSpike Growth

Nomenclature

Spell Level. Every Spell has a certain level associated with it, which roughly gauges how powerful that Spell is. As you advance in Druid levels, you will gain access to higher levels of Spells.
As a level 3 Druid, you can cast Spells up to level 2.

Spell Slots. This is a number associated with a Spell Level that says how many times per day you can cast a Spell of that level. As you advance in Druid levels, you will gain more Spell Slots.
As a level 3 Druid, you have 4 × Level 1 and 2 × Level 2 Spell Slots.

Cantrips. Level 0 Spells are commonly referred to as Cantrips. Level 0 Spells are special because they do not expend Spell Slots to use; in other words, you can cast Cantrips as often as you want. When you gain a Druid level, you can swap 1 of your known Cantrips for 1 that you don’t know, and as you advance in Druid levels, you will be able to add extra known Cantrips.
As a level 3 Druid, you know 2 × Cantrips and can cast them as often as you want.

Prepared Spells. As a Druid, you are a Prepared Spellcaster, which means that you know all of the Level 1+ Druid Spells that you have the appropriate level for, but you can only prepare so many of those Spells per day. At the start of each day (or after a long rest), you have the opportunity to modify your list of Prepared Spells, swapping out Spells as you decide what will be most useful to you that day. As you advance in Druid levels, you will be able to prepare more Spells per day.
As a level 3 Druid, you can prepare 6 × Spells per day.


Wildshape

Uses per Short Rest
2
Duration
1 hour
Types of Beasts *
Land
Swimming (available at level 4)
Flying (available at level 8)

Wildshape is one of the most powerful tools in a Druid’s arsenal, both in and out of combat. Here are some important things to remember about Wildshape:

  1. Your character’s statistics are replaced by the creature you transform into, but you retain any Skill and Saving Throw bonuses, whichever is higher.
  2. When you transform, you character’s Hitpoints are paused and you take on the Hitpoints of the creature.
  3. When/if you fall to 0 Hitpoints while transformed, you revert back to your original form, and any remaining damage is carried over to your character’s Hitpoints.
  4. You cannot cast Spells; although, you can still concentrate on Spells.
  5. You retain any class/species features, provided the creature is physically capable of performing them.
  6. Your ability to communicate is limited by the physical characteristics of the creature.

Wildshape Forms

AC Hitpoints Speed
Baboon 12 3 (1d6) 30  30 Climb
Badger 10 3 (1d4+1) 20  5 Burrow
Cat 12 2 (1d4) 40  30 Climb
Deer 13 4 (1d8) 50
Giant Fire Beetle 13 4 (1d6+1) 30
Goat 10 4 (1d8) 40
Hyena 11 5 (1d8+1) 50
Jackal 12 3 (1d6) 40
Lizard 10 2 (1d4) 20  20 Climb
Rat 10 1 (1d4-1) 20
Scorpion 11 1 (1d4-1) 10
Spider 12 1 (1d4-1) 20  20 Climb
Weasel 13 1 (1d4-1) 30
Camel 9 15 (2d10+4) 50
Diseased Giant Rat 12 7 (2d6) 30
Giant Rat 12 7 (2d6) 30
Giant Weasel 13 9 (2d8) 40
Mastiff 12 5 (1d8+1) 40
Mule 10 11 (2d8+2) 40
Pony 10 11 (2d8+2) 40
Axe Beak 11 19 (3d10+3) 50
Boar 11 11 (2d8+2) 40
Draft Horse 10 19 (3d10+3) 40
Elk 10 13 (2d10+2) 50
Giant Badger 10 13 (2d10+2) 30  10 Burrow
Giant Centipede 13 4 (1d6+1) 30  30 Climb
Giant Lizard 12 19 (3d10+3) 30  30 Climb
Giant Wolf Spider 13 11 (2d8+2) 40  40 Climb
Panther 12 13 (3d8) 50  40 Climb
Riding Horse 10 13 (2d10+2) 60
Wolf 13 11 (2d8+2) 40
Ape 12 19 (3d8+6) 30  30 Climb
Black Bear 11 19 (3d8+6) 40  30 Climb
Giant Goat 11 19 (3d10+3) 40
Warhorse 11 19 (3d10+3) 60
Brown Bear 11 34 (4d10+12) 40  30 Climb
Dire Wolf 14 37 (5d10+10) 50
Giant Hyena 12 45 (6d10+12) 50
Giant Spider 14 26 (4d10+4) 30  30 Climb
Lion 12 26 (4d10+4) 50
Tiger 12 37 (5d10+10) 40