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Subclass Druid Circle of the Moon
The Circle of the Moon is a Druid subclass built around maximizing Wild Shape survivability and mobility. Circle Forms at Level 3 triples the Temporary Hit Points you gain when entering Wild Shape and sets a Wisdom-based Armour Class floor. Improved Circle Forms at Level 6 adds Radiant damage on beast attacks and your Wisdom modifier to Constitution saving throws. Moonlight Step at Level 10 grants Wisdom-modifier teleports per Long Rest as a Bonus Action.
| LEVEL | FEATURE |
|---|---|
| 3 | Circle of the Moon Spells, Circle Forms |
| 5 | Circle of the Moon Spells (expanded) |
| 6 | Improved Circle Forms |
| 7 | Circle of the Moon Spells (expanded) |
| 9 | Circle of the Moon Spells (expanded) |
| 10 | Moonlight Step |
Circle of the Moon Spells The following spells are always prepared and don't count against your prepared spell limit.
Level 3: Cure Wounds, Moonbeam, Starry Wisp Level 5: Plant Growth Level 7: Fount of Moonlight Level 9: Mass Cure Wounds
Circle Forms You unlock the combat Wild Shape forms, and channelling lunar magic into a transformation gives you:
- Temporary Hit Points equal to three times your Druid level, instead of the base one per level
- An Armour Class of 13 + your Wisdom modifier while transformed, if that is higher than the beast's own AC
Improved Circle Forms While in a Wild Shape form:
- Lunar Radiance — each of your attacks can deal Radiant damage instead of its normal type, chosen each time you hit
- Increased Toughness — you add your Wisdom modifier to your Constitution saving throws
Moonlight Step As a Bonus Action, you teleport up to 9 m to an unoccupied space you can see. You can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses on a Long Rest.
When the charges are gone you can still cast it by spending a Level 2 or higher spell slot instead.
The Circle of the Moon is the tanking Wild Shape subclass. Circle Forms at Level 3 converts the base Wild Shape Temp HP formula (1× Druid level) into 3× Druid level — at Level 3, that's 9 Temp HP on entry instead of 3. At Level 10, it's 30 Temp HP on every transformation. Since Wild Shape can be used twice per Short Rest, a Moon Druid can cycle through substantial Temp HP buffers across an adventuring day.
Wild Shape's core rules still apply: Concentration spells survive the transformation, allowing Moon Druids to enter Wild Shape with Entangle or Spike Growth active, absorb melee pressure as a beast, and keep the control spell running. The beast form is effectively a second body.
Improved Circle Forms at Level 6 adds Wisdom-to-Constitution saves while transformed — covering Concentration checks and Constitution-based effects inside the beast form — and lets every beast attack switch to Radiant damage, which cuts through the physical resistances that would otherwise blunt a Wild Shape form.
Moonlight Step at Level 10 adds positioning utility: teleport as a Bonus Action up to Wisdom-modifier times per Long Rest, and after that for a spell slot. With 20 Wisdom that is five free teleports a day plus as many as you are willing to pay slots for — useful for moving in and out of melee, crossing gaps, or escaping a grapple.
Pair with Primal Order: Warden for Medium Armor access. In human form the Warden Moon Druid has solid AC; in Wild Shape the Circle Forms Temp HP absorbs the rest.
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