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Circle of the Moon: Difference between revisions

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{{SubclassNote|Druid}}
{{SubclassNote|Druid}}
=== Level 2 ===
=== Level 2 ===
* '''{{SAI|Lunar Mend}}:''' Expend spell slots to regain [[Hit Points]] while in {{SAI|Wild Shape}}.
* '''{{SAI|Combat Wild Shape}}:''' {{SAI|Wild Shape}} now uses a {{action|bonus}} instead of an {{action|action}}.


==== {{SAI|Wild Shape: Bear|w=40}} ====
==== {{SAI|Wild Shape: Bear|w=40}} ====
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* '''{{SAI|Claws (Bear)|Claws}}:''' Lash out with deadly claws, dealing {{DamageText|2d4 + 2|Slashing}} damage.
* '''{{SAI|Claws (Bear)|Claws}}:''' Lash out with deadly claws, dealing {{DamageText|2d4 + 2|Slashing}} damage.
* '''{{SAI|Goading Roar}}:''' Roar at nearby enemies to goad them into attacking you.
* '''{{SAI|Goading Roar}}:''' Roar at nearby enemies to goad them into attacking you.
==== {{SAI|Lunar Mend|w=40}} ====
* Expend spell slots to regain [[Hit Points]] while in {{SAI|Wild Shape}}.
==== {{SAI|Combat Wild Shape|w=40}} ====
* {{SAI|Wild Shape}} now uses a {{action|bonus}} instead of an {{action|action}}.


=== Level 4 ===
=== Level 4 ===
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=== Level 6 ===
=== Level 6 ===


==== {{SAI|Primal Strike|w=40}} ====
* '''{{SAI|Primal Strike}}:''' While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
* While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.


=== Level 8 ===
=== Level 8 ===
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* '''{{SAI|Elemental Warp}}:''' Surrounded by silver mist, you teleport to an unoccupied space you can see.
* '''{{SAI|Elemental Warp}}:''' Surrounded by silver mist, you teleport to an unoccupied space you can see.
* '''{{SAI|Fly (Class Action)|Fly}}:''' Fly to a target position
* '''{{SAI|Fly (Class Action)|Fly}}:''' Fly to a target position
==External Links==
*{{FRWiki|Circle of the Moon|long}}


{{DruidNavbox}}
{{DruidNavbox}}

Revision as of 16:57, 20 October 2023

Template:Up to date
Druids sworn to the moon draw on its mercurial nature to transform into massive creatures and primal elementals.
Class Druid Moon Badge Icon.png
Class Druid Moon Badge Icon.png
Druids sworn to the moon draw on its mercurial nature to transform into massive creatures and primal elementals.

Circle of the Moon is one of the Subclasses of Druid. These Druids are more specialized in Wild Shaping into various creatures to attack enemies or support allies in combat. They also have the ability to regain Hit Points while Wild Shaped.

Subclass Features

This subclass obtains all the features from its base class, Druid, in addition to its unique features outlined below.

Level 2

Wild Shape: Bear Wild Shape: Bear

Take the shape of a Bear with high Hit Points that can goad enemies into attacking it.

  • Claws Claws: Lash out with deadly claws, dealing 2d4 + 2Damage TypesSlashing damage.
  • Goading Roar Goading Roar: Roar at nearby enemies to goad them into attacking you.

Level 4

Wild Shape: Dire Raven Wild Shape: Dire Raven

Take the shape of of a Dire Raven that can Blind enemies.

  • Beak Attack Beak Attack: Peck at a target to deal 2d4 + 2Damage TypesPiercing
  • Rend Vision Rend Vision: Attack a creature's eyes and Blind Blind it for 2 turns.
  • Fly Fly: Fly to a target position using your movement speed

Level 6

  • Primal Strike Primal Strike: While in beast form, your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.

Level 8

Wild Shape: Sabre-Toothed Tiger Wild Shape: Sabre-Toothed Tiger

Take the shape of a Sabre-Toothed Tiger that can shred armour and regenerate hit points.

Level 10

New Wild Shape form:

Wild Shape: Air Myrmidon Wild Shape: Air Myrmidon

Take the shape of a Air Myrmidon who gains the ability to fly and to cast lightning spells.

  • Electrified Flail Electrified Flail: Clout a foe with your lightning-suffused flail and Stun Stun them.
  • Raging Vortex Raging Vortex: Spiral the wind into a chocking maelstrom that inflicts 2d8Damage TypesBludgeoning damage per turn and Silences Silences creatures.
  • Invisibility Invisibility: Manipulate the currents of the air to make yourself undetectable
  • Fly Fly: Fly to a target position

Wild Shape: Earth Myrmidon Wild Shape: Earth Myrmidon

Take the shape of a Earth Myrmidon who gains the ability to fly and to cast earth spells.

  • Grounded Thunder Strike Grounded Thunder Strike: Wallop a foe with a fist of stone and thunder, knocking them Prone Prone
  • Sludgy Sling Sludgy Sling: Overwhelm creatures with painfully heavy sludge, miring the area around yourself in thick mud and dealing 2d6Damage TypesBludgeoning damage.
  • Burrow Burrow: Let the ground swallow you up, only for you to re-emerge in a terrific burst of earth, damaging nearby foes for 2d8Damage TypesBludgeoning damage.
  • Muck to Metal Muck to Metal: Harden your slippery body into a substance like steel, increasing your Armour Class Armour Class by 2, but reducing your Movement speed by 6 m / 20 ft.
  • Elemental Warp Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.

Wild Shape: Fire Myrmidon Wild Shape: Fire Myrmidon

Take the shape of a Fire Myrmidon who gains the ability to fly and to cast fire spells.

  • Scorching Strike Scorching Strike: Lash out with a blazing strike dealing an additional 1d0Damage TypesFire damage and possibly Burn Burn your target.
  • Myrmidon's Immolation Myrmidon's Immolation: Ignite with incandescent, primordial flames that Hasten Hasten you for 3 turns.
  • Cinderous Swipe Cinderous Swipe: Create a blooming cone of fire as you swipe at a foe for 2d6Damage TypesFire plus your weapon damage.t
  • Elemental Warp Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
  • Fly Fly: Fly to a target position

Wild Shape: Water Myrmidon Wild Shape: Water Myrmidon

Take the shape of a Water Myrmidon who gains the ability to fly and to cast healing and cold spells.

  • Explosive Icicle Explosive Icicle: Hurl three tridents forged of glistening ice that pie[r]ce targets and create ice surfaces on impact.
  • Hiemal Strike Hiemal Strike: Pierce a creature with your frost-rimed trident and Chill Chill it.
  • Healing Vapours Healing Vapours: Exude water vapour with your general elemental dampness, healing nearby creatures. If you are Poisoned Poisoned, the water is tainted, and instead of healing it deals 3d8Damage TypesPoison to nearby creatures.
  • Elemental Warp Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
  • Fly Fly: Fly to a target position

External Links