![]() Whereas other druid circles focus on expanding their lists of spells and abilities in humanoid form, CotM druids gain some potent buffs to their Wild Shape ability, making them fearsome melee warriors, effective scouts, and much harder to kill than virtually any other class at lower levels. Starting at level two, all druids can use an action to turn into an animal that they have seen before, gaining a portion of their abilities (like strength, dexterity, and constitution modifiers, attacks, special abilities like Pack Tactics or Frenzy, and Hit Points) twice per Short Rest. The CotM is a druid subclass that centers on a druid’s ability to take on animal form using its Wild Shape ability. While we might sometimes make reference to unofficial or homebrew content to illustrate a point (or just because it’s too cool not to talk about) every option we suggest is legal in the official rules for D&D 5e as published by Wizards of the Coast. Our goal here is to provide scannable but comprehensive guides for you as you develop your character. Objectively powerful or transformative in some way. No choice in D&D is essential, but these options are worth strongly considering when you create your character. ![]() Widely regarded as powerful in some way, useful, highly effective. Solid but nothing that is absolutely critical for a build, or Green can be very good but only in very specific situations. Red options can sometimes be situationally useful and might make for an interesting narrative choice but are largely less effective than other tiers. In our ongoing series of 5e class guides, we use the following color rating scheme: Later Levels: Shoot Lightning Out of Your Paws.In-Depth With the Circle of the Moon Druid.Circle of the Moon Druid Class Progression.
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