You can also quickly put out large fires. Moon druids in a phase of strong wild shapes may start the adventuring day in caster form, relying on the bonus action shift to wild shape to avoid losing precious combat rounds. So you should get some of those feats. Looking for a place to get started? Religion: There can be some pretty strange facts you can pick up with religion, though it is not as commonly called on as Arcana. Dreams and Shepherd druids can find some use there. Here is the list if anyone cares: Cantrips: Druidcraft, Guidance, Poison Spray, Produce Flame 1st: Charm Person, Cure Wounds, Detect Magic, Entangle, Faerie Fire, Fog Cloud, Healing Word, Purify Food and Drink, Speak with Animals, Thunderwave 2nd: Beast Sense, Find Traps, Lesser Restoration, Protection from Poison 3rd: Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone, Plant Growth, Protection from Energy, Speak with Plants 4th: Blight, Conjure Minor Elementals, Dominate Beast, Giant Insect, Grasping Vine 5th: Antilife Shell, Commune with Nature, Contagion, Geas, Mass Cure Wounds, Tree Stride 6th: Conjure Fey, Heal, Transport via Plants 7th: Fire Storm, Mirage Arcane 8th: Animal Shapes, Tsunami 9th: Storm of Vengeance Archdruid, 20: Unlimited wild shapes.
Giant Scorpions in particular would benefit. Mountain Born is highly situational, and you could probably emulate it with the right wild shape if needed. Moon druids are generally more feat hungry than other circles, but all can do with an extra feat. Arcana: The best lore skill in the game, it deals with anything magical or extraplanar. Certain bonus actions, and other Actions such as dash or disengage are also forms of movement. It even governs the detection and handling of many magical traps.
This means your breath weapon is also less versatile, but since your breath damage doesn't scale very fast, but enemy damage does, this is a good long term trade-off. The most obvious example would be an opportunity attack. Probably the strongest capstone in the game. You should have an attack cantrip or two to fall back on, and probably let the rogue and the fighter if you have them in the party beat the enemy down, rather than fill your list with every damage-dealing spell you can. Charm Person augments your social skills and prevents the target from attacking you. The chances of you keeping it going if you do are not high. Do you get disadvantage to hit between 30 and 120 feet range? The feature benefits only ability checks.
So it makes sense for higher level mêlée combatants to stay where they are, so they can take all their attacks, and their approaching opponent can only take one. Still, going about in ancient ruins, the occasional History check is bound to crop up. Again, the answer is no. Main advantage is creepiness factor, if you like that sort of thing. If they can get under a roof of some sort, or around a corner, they are safe. Combat Wild Shape, 2: Lets you assume a wild shape as a bonus action.
I do think they might have gone slightly overboard so I can't have multiple of Hex, Spider Climb, or Web active? Grappling As you noted in your question, the Grappled condition does not break concentration. As the rules are written there is no limit to the number of short rests you can take in a day other than the time constraints of 1 hour per rest. In those editions a character without reach who attacked a character that had reach would provoke an attack opportunity because of how such attacks were determined in the old ruleset. You lose the weapon proficiencies, but add an additional effect on the Fey Step. And Misty Step once per long rest is a nice addition though not to coastal land druids, who have it as a spell. This can also affect their mechanics.
Direct sunlight prevents these being cast, so this too is something where the campaign should be considered. Let me know your comments. They get another top with Beast Spells at 18. Another three is rather a lot when you think of it like that. NecromancyNecromancy spells manipulate the energies of life and death. Defensive buffs like Barkskin, Protection from Energy and Stoneskin can, when used at the right time, squeeze a lot of extra mileage out of those wild shape hit points. The bows use arrows from a Quiver 1gp , the crossbow uses bolts from a Case 1gp.
Deception and Acrobatics could be something, while Sleight of Hand is unlikely to see much use. The next few questions touch on this point again. Alarm, Comprehend Languages, Detect Magic, and Find Familiar are all 1st level wizard spells worth considering. Casting Dream results in an eight-hour trance, so this is for use in safe places. Synergy If you have 5 or more ranks in Concentration, you get a +2 bonus on checks. Lightly Armored: You're already profcient. If you see any page that contains material and does not show this license statement, please contact an so that this license statement can be added.
This is an excellent manoeuvrability tool with multiple uses per long rest. I think it's a good thing that concentration can be broken with damage. Ranged weapon attacks in the area are impossible. Hidden Step is a cute ability, which among many other things can be used to surreptitiously turn into a small animal when you are being observed. They might still have to remember where inactive spells were centered, though! At least it is not easily emulated with druid spells. Beast Spells, 18: You can now cast certain spells while in wild shape.
Somatic S gestures might include a forceful gesticulation or an intricate set of gestures. Bonus Cantrip, 2: An extra cantrip is always nice. Barely, if at all, complements such a person. Dreams and Shepherd cruids are likely to find Stout poison resistance of use throughout their career, so it depends more on the campaign whether Stout or Ghostwise helps more for them. Mostly everything that provokes an attack of opportunity in third edition or Pathfinder does not apply any more.