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Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You
can use this feature twice. You regain expended uses after a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2 nd level, for
example, you can transform into any beast that has a challenge rating of ¼ or lower that doesn’t have a flying or
swimming speed. (See end of guide for Circle of the Moon skills and limitations.)
BEAST SHAPES
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to
your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a
Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.
Your game Statistics are replaced by the Statistics of the beast, but you retain your alignment, personality, and
Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair
actions, you can't use them.
When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you
return to the number of hit points you had before you transformed. However, if you revert as a result of Dropping
to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't
reduce your normal form to 0 hit points, you aren't knocked Unconscious.
You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities
of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or
prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is
physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision, unless
your new form also has that sense.
You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by
it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a
piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to
match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with
it. Equipment that merges with the form has no effect until you leave the form.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can
perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material
components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Size Categories
Size Space Examples
Tiny 2½ by 2½ ft. Badger, Imp
Small 5 by 5 ft. Giant Rat, Goblin
Medium 5 by 5 ft. Mastiff, Orc
Large 10 by 10 ft. Tiger, Ogre
Huge 15 by 15 ft. Elephant, Hill Giant
TINY BEASTS
BADGER – CR 0 CRAB – CR 0
AC: 10 AC: 11 (natural armor)
HP: 3 (1d4 + 1) HP: 2 (1d4)
Speed: 20ft, burrow 5ft Speed: 20ft, swim 20ft
ACTIONS ACTIONS
Bite. Melee Attack: +2 to hit, reach 5ft, one target. Claw. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 piercing damage. Hit: 1 bludgeoning damage.
Senses: blindsight 60ft, passive Perception 11 Senses: blindsight 10ft, passive Perception 11
Echolocation: The bat can’t use its blindsight while Flyby: The snake doesn’t provoke opportunity attacks
deafened. when it flies out of an enemy’s reach.
Skills: Perception +3, Stealth +4 Amphibious: The frog can breathe air and water.
Senses: passive Perception 13
Standing Leap: The frog’s long jump is up to 10ft and its
Keen Smell: The cat has advantage on Wisdom high jump is up to 5ft, with or without a running start.
(Perception) checks that rely on smell.
A frog has no effective attacks.
ACTIONS
Claws. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 slashing damage.
HAWK (FALCON) – CR 0 POISONOUS SNAKE – CR 1/8
AC: 13 AC: 13
HP: 1 (1d4 - 1) HP: 2 (1d4)
Speed: 10ft, fly 60ft Speed: 30ft, swim 30ft
QUIPPER (PIRAHNA) – CR 0
LIZARD – CR 0 AC: 13
AC: 10 HP: 1 (1d4 - 1)
HP: 2 (1d4) Speed: 0ft, swim 40ft
Speed: 20ft, climb 20ft
STR: 2 (-4) INT: 1 (-5)
STR: 2 (-4) INT: 1 (-5) DEX: 16 (+3) WIS: 7 (-2)
DEX: 11 (+0) WIS: 8 (-1) CON: 9 (-1) CHA: 2 (-4)
CON: 10 (+0) CHA: 3 (-4)
Senses: darkvision 60ft, passive Perception 8
Senses: darkvision 30ft, passive Perception 9
Blood Frenzy: The quipper has advantage on melee
ACTIONS attack rolls against any creature that doesn’t have all its
Bite. Melee Attack: +0 to hit, reach 5ft, one target. hit points.
Hit: 1 piercing damage.
Water Breathing: The quipper can only breathe
underwater.
OWL – CR 0 ACTIONS
AC: 11 Bite. Melee Attack: +5 to hit, reach 5ft, one target.
HP: 1 (1d4 - 1) Hit: 1 piercing damage.
Speed: 5ft, fly 60ft
ACTIONS
Sting. Melee Attack: +2 to hit, reach 5ft, one target. WEASEL – CR 0
Hit: 1 piercing damage, and the target must make a DC AC: 13
9 Constitution saving throw, taking 4 (1d8) poison HP: 1 (1d4 - 1)
damage on a failed save, or half as much damage on a Speed: 30ft
successful one. STR: 3 (-4) INT: 2 (-4)
DEX: 16 (+3) WIS: 12 (+1)
CON: 8 (-1) CHA: 3 (-4)
SEA HORSE – CR 0
AC: 11 Skills: Perception +3, Stealth +5
HP: 1 (1d4 - 1) Senses: darkvision 30ft, passive Perception 9
Speed: 0ft, swim 20ft Keen Hearing and Smell: The weasel has advantage on
STR: 1 (-5) INT: 1 (-5) Wisdom (Perception) checks that rely on hearing or
DEX: 12 (+1) WIS: 8 (-1) smell.
CON: 8 (-1) CHA: 2 (-4) ACTIONS
Senses: blindsight 10ft, passive Perception 9 Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 1 piercing damage.
SMALL BEASTS
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
BLOOD HAWK – CR 1/8 Hit: 4 (1d4 + 2) piercing damage, and the target must
AC: 12 succeed on a DC 11 Constitution saving throw or take
HP: 7 (2d6) 10 (3d6) poison damage. If the poison damage reduces
Speed: 10ft, fly 60ft the target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is
STR: 6 (-2) INT: 3 (-4) paralyzed while poisoned in this way.
DEX: 14 (+2) WIS: 14 (+2)
CON: 10 (+0) CHA: 5 (-3)
ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
EAGLE – CR 0 Hit: 2 (1d6 – 1) slashing damage.
AC: 12
HP: 3 (1d6)
Speed: 10ft, fly 60ft
GIANT RAT – CR 1/8
STR: 6 (-2) INT: 2 (-4) AC: 13
DEX: 15 (+2) WIS: 14 (+2) HP: 7 (2d6)
CON: 10 (+0) CHA: 7 (-2) Speed: 30ft
ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
Hit: 1 (1d4 - 1) piercing damage.
MEDIUM BEASTS
ACTIONS ACTIONS
Multiattack. The ape makes two fist attacks. Tusk. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 4 (1d6 + 1) slashing damage.
Fist. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Skills: Perception +3
Senses: passive Perception 13
GIANT BADGER – CR 1/4
Keen Smell: The bear has advantage on Wisdom AC: 10
(Perception) checks that rely on smell. HP: 13 (2d8 + 4)
Speed: 30ft, burrow 10ft
ACTIONS
Multiattack. The bear makes two attacks: one with its STR: 13 (+1) INT: 2 (-4)
bite and one with its claws. DEX: 10 (+0) WIS: 12 (+1)
CON: 15 (+2) CHA: 5 (-3)
Bite. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 2) piercing damage. Senses: darkvision 30ft, passive Perception 11
Claws. Melee Attack: +3 to hit, reach 5ft, one target. Keen Smell: The badger has advantage on Wisdom
Hit: 7 (2d4 + 2) slashing damage. (Perception) checks that rely on smell.
ACTIONS
Multiattack. The badger makes two attacks: one with its
BOAR – CR 1/4 bite and one with its claws.
AC: 11 (natural armor)
HP: 11 (2d8 + 2) Bite. Melee Attack: +3 to hit, reach 5ft, one target.
Speed: 40ft Hit: 4 (1d6 + 1) piercing damage.
STR: 13 (+1) INT: 2 (-4) Claws. Melee Attack: +3 to hit, reach 5ft, one target.
DEX: 11 (+0) WIS: 9 (-1) Hit: 6 (2d4 + 1) slashing damage.
CON: 12 (+1) CHA: 5 (-3)
GIANT CRAB – CR 1/8 GIANT POISONOUS SNAKE – CR 1/4
AC: 15 (natural armor) AC: 14
HP: 13 (3d8) HP: 11 (2d8 + 2)
Speed: 30ft, swim 30ft Speed: 30ft, swim 30ft
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 3) piercing damage.
GIANT WOLF SPIDER – CR 1/4 HYENA – CR 0
AC: 13 AC: 11
HP: 11 (2d8 + 2) HP: 5 (1d8 + 1)
Speed: 40ft, climb 40ft Speed: 50ft
Pounce: If the panther moves at least 20 feet straight STR: 7 (-2) INT: 2 (-4)
toward a creature and then hits it with a claw attack on DEX: 10 (+0) WIS: 12 (+1)
the same turn, that target must succeed on a DC 12 CON: 13 (+1) CHA: 4 (-2)
Strength saving throw or be knocked prone. If the target
is prone, the panther can make one bite attack against it Skills: Perception +3
as a bonus action. Senses: passive Perception 13
ACTIONS
PONY – CR 1/8 Beak. Melee Attack: +4 to hit, reach 5ft, one target.
AC: 10 Hit: 2 (1d4) piercing damage.
HP: 11 (2d8 + 2)
Speed: 40ft
REEF SHARK – CR 1/2 Keen Hearing and Smell: The wolf has advantage on
AC: 12 (natural armor) Wisdom (Perception) checks that rely on hearing or
HP: 22 (4d8 + 4) smell.
Speed: 0ft, swim 40ft
Pack Tactics: The wolf has advantage on an attack roll ACTIONS
against a creature if at least one of the wolf’s allies is Bite. Melee Attack: +4 to hit, reach 5ft, one target.
within 5ft of the creature and the ally isn’t incapacitated. Hit: 7 (2d4 + 2) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
LARGE BEASTS
ACTIONS
Multiattack. The bear makes two attacks, one with its CROCODILE – CR 1/2
bite and one with its claws. AC: 12 (natural armor)
HP: 19 (3d10 + 3)
Bite. Melee Attack: +5 to hit, reach 5ft, one target. Speed: 20ft, swim 30ft
Hit: 8 (1d8 + 4) piercing damage.
STR: 15 (+2) INT: 2 (-5)
Claws. Melee Attack: +5 to hit, reach 5ft, one target. DEX: 10 (+0) WIS: 10 (+0)
Hit: 11 (2d6 + 4) slashing damage. CON: 13 (+1) CHA: 5 (-3)
Skills: Stealth +2
CAMEL – CR 1/8 Senses: passive Perception 10
AC: 9 ACTIONS
HP: 12 (2d10 + 4) Bite. Melee Attack: +4 to hit, reach 5ft, one creature.
Speed: 50ft Hit: 7 (1d10 + 2) piercing damage, and the target is
STR: 16 (+3) INT: 2 (-4) grappled (escape DC 12). Until this grapple ends, the
DEX: 8 (-1) WIS: 8 (-1) target is restrained, and the crocodile can’t bite another
CON: 14 (+2) CHA: 5 (-3) target.
Senses: passive Perception 10 Keen Sight: The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Hooves. Melee Attack: +6 to hit, reach 5ft, one target. ACTIONS
Hit: 9 (2d4 + 4) bludgeoning damage. Multiattack. The eagle makes two attacks, one with its
beak and one with its talons.
Charge: If the sea horse moves at least 20 feet straight GIANT TOAD – CR 1
toward a target and then hits it with a ram attack on the AC: 11
same turn, the target takes an extra 7 (2d6) bludgeoning HP: 39 (6d10 + 6)
damage. If the target is a creature, it must succeed on a Speed: 20ft, swim 40ft
DC 11 Strength saving throw or be knocked prone. STR: 15 (+2) INT: 2 (-4)
Water Breathing: The sea horse can only breathe DEX: 13 (+1) WIS: 10 (+0)
underwater. CON: 13 (+1) CHA: 3 (-4)
ACTIONS
GIANT SPIDER – CR 1 Bite. Melee Attack: +4 to hit, reach 5ft, one target.
AC: 14 (natural armor) Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
HP: 26 (4d10 + 4) damage, and the target is grappled (escape DC 13).
Speed: 30ft, climb 30ft Until the grapple ends, the target is restrained, and the
toad can’t bite another target.
STR: 14 (+2) INT: 2 (-4)
DEX: 16 (+3) WIS: 11 (+0) Swallow. The toad makes one bite attack against a
CON: 12 (+1) CHA: 4 (-3) Medium or smaller target it is grappling. If the attack hits,
the target is swallowed, and the grapple ends. The
Skills: Stealth +7 swallowed target is blinded and restrained, it has total
Senses: blindsight 10ft, darkvision 60ft, passive cover against attacks and other effects outside the frog,
Perception 10 and it takes 10 (3d6) acid damage at the start of each of
the toad’s turns. The toad can have only one target
Spider Climb: The spider can climb difficult surfaces,
swallowed at a time.
including upside down on ceilings, without needing to
If the toad dies, a swallowed creature is no
make an ability check.
longer restrained by it and can escape from the corpse
Web Sense: While in contact with a web, the spider using 5 feet of movement, exiting prone.
knows the exact location of any other creature in contact
with the same web.
GIANT VULTURE – CR 1
Web Walker: The spider ignores movement restrictions
AC: 10
caused by webbing.
HP: 22 (3d10 + 6)
ACTIONS Speed: 10ft, fly 60ft
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
STR: 15 (+2) INT: 6 (-2)
Hit: 7 (1d8 + 3) piercing damage and the target must
DEX: 10 (+0) WIS: 12 (+1)
make a DC 11 Constitution saving throw, taking 9 (2d8)
CON: 15 (+2) CHA: 7 (-2)
poison damage on a failed save, or half that on a
Skills: Perception +3 RIDING HORSE – CR 1/4
Senses: passive Perception 13 AC: 10
Languages: understands Common but can’t speak HP: 13 (2d10 + 2)
Speed: 60ft
Keen Sight and Smell: The vulture has advantage on
Wisdom (Perception) checks that rely on sight or smell. STR: 16 (+3) INT: 2 (-4)
DEX: 10 (+0) WIS: 11 (+0)
Pack Tactics: The vulture has advantage on an attack CON: 12 (+1) CHA: 7 (-2)
roll against a creature if at least one of the vulture’s allies
is within 5ft of the creature and the ally isn’t Senses: passive Perception 10
incapacitated.
ACTIONS
ACTIONS Hooves. Melee Attack: +5 to hit, reach 5ft, one target.
Multiattack. The vulture makes two attacks, one with its Hit: 8 (2d4 + 3) bludgeoning damage.
beak and one with its talons.
STR: 17 (+3) INT: 3 (-4) Keen Smell: The tiger has advantage on Wisdom
DEX: 15 (+2) WIS: 12 (+1) (Perception) checks that rely on smell.
CON: 13 (+1) CHA: 8 (-1)
Pounce: If the tiger moves at least 20 feet straight
Skills: Perception +3, Stealth +6 toward a creature and then hits it with a claw attack on
Senses: passive Perception 13 the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target
Keen Smell: The lion has advantage on Wisdom is prone, the tiger can make one bite attack against it as
(Perception) checks that rely on smell. a bonus action.
Pack Tactics: The lion has advantage on an attack roll ACTIONS
against a creature if at least one of the lion’s allies is Bite. Melee Attack: +5 to hit, reach 5ft, one target.
within 5ft of the creature and the ally isn’t incapacitated. Hit: 8 (1d10 + 3) piercing damage.
Pounce: If the lion moves at least 20 feet straight toward Claw. Melee Attack: +5 to hit, reach 5ft, one target.
a creature and then hits it with a claw attack on the same Hit: 7 (1d8 + 3) slashing damage.
turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the lion can make one bite attack against it as a bonus
action.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2 nd level, you can
use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the
Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with
a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Thousand Forms
By 14th level, you have learned to use magic to alter your form in more subtle ways. You can cast the alter self spell at
will.
LARGE BEASTS (OVER CR 1)
Sting. Melee Attack: +4 to hit, reach 5ft, one creature. Claws. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must Hit: 12 (2d6 + 5) slashing damage.
make a DC 12 Constitution saving throw, taking 22 VARIANT: CAVE BEAR TRAITS
(4d10) poison damage on a failed save, or half that on a Some bears have adapted to life underground, feeding
successful one. on subterranean lichen and blind fish. Known as cave
bears, these ill-tempered behemoths have coarse, dark
hair and darkvision out to a range of 60ft. Otherwise,
they have the same statistics as a polar bear.
RHINOCEROS – CR 2 SABER-TOOTHED TIGER – CR 2
AC: 11 (natural armor) AC: 12 (natural armor)
HP: 45 (6d10 + 12) HP: 52 (7d10 + 14)
Speed: 40ft Speed: 40ft
ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 10 (1d10 + 5) piercing damage.
Skills: Athletics +9, Perception +3 Hold Breath: The crocodile can hold its breath for 30
Senses: passive Perception 14 minutes.
ACTIONS ACTIONS
Multiattack. The ape makes two fist attacks. Multiattack: The crocodile makes two attacks: one with
is bite and one with is tail.
Fist. Melee Attack: +9 to hit, reach 10ft, one target.
Hit: 22 (3d10 + 6) bludgeoning damage. Bite. Melee Attack: +8 to hit, reach 5ft, one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is
Rock. Ranged Attack: +9 to hit, range 50/100ft, one grappled (escape DC 16). Until this grapple ends, the
target. target is restrained, and the crocodile can’t bite another
Hit: 30 (7d6 + 6) bludgeoning damage. target.
Charge: If the elk moves at least 20 feet straight toward Skills: Perception +3
a creature and then hits it with a ram attack on the same Senses: blindsight 120ft, passive Perception 13
turn, the target takes an extra 7 (2d6) damage. If the Echolocation: The whale can’t use its blindsight while
target is a creature, it must succeed on a DC 14 deafened.
Strength saving throw or be knocked prone.
Hold Breath: The whale can hold its breath for 30
ACTIONS minutes.
Ram. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 10 (1d10 + 5) bludgeoning damage. Keen Hearing: The whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Hooves. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 12 (2d6 + 5) bludgeoning damage. ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Giant Elks are rare to the point that its appearance is Hit: 21 (5d6 + 4) piercing damage.
often taken as a foreshadowing of an important event,
such as the birth of a king. Legends tell of gods that take
the form of a giant elk when visiting the Material Plane.
MAMMOTH – CR 6
Many cultures therefore believe that to hunt these
AC: 13 (natural armor)
creatures is to invite divine wrath.
HP: 126 (11d12 + 55)
Speed: 40ft