Druidic Clan of the Full Moon

A Clan of Druids led by Archdruid Progenitor that follow of ways of the Circle of the Moon (adapted from DnD 5e). The Progenitor's home base is on the continent of Anchorome.

Lvl 1 fey (goblinoid, bugbear)
15
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Bub can freely shift between Humanoid and Sun Bear forms.

Sweet-tooth.

If there is honey nearby, Bub will prioritize getting to it and eating it instead of attacking. While and after he eats honey, getting Crit causes the attacker's weapon to get stuck to him.

Choose one.
  • Sticky Staff..

    (Reach 2) Grappled (Escape DC11).

  • Sap Glob., Slowed.

    (Range 6) On Crit: Restrained (Escape DC11)

  • Tacky Turf (1 use).

    (Range 8, 8x8 Area, Concentration) Area is Difficult Terrain.

  • Sun Nap (Sun Bear form).

    Bub regains 1d4 HP and becomes Incapacitated until the start of his next Turn.

remixed from Druid Novice
Lvl 4 small humanoid (half-elf) - Support
540
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Drew can freely shift between Humanoid and Kangaroo (Joey) forms.

Oblivious.

When Hit, the nearest ally Interposes for him. When Missed, the attacker is Poisoned until the end of their next Turn.

Choose one.
  • Repelling Staff.

    (Range 1, AoE) DC12 STR save or 2d4+4 and Knockback 2.

  • Vine Wrap., Pull 2.

    (Reach 8). On Damage: Restrained (Escape DC12)

  • Tangling Brambles (1 use).

    (Range 8, 8x8 Area, Concentration) Area is Difficult Terrain. For each space moved in the Area, a Creature takes 2d4 damage and becomes Restrained on a 4 (Escape DC12).

  • Jumping Joey (Joey form).

    1d4+4 and Jump 2, ignoring Opportunity Attacks, then use remaining Move to move toward Kannah.

remixed from Druid Acolyte
Lvl 8 small humanoid (gnome) - Support
M60
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Panana can freely shift between Humanoid and Boarlet forms.

Panic Attack.

When a Creature attacks Panana, they Taunt her allies. While attacking the Creature that Taunted them, their Primary die is raised one face.

Choose one.
  • Breeze Staff..

    On Damage: Force Move target 4 adjacent spaces.

  • Grove Shield.

    (Reaction) Panana gains Full Cover instead of her next Turn.

  • Conjure Nature Spirits (1 use).

    (Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.

  • Squee! (Boarlet form).

    Move is doubled for this Turn. All allies have Advantage on their first roll next Turn.

remixed from Druid Adept
Lvl 8 small humanoid (halfling) - Melee
M760
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Tye can freely shift between Humanoid and Stunted Tiger forms.

Incessant Bouncing.

Can use any amount of his Speed for Jump. When attacked, Jump 2 for free after the result.

Choose one.
  • Chaos Staff..

    On Damage: Force Move target 4 adjacent spaces. On Crit: Roll on the Chaos Table.

  • Grove Lash.

    (Reach 8, AoE). DC13 STR save or 4d4, Pull Primary die spaces.

  • Conjure Nature Spirits (1 use).

    (Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.

  • Bounding Pounce (Stunted Tiger form).

    Become Medium and Move 5, then 2d4+30 and Jump 2 in the opposing direction. On Damage: Knockback Primary die spaces.

remixed from Druid Adept
Lvl 8 humanoid (goliath) - Aoe
M460
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Yorek can freely shift between Humanoid and Elk forms.

Wallowing Aura.

(Reach 3, AoE) Enemies are Slowed and Dazed in the Area.

Choose one.
  • Toxic Staff. Psychic.

    (Range 8, ignores Defense). On Crit: Poisoned (healing ends). On Miss: Yorek is Poisoned until the end of his next Turn.

  • Depressing Wave.

    (Reach 8, AoE). DC13 STR save or 4d4 Psychic and Prone.

  • Conjure Nature Spirits (1 use).

    (Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.

  • Sapping Strike (Elk form).

    Become Large, then 2d4+30. On Damage: KEY -1 until Rest.

remixed from Druid Adept
Lvl 8 humanoid (human) - Melee
M60
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Kannah can freely shift between Humanoid and Kangaroo forms.

Jumper.

Can use any amount of her Speed for Jump. Can Interpose for allies.

Choose one.
  • Guardian Staff..

    Adjacent ally gains Half Cover until the start of Kannah's next Turn.

  • Grove Lash.

    (Reach 8, AoE). DC13 STR save or 4d4, Pull 2.

  • Conjure Nature Spirits (1 use).

    (Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.

  • Double Kick (Kangaroo form).

    Jump 3, then 2d4+30. On Damage: Knockback Primary die spaces.

remixed from Tye Greenbottle
Lvl 8 humanoid (tiefling)
M660
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Orianna can freely shift between Humanoid and Giant Owl forms.

Dyslexic Read.

Any die is Primary.

Choose one.
  • Wind Staff..

    (Reach 4) On Damage: Force Move target Primary die spaces.

  • Grove Lash.

    (Reach 8, AoE). DC13 STR save or 4d4, Pull 2.

  • Conjure Nature Spirits (1 use).

    (Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.

  • Flyby Strike (Giant Owl form).

    Fly 6, then 2d4+30. Continue any remaining movement without provoking Opportunity Attacks.

remixed from Druid Adept
Lvl 10 humanoid - Striker
M60
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Torahashi can freely shift between Humanoid and White Tiger forms.

Choose one.
  • Storm Staff. Lightning.

    On Damage: Knockback 2.

  • Lightning Lash.

    (Reach 8, AoE). DC14 STR save or 4d8 Lightning, Pull 2.

  • Conjure Storm (1 use).

    (Concentration, Reach 2, AoE) Area is Difficult Terrain from buffeting winds. When an enemy enters on or starts their Turn in the Area, they take 2d8 Lightning. On Damage: Dazed.

  • Tiger Strike.

    Teleport 6, then 2d8+10 (2x). On Damage: Prone.

remixed from Druid Adept
Lvl 12 humanoid (wood elf) - Melee
M70
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Dievos can freely shift between Humanoid and Sabertooth forms.

Choose one.
  • Storm Staff. Fire.

    On Damage: DC10 STR save or also take +1 Wound.

  • Flame Lash.

    (Reach 8, AoE). DC15 STR save or 4d10 Fire, Pull 2.

  • Conjure Storm (1 use).

    (Concentration, Reach 2, AoE) Area is Difficult Terrain from blistering winds. When an enemy enters on or starts their Turn in the Area, they take 2d10 Fire.

  • Sabertooth Strike..

    Become Large and Move 5, then 3d10+5 (2x), Primary die is raised to a Crit vs Grappled. On Damage: Grappled (Escape DC15). Can only Grapple one Creature at a time.

remixed from Druid Adept
Lvl 12 humanoid (wood elf), wererabbit) - Melee
M890
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Ravira can freely shift between Humanoid, Giant Rabbit, and Rabbit-Hybrid forms which can use any amount of their Speed to Jump without taking FALL damage.

Choose one.
  • Vine Lash.

    (Cone 4). DC15 STR save or 2d4, Pull Primary die spaces. If the target ends in an adjacent space to Ravira, she can then use Jump Kick or Quick Strikes.

  • Jump Kick..

    On Damage: Knockback Primary die spaces.

  • Quick Strikes (3x)..

    On Damage: Dazed.

  • Conjure Slowing Spirits (1 use).

    (Concentration, Reach 2, AoE) The Area is Difficult Terrain to enemies.

remixed from Druid Adept
Lvl 13 humanoid (half-orc) - Melee
M80
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Ganna can freely shift between Humanoid and Dire Wolf forms.

Choose one.
  • Storm Staff..

    On Damage: Knockback 2, Slowed.

  • Freezling Lash.

    (Reach 8, AoE). DC15 DEX save or 4d10, Restrained (Escape DC15).

  • Conjure Storm (1 use).

    (Concentration, Reach 2, AoE) Area is Difficult Terrain from a buffeting snowstorm. When an enemy enters on or starts their Turn in the Area, they take 2d10 Cold.

  • Dire Wolf Strike.

    Move 8, then 3d10+5 (2x). On Damage: Prone.

remixed from Druid Adept
Lvl 15 humanoid (goliath)
M100
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Wild Shape.

Brakka can freely shift between Humanoid and Grizzly Bear forms.

Choose one.
  • Storm Staff..

    On Damage: Restrained until Brakka's next Turn.

  • Earth Lash.

    (Reach 8, AoE). DC15 STR save or 4d12, Pull 2.

  • Conjure Earthquake (1 use).

    (Concentration, Reach 2, AoE) Area is Difficult Terrain from shaking earth. When an enemy enters on or starts their Turn in the Area, they take 2d12. On Damage: Prone.

  • Bear Strike.

    Become Large and Move 6, then 3d12+5 (2x). On Damage: Frightened. Become Medium again if Bear Strike is not used on his next Turn.

remixed from Druid Adept
Werewolf
Level 18 Solo Progenitor of Lycanthropy, Archdruid of the Wilds
150/heroDEX/STR++
Lycanthrope.

Alpha can freely shift between Humanoid, Wolf, and Wolf-Hybrid forms except during the Full Moon, when he is only the Wolf-Hybrid form.

Archdruid.

Can cast all Stormshifter (Druid) spells outside of combat.

Choose one.
  • Rushing Pounce.

    Jump 8, then 2d20+10 Slashing or Radiant.

  • Infectious Bite.

    5d20+5 Piercing or Necrotic. On Damage: Were-Cursed.

  • Creeping Bramble.

    (Range 10) DC19 DEX save or 3d20, Grappled (Escape DC19), Pull 2. For each of Alpha's following Turns that the Creature is still Grappled, they are Pulled 2 more spaces toward him.

  • Curse of the Ancient One.

    (Range 10, Were-Cursed) DC19 WIL save or attack their nearest ally with a basic weapon attack or cantrip, moving only if necessary.

BLOODIED:

Alpha's Ranged attacks become AoE.

LAST STAND:

Alpha is nearly defeated! 180 more damage and he is defeated until the next Full Moon, unless killed by Tiamat's Temptation. Until then, Rushing Pounce becomes Jump 10 and (Reach 1, AoE) using the same damage roll for all targets.

Alpha's Human form carries blades to use for Rushing Pounce when not in Wolf or Hybrid form. He is in Wolf or Hybrid form when using Infectious Bite. His name has been long forgotten to both time and himself.

Lvl 19 humanoid (high elf) senior druid - Ranged
175
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Elemental Form.

Aevor can freely transform in and out of an Air Elemental form as his Beast form. When he does so, his size becomes Large (but can squeeze through any size space) and he gains Fly 12 but otherwise has the same stats and abilities.

Choose one.
  • Air Blade (2x)..

    (Reach 12)

  • Wind's Breath.

    (Reach 12) Choose 1 Creature to protect from Dying until after their next Turn.

  • Buffeting Barrier.

    (Reach 12, Concentration) Choose 1 Creature to become immune to Ranged attacks.

  • Twister (Elemental form only).

    (Reach 0, AoE) Enter the space of 1 or more Creatures using Move or Fly. Creatures within your space must make a DC18 STR save or are Thrown 2d6 spaces in a random direction and they then fall from a height of 4 spaces (2d6 Fall damage).

BLOODIED:

Aevor no longer has enough mana to maintain or transform back into Elemental Form.

Lvl 20 humanoid (wood elf) archdruid - Aoe
M175
Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Elemental Form.

Thiala can freely transform in and out of a Water Elemental form as her Beast form. When she does so, her size becomes Large (but can squeeze through any size space) and she gains Swim 8 but otherwise has the same stats and abilities.

Choose one.
  • Water Jet Bullet.

    (Line 10) DC18 DEX save or 4d10+20.

  • Rushing Wave.

    (Cone 6) DC18 STR save or 4d10+10, Knockback leftmost die spaces, half damage only on save.

  • Slam (Elemental form only).

    (Reach 2, 2x2 Area) DC18 DEX save or 3d10+30, Prone.

  • Overwhelm (Elemental form only).

    (Reach 0, AoE) Enter the space of 1 or more Creatures using Move. Creatures within your space must make a DC18 STR save or become Grappled (Escape DC18) and Suffocating.

BLOODIED:

Thiala no longer has enough mana to maintain or transform back into Elemental Form.

Suffocating. A Suffocating Creature can hold their breath for a number of rounds up to their STR, after which they take 1 Wound at the end of each of their following Turns. Cannot speak while Suffocating.