Revised Wildshape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You select such a shape, and gain deep familiarity with it, so that you can easily shift in and out of that form at will, as an action.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you could select any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. As you advance in level, you also become able to select more than one shape, each of which has its own hit points and hit dice - you may shift from one form directly to another as an action.

Beast Shapes

Level Max CR Number of Forms Limitations Example
2nd 1/4 1 No flying or swimming speed Wolf
5th 1/2 1 No flying speed Crocodile
11th 1 2 Giant Eagle
17th 2 2 Quetzalcoatlus

You can stay in a beast shape indefinitely - you revert to your normal form when you choose to do so (using a bonus action on your turn), or when you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Revised Archdruid

At 20th level, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by the spell. You gain the benefit in both your normal shape and your beast shape from WildShape

Additionally, when you are reduced to zero hit points (as a beast or in your normal form), you may expend your reaction to shift into another form, rather than falling unconcious or reverting.

Revised Circle of the Moon

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn (to shift into a beast form, or to switch beast forms) as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability ot transform into more dangerous animal forms. Starting at 2nd 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).

Your CR restrictions obey the Beast Shapes: Circle of the Moon table instead.

Beast Shapes: Circle of the Moon

Druid Level Max CR
2nd 1
5th 2
8th 3
11th 4
14th 5
17th 6
20th 7

Primal Strike

Starting at 6th level, your attacks in beast form gain +1 to the attack and damage rolls, and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage; you can now use the Multiattack option, if your form has it. This bonus increases to +2 at 11th level, and +3 at 17th.

Additionally, you can empower your attacks with natural magic. When you hit a creature with a melee weapon attack, you may expend one spell slot to deal additional damage to the target. The extra damage is equal to 1d6 of force damage, plus 1d6 per level of the spell slot expended. You may not use this ability more than once in a turn.

Elemental Wild Shape

At 10th level, you may select an elemental as a second form each morning, subject to the same restrictions as your beast forms. You may select this form each morning; it has its own HP pool, but shares hit dice with the first form - you get a number of hit dice equal to whichever form would receive more, but each form spends hit dice as it would normally. For example, if you select a form with 5 x d8+2 hit dice and another form with 7 x d6+1 hit dice, you have 7 hit dice total - any hit dice spent on the first form will restore d8+2, and any dice spent on the second form will restore d6+1.

Lunar Affinity

At 14th level, your affinity for the changing moon allow you to cast the moonbeam spell as a bonus action, and without verbal or somatic components.

Additionally, you permanently gain the effects of the speak with animals spell.