Hottie Bottie

Druid 3 (Circle of the Moon) | Eladrin Elf | Background TBD


Combat

HPACSpeedProfInitiativePassive Perception
TBDTBD30 ft+2+115

Need a few numbers filled in

HP at level 3 with CON +2 is 24 if you took average (8+2, 5+2, 5+2). Let us know if you rolled something different. AC depends on what armor you’re wearing, and Initiative is your DEX mod (+1).


Ability Scores

STRDEXCONINTWISCHA
Score81214131612
Mod-1+1+2+1+3+1

Saving Throws

STRDEXCONINTWISCHA
-1+1+2+3+5+1

INT and WIS are proficient (Druid).

Quick fix on saving throws

The paper sheet has INT save as +2 and WIS save as +3, but those need proficiency bonus (+2) added. Should be INT +3 and WIS +5. Easy fix.


Skills

SkillModSkillMod
Acrobatics (DEX)+1Medicine (WIS)+5
Animal Handling (WIS)+5Nature (INT)+3
Arcana (INT)+1Perception (WIS)+5
Athletics (STR)-1Performance (CHA)+1
Deception (CHA)+1Persuasion (CHA)+1
History (INT)+1Religion (INT)+1
Insight (WIS)+5Sleight of Hand (DEX)+1
Intimidation (CHA)+1Stealth (DEX)+1
Investigation (INT)+1Survival (WIS)+5

Same thing on a few skills

Animal Handling, Insight, Medicine, and Survival are all proficient WIS skills, so they should be +5 (WIS +3 + prof +2) instead of +3. Perception already has it right. Just bump those four up.


Attacks

WeaponTo HitDamageTypeNotes
Fire Bolt+3?1d10Fire120 ft, ranged spell attack. Source unclear (not from Eladrin).
FrostbiteDC 131d6Cold60 ft, CON save. Target has disadvantage on next attack.
Scimitar (if carried)+31d6+1SlashingFinesse, light. Druid starting weapon option.

Attacks section

Might want to jot down your cantrip attacks here (Frostbite DC 13, 1d6 cold and Fire Bolt if you’re keeping it). If you grabbed a scimitar or quarterstaff from starting gear, that goes here too.


Armor

What armor are you wearing?

Just need to know for AC. Druids can use light or medium (no metal) plus a shield. Common setups:

  • Hide + wooden shield = AC 15
  • Leather + wooden shield = AC 14
  • Studded leather is technically metal, check with the DM

Proficiencies

  • Armor: Light, medium (no metal), shields (no metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears (Druid only, Eladrin don’t get elf weapon training)
  • Tools: Herbalism kit
  • Languages: Common, Elvish, one extra from Eladrin Elf

What's your background?

The background field on your sheet is blank. This matters because it gives you 2 skill proficiencies, tool/language proficiencies, starting equipment, and a feature. Which did you pick?


Limited Features

FeatureMaxRecharge
Wild Shape (CR 1, Moon)2Short Rest
Combat Wild Shapebonus action

Spellcasting

WIS | DC 13 | Attack +5 | 4 slots (1st) + 2 slots (2nd)

Prepares 6 spells per day (WIS mod 3 + Druid level 3). Full Druid list access each morning.

Cantrips

  • Guidance — touch, +d4 to one ability check
  • Frostbite — 60 ft, CON save, 1d6 cold damage, target has disadvantage on next weapon attack
  • Fire Bolt — 120 ft, ranged spell attack, 1d10 fire. (Eladrin Elf free wizard cantrip, uses INT but +5 works since the sheet lists it)

Fire Bolt uses INT, not WIS

Fire Bolt comes from Eladrin Elf, which gives a Wizard cantrip. Wizard cantrips use INT. Your INT is +1, prof is +2, so Fire Bolt attack should be +3 (not +5) and the save DC would be 11. This only matters for Fire Bolt, everything else is WIS-based.

Level 1 Prepared

  • Speak with Animals — talk to animals for 10 minutes. Ritual.
  • Earth Tremors — 10 ft radius, DEX save, 1d6 bludgeoning, difficult terrain. Xanathar’s.
  • Ice Knife — 60 ft, ranged attack 1d10 piercing, then explodes for 2d6 cold (DEX save) in 5 ft. Xanathar’s.
  • Healing Word — 60 ft, 1d4+3 healing as a bonus action. Key spell.

Level 2 Prepared

  • Moonbeam — 5 ft cylinder, 2d10 radiant (CON save). You can move it 60 ft each turn. Concentration. Forces shapechangers to revert. Moon Druid signature.
  • Spike Growth — 20 ft radius, difficult terrain, 2d4 piercing per 5 ft of movement through it. Concentration. Area denial.

Wild Shape (Circle of the Moon)

This is the core of your build and one of the strongest level 3 features in the game.

Rules

  • Transform as a bonus action (other druids use a full action)
  • Beast forms up to CR 1 (Moon Druid gets this at level 2, other druids are stuck at CR 1/4)
  • 2 uses, recover on short rest
  • Can only transform into beasts you’ve seen before
  • No flying forms until level 8, no swimming until level 4 (some DMs waive swimming)
  • Lasts for hours = half your druid level (1.5 hours, round down to 1 hour at level 3)

While in Beast Form

  • Use the beast’s STR, DEX, CON, HP, AC, attacks, speed, and senses
  • Keep your INT, WIS, CHA, proficiencies, and class features
  • Can’t cast spells, BUT you can maintain concentration on one you already cast
  • When beast form drops to 0 HP, overflow damage carries to your real HP
  • Spend a spell slot as a bonus action to heal 1d8 per slot level while transformed

The Moon Druid Loop

This is why you’re strong:

  1. Round 1: Cast Moonbeam or Spike Growth (action), then Wild Shape into Brown Bear (bonus action on your next turn, or on this turn if you cast the spell last turn)
  2. In bear form: You’re a 34 HP bear with multiattack maintaining concentration on a damage spell
  3. Bear drops to 0: You pop back into elf form at full HP. Wild Shape again if you have a second use.
  4. Effective HP at level 3: 34 (bear 1) + 34 (bear 2) + 24 (your real HP) = 92 HP before going down

Combat Wild Shape Healing

While in beast form, you can burn spell slots as a bonus action to heal:

  • 1st level slot = 1d8 HP
  • 2nd level slot = 2d8 HP

This extends how long a bear form lasts but costs spell slots you could use for Moonbeam or Healing Word.

Best CR 1 Combat Forms

BeastACHPSpeedAttackBest For
Brown Bear113440 ft, climb 30Multiattack: Bite +5 (1d8+4) AND Claws +5 (2d6+4)Best all-around. Two attacks per turn, solid HP. Your default.
Dire Wolf143750 ftBite +5 (2d6+3), DC 11 STR or proneHighest AC + HP combo. Pack Tactics (advantage when ally is adjacent). Fast.
Giant Spider142630 ft, climb 30Bite +5 (1d8+3 + 2d8 poison, DC 11 CON)Climb walls, restrain with web, huge poison burst if they fail the save. Scouting + burst damage.
Giant Hyena124550 ftBite +5 (2d6+3)Highest HP of any CR 1. Rampage: free bonus action bite if you drop a target to 0.
Giant Toad113920 ft, swim 40Bite +4 (1d10+2), target grappled + restrainedGrab and swallow. Restrained target takes 2d6 acid/turn inside. Disgusting and effective.
Lion122650 ftBite +5 (1d8+3) or Claw +5 (1d6+3)Pack Tactics + Pounce (knock prone on charge, bonus action bite). Fast and aggressive.

Best Utility / Scouting Forms (CR 1/4 and lower)

BeastSpeedWhy
Cat40 ft, climb 30Tiny, 30 ft darkvision, +4 Stealth. Best indoor scout.
Spider20 ft, climb 20Tiny, climb walls, darkvision, +4 Stealth. Fits anywhere.
Owl5 ft, fly 60Flyby (no opportunity attacks). 120 ft darkvision. Best aerial scout. (No fly until level 8 RAW, but some DMs allow out of combat)
Rat20 ftTiny, advantage on Perception (smell). Fits through small gaps.
Horse60 ftParty taxi.
Wolf40 ftPack Tactics, keen hearing/smell. Good tracker.

Which beasts has Hottie Bottie seen?

You can only Wild Shape into beasts you’ve seen before. Pick a starting list based on where she’s from. Talk to the DM about which ones you can start with. For an Eladrin from a fey-touched forest, wolves, bears, giant spiders, cats, and deer all make sense.

Fey Step vs Wild Shape are both bonus actions

You can’t use both on the same turn. Fey Step is great for repositioning BEFORE you Wild Shape, or after you pop out of beast form and need to escape. Plan your bonus action economy.


Racial Traits (Eladrin Elf)

  • Ability Scores — +2 DEX, +1 CHA (Mordenkainen’s Tome of Foes)
  • Darkvision — 60 ft
  • Keen Senses — Perception proficiency
  • Fey Ancestry — advantage on saves vs charm, immune to magical sleep
  • Trance — 4 hours of meditation instead of 8 hours sleep
  • Fey Step — bonus action teleport 30 ft, 1/short rest. Effect depends on current season:
    • Autumn: up to 2 creatures within 10 ft of where you land must WIS save or be charmed until end of your next turn
    • Winter: one creature within 5 ft of where you land must WIS save or be frightened until end of your next turn
    • Spring: teleport a willing creature within 5 ft instead of yourself
    • Summer: each creature within 5 ft of where you land takes WIS mod fire damage

Which season are you?

Eladrin shift between seasons based on mood. Your current season determines what Fey Step does. You can change it after a long rest. Pick one.

Where does Fire Bolt come from?

The original sheet had it listed as a racial cantrip, but that’s a High Elf feature. Eladrin get Fey Step instead of a cantrip. If there’s another source for it (feat, DM ruling, etc.) that’s totally fine, just want to make sure. If not, Produce Flame or Shillelagh are solid Druid replacements.

Double check your ability scores

Eladrin get +2 DEX and +1 CHA (High Elf gets +1 INT instead). If you built this as High Elf originally, your CHA and INT might be swapped. Just worth a quick check to make sure the numbers are what you want.


Personality

  • Traits: Not written on the sheet
  • Ideals: Not written on the sheet
  • Bonds: Not written on the sheet
  • Flaws: Not written on the sheet

Tell us about Hottie Bottie

An Eladrin Moon Druid is a cool concept. What’s her deal? Where’s she from? What’s the name about? Why did she leave the fey? No rush, just whenever you’ve got something.