Level 3.
Circle Forms.
Wildshape buffs. 1/3rd Druid levels rounded down, AC 13+wisdom modifier (buff cf 2014 ), temporary HP 3 times your Druid level. Not 2014 insanity but kind of close as say 15-25 bonus hp is close to CR 1 wildshape hp in 2014. Doesn't scale well but hey. Overall nerf but still good. Note that all Druids get primal strike now. No more elemental wildshape.
Here's a more detailed comparison table.
Druid Level | No. Uses | Known Forms | Max CR | Moon Max CR | Temp HP | Moon Temp HP | Hours Dur. | Fly Speed |
1 | - | - | - | - | - | - | - | - |
2 | 2 | 4 | 1/4 | - | 2 | - | 1 | No |
3 | 2 | 4 | 1/4 | 1 | 3 | 9 | 1.5 | No |
4 | 2 | 6 | 1/2 | 1 | 4 | 12 | 2 | No |
5 | 2 | 6 | 1/2 | 1 | 5 | 15 | 2.5 | No |
6 | 3 | 6 | 1/2 | 2 | 6 | 18 | 3 | No |
7 | 3 | 6 | 1/2 | 2 | 7 | 21 | 3.5 | No |
8 | 3 | 8 | 1 | 2 | 8 | 24 | 4 | Yes |
9 | 3 | 8 | 1 | 3 | 9 | 27 | 4.5 | Yes |
10 | 3 | 8 | 1 | 3 | 10 | 30 | 5 | Yes |
11 | 3 | 8 | 1 | 3 | 11 | 33 | 5.5 | Yes |
12 | 3 | 8 | 1 | 4 | 12 | 36 | 6 | Yes |
13 | 3 | 8 | 1 | 4 | 13 | 39 | 6.5 | Yes |
14 | 3 | 8 | 1 | 4 | 14 | 42 | 7 | Yes |
15 | 3 | 8 | 1 | 5 | 15 | 45 | 7.5 | Yes |
16 | 3 | 8 | 1 | 5 | 16 | 48 | 8 | Yes |
17 | 4 | 8 | 1 | 5 | 17 | 51 | 8.5 | Yes |
18 | 4 | 8 | 1 | 6 | 18 | 54 | 9 | Yes |
19 | 4 | 8 | 1 | 6 | 19 | 57 | 9.5 | Yes |
20 | 4 | 8 | 1 | 6 | 20 | 60 | 10 | Yes |
With AC and thp being functions of the class / subclass I think the CR range has become less important. These are still significantly better on a moon druid than other druid subclasses, though.
I can get similar AC in a beast form by casting Barkskin first, moon circles saves the slots.
Circle of the Moon Spells.
More spells known is always good. Additionally you can cast these whole wildshaped. Curated spellcasting while wild shaped. Fount of moonlight for free and ranged options a traditional Moon Druid weakness. Great ability.
Great while in wild shape form but only a decent bonus while not because all the spells are already on the druid list. Casting in wild shape eventually becomes mitigated by Beast Spells. The value of this list depends how much time the moon druid plans on remaining in beast for, which still precludes a lot of other spells in the process.
Level 6 Improved Circle Forms.
Lunar Radiance. Optional Radiance. Rarely resisted and rider effects vs alot of undead. Very good.
I find this as rather situational. Good when it's needed but often meaningless.
Increased toughness.
Wisdom saves on concentration checks. One could take warcaster at level 4 as well. I'm a big fan of anything that buffs concentration.
Yes, a save bonus tends to be useful. A bit boring.
Level 10.
Moonlight step.
Similar effect to misty step but better as it's not a spell. Bonus action this and a Spell if required. Tactical option and movement buff.
I can already fly and cast Starry Wisp at will. It's nice there are free uses, but this also seems a bit situational to me.
It is better than a lot of 10th level abilities.
Level 14. Lunar Form.
Improved Lunar Radiance
Extra 2d10 radiant damage that stacks with spells and Primal strikes.
Once per turn, but on any turn. Primal Strike is only once on your turn so Improved Lunar Radiance is significantly better on top of stacking.
Shared Moonlight
Teleport a willing creature when you use moonlight step. Tactical movement cool.
I like tactical movement abilities and Shared Moonlight makes Moonlight Step better. It's still a minor movement buff limited in uses per day.
Maneuvering Attack can be used to move ~3 allies and is one level away from not costing Superiority Dice when moon druids gain Shared Moonlight.
Step of the Wind with Heightened Focus moves an ally at monk speeds.
Improved Shadow Step has a larger range, an attack included with the bonus action, and can be done more often.
Inspiring Movement also grants movement and a free attack to the dance bard and movement to another ally, and can be used more often.
Mantle of Inspiration grants movement to 3-5 allies and also temp hp, and can also be used more often.
Rage of the Wilds Eagle option can be used more often.
Tree barbarians can teleport allies with both Branches of the Tree and Travel Along the Tree, or enemies with Branches of the Tree.
Every rogue has Cunning Action at will, and Fey Wanderers have almost the same ability in Misty Wanderer.
Teleporting has advantages over walking, but nothing really stands out about this ability. It's useful but seems middle of the road looking around at other abilities.
So very good to great selection of features. On paper it's strong as hell but with an *. A lot more damage less hp than 2024. But we don't know what animals are in 2024 MM or at least they're stats.
This leaves you reliant on 2014 MM. And some of those forms can be awkward to use due to size issues. Less HP generally more damage and AC though so overall a buff probably*. Meta has changed though but overall this class was an S and still is imho. But with an *.
Moon druid looks solid, overall; but unless some unexpected synergy comes out with the 2024 Monster Manual I would have a hard time with the S rating. I'd go with an A or A+ because the main draw (better wild shapes) is still prohibitive of a main class feature (spellcasting) and while everything else is useful those aren't stand-out features.
hope that helps