Ad placeholder
List of features that work in Wild Shape: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
(34 intermediate revisions by 6 users not shown) | |||
Line 10: | Line 10: | ||
==General Information== | ==General Information== | ||
* You can't cast spells while in Wild Shape, and can't take any action outside of those available to your Wild Shape. Such actions will only be mentioned in this | * You can't cast spells while in Wild Shape, and can't take any action outside of those available to your Wild Shape. Such actions will only be mentioned in this list if their effects persist after transforming. | ||
* Your equipped items are merged into your beast form and most of them do not have any effect until you revert back. If any equipment is not listed here then it does not work in Wild Shape. | * Your equipped items are merged into your beast form and most of them do not have any effect until you revert back. If any equipment is not listed here then it does not work in Wild Shape. | ||
* As a general rule, Wild Shape replaces a character's Strength, Dexterity, and Constitution with those of the creature. This | * As a general rule, Wild Shape replaces a character's Strength, Dexterity, and Constitution with those of the creature. This list notes the exceptions when permanent bonuses or feats actually do change those stats while in Wild Shape. | ||
* Due to the way it is coded, many reactions will not trigger in Wild Shape. However, using {{SAI|Disguise Self}} or {{MdRarityItem|Disguise Kit}} before transforming can cause some of these reactions to work. | * Due to the way it is coded, many reactions will not trigger in Wild Shape. However, using {{SAI|Disguise Self}} or {{MdRarityItem|Disguise Kit}} before transforming can cause some of these reactions to work. | ||
* This | * This list is NOT meant to imply that all these features ''should'' work with Wild Shape- many simply aren't supposed to work due to the rules of 5th Edition D&D. | ||
* This list is far from complete. Feel free to add to it if you notice any missing information. | * This list is far from complete. Feel free to add to it if you notice any missing information. | ||
Line 20: | Line 20: | ||
==Works in Wild Shape== | ==Works in Wild Shape== | ||
===Class Features=== | ===Class Features=== | ||
* The {{ | * The {{Pass|Extra Attack}} of martial classes (It even stacks with Druid's {{Pass|Wild Strike}} to give them 3 attacks in Wild Shape the same way that {{SAI|Improved Wild Strike}} does). | ||
* Certain [[Fighting Style]]s: | * Certain [[Fighting Style]]s: | ||
** {{ | ** {{Pass|Defence}} (If you were wearing armour before transforming). | ||
** {{ | ** {{Pass|Duelling}} (For [[Fire Myrmidon]] form only). | ||
** {{ | ** {{Pass|Great Weapon Fighting}} (For [[Water Myrmidon]] form only) | ||
* [[Abjuration School]]'s {{ | * [[Abjuration School]]'s {{Pass|Arcane Ward}} (Must be stacked up before transforming). | ||
* [[Barbarian]]'s {{ | * [[Barbarian]]'s {{Pass|Fast Movement}} (If you were not wearing heavy armour before transforming). | ||
* [[Barbarian]]'s {{SAI|Rage}} ( | * [[Barbarian]]'s {{SAI|Rage}} (Must be used before transforming). | ||
** [[Berserker]]'s {{SAI|Frenzy}} ( | ** [[Berserker]]'s {{SAI|Frenzy}} (Must be used before transforming). | ||
** [[Wildheart]]'s {{SAI|Rage: Bear Heart}}, {{SAI|Rage: Eagle Heart}}, {{SAI|Rage: Elk Heart}}, {{SAI|Rage: Tiger Heart}}, and {{SAI|Rage: Wolf Heart}} ( | ** [[Wildheart]]'s {{SAI|Rage: Bear Heart}}, {{SAI|Rage: Eagle Heart}}, {{SAI|Rage: Elk Heart}}, {{SAI|Rage: Tiger Heart}}, and {{SAI|Rage: Wolf Heart}} (Must be used before transforming. Both the normal resistances and the additional passive effects work properly). | ||
** [[Wildheart]]'s {{ | ** [[Wildheart]]'s {{Pass|Aspect of the Beast: Elk}} (Must be used before transforming). | ||
** [[Wildheart]]'s {{ | ** [[Wildheart]]'s {{Pass|Aspect of the Beast: Wolverine}} | ||
** [[Wildheart]]'s {{ | ** [[Wildheart]]'s {{Pass|Aspect of the Beast: Honey Badger}} (Can trigger Rage while transformed). | ||
** [[Wildheart]]'s {{ | ** [[Wildheart]]'s {{Pass|Aspect of the Beast: Stallion}} | ||
* [[Barbarian]]'s {{ | * [[Barbarian]]'s {{Pass|Unarmoured Defence (Barbarian)|Unarmoured Defence}} (If you were wearing no armour before transforming and base armour of form is less then CON mod). | ||
* [[Draconic Bloodline]]'s {{ | * [[Draconic Bloodline]]'s {{Pass|Draconic Resilience}} (If you were wearing no armour before transforming and base armour of form is less then 13). | ||
* [[Divination School]]'s {{ | * [[Divination School]]'s {{Pass|Portent}} | ||
* [[Fighter]]'s {{SAI|Action Surge}} ( | * [[Divination School]]'s {{Pass|Expert Divination}} (You can even fulfil the prophecies while in Wild Shape). | ||
** [[Champion]]'s {{ | * [[Fighter]]'s {{SAI|Action Surge}} (Must be used before transforming). | ||
* [[Monk]]'s {{ | ** [[Champion]]'s {{Pass|Improved Critical Hit}} | ||
* [[Monk]]'s {{ | * [[Monk]]'s {{Pass|Unarmoured Defence (Monk)|Unarmoured Defence}} (if you were wearing no armour before transforming). | ||
* [[Monk]]'s {{SAI|Wholeness of Body}} | * [[Monk]]'s {{Pass|Unarmoured Movement}} (If you were not wearing armour or a shield before transforming and base armour of form is less then WIS mod). | ||
* [[Paladin]]'s {{SAI|Aura of Protection}} ( | * [[Monk]]'s {{SAI|Wholeness of Body}} (Must be used before transforming). | ||
** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} ( | * [[Paladin]]'s {{SAI|Aura of Protection}} (Must be used before transforming). | ||
** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} ( | ** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (Must be used before transforming). | ||
** [[Oath of Vengeance]]'s {{ | ** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (Must be used before transforming). | ||
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} ( | ** [[Oath of Vengeance]]'s {{Pass|Relentless Avenger}} | ||
* [[Ranger]]'s {{ | ** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (Must be used before transforming). | ||
* [[Thief]]'s {{ | * [[Ranger]]'s {{Pass|Wasteland Wanderer: Cold}}, {{Pass|Wasteland Wanderer: Fire}}, and {{Pass|Wasteland Wanderer: Poison}}. | ||
* [[Thief]]'s {{ | * [[Rogue]] and [[Monk]]'s {{Pass|Evasion}} | ||
* [[Warlock]]'s {{ | * [[Rogue]]'s {{Pass|Uncanny Dodge}} | ||
** [[The Fiend]]'s {{ | ** [[Assassin]]'s {{Pass|Assassinate: Ambush}} | ||
** [[The Great Old One]]'s {{ | ** [[Assassin]]'s {{Pass|Assassinate: Initiative}} | ||
* [[War Domain]]'s {{ | ** [[Assassin]]'s {{Pass|Assassin's Alacrity}} | ||
** [[Thief]]'s {{Pass|Fast Hands}} | |||
** [[Thief]]'s {{Pass|Second-Story Work}} | |||
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}} | |||
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All versions of the stone work). | |||
* [[Warlock]]'s {{Pass|Devil's Sight}} | |||
** [[The Fiend]]'s {{Pass|Dark One's Blessing}} | |||
** [[The Great Old One]]'s {{Pass|Mortal Reminder}} | |||
* [[War Domain]]'s {{Pass|War Priest}} | |||
===Equipment=== | ===Equipment=== | ||
* {{MdRarityItem|Armour of Moonbasking}} | * {{MdRarityItem|Armour of Moonbasking}} | ||
* {{MdRarityItem|Boots of Striding}} (The +1 Athletics bonus works and the {{Cond|Prone}} immunity persists through Wild Shape. Somehow the {{Cond|Prone}} immunity continues even if concentration is broken and only ends once the Wild Shape does). | |||
* {{MdRarityItem|Corvid Token}} | * {{MdRarityItem|Corvid Token}} | ||
* {{MdRarityItem| | * {{MdRarityItem|Shapeshifter's Boon Ring}} | ||
* Equipment with abilities that can be activated before transforming: | |||
** {{MdRarityItem|Martial Exertion Gloves}} (Must be used before transforming). | |||
** {{MdRarityItem|True Love's Caress}} and {{MdRarityItem|True Love's Embrace}} (Must be used before transforming. Works in both directions). | |||
===Feats=== | ===Feats=== | ||
* {{ | * {{Pass|Alert}} | ||
* {{ | * [[Elemental Adept]] (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms). | ||
* {{ | ** {{Pass|Elemental Adept: Acid}} | ||
* {{ | ** {{Pass|Elemental Adept: Cold}} | ||
* {{ | ** {{Pass|Elemental Adept: Lightning}} | ||
* | ** {{Pass|Elemental Adept: Fire}} | ||
* {{ | ** {{Pass|Elemental Adept: Thunder}} | ||
* | * {{Pass|Heavily Armoured}} | ||
* {{Pass|Lucky}} | |||
* {{Pass|Mobile}} | |||
* [[Resilient]] (The +1 bonus to any stat and save proficiency persists in wild shape). | |||
** {{Pass|Resilient: Strength}} | |||
** {{Pass|Resilient: Dexterity}} | |||
** {{Pass|Resilient: Constitution}} | |||
** {{Pass|Resilient: Intelligence}} | |||
** {{Pass|Resilient: Wisdom}} | |||
** {{Pass|Resilient: Charisma}} | |||
* {{Pass|Savage Attacker}} (Only works for wild shapes that wield weapons (i.e. the Myrmidons). | |||
* [[Sentinel]] (Fully works for wild shapes that wield weapons (i.e. the Myrmidons). Only the passives work for wild shapes that don't wield weapons). | |||
** {{Pass|Sentinel: Vengeance}} | |||
** {{Pass|Sentinel: Snare}} | |||
** {{Pass|Sentinel: Opportunity Advantage}} | |||
===Illithid Abilities=== | ===Illithid Abilities=== | ||
* {{ | * {{Pass|Ability Drain}} | ||
* {{ | * {{Pass|Cull the Weak}} | ||
* {{ | * {{Pass|Favourable Beginnings}} | ||
* {{ | * {{Pass|Freecast}} (Can't be used while in wild shape but can be used to cast wild shape without expending wild shape charges). | ||
* {{SAI|Mind Sanctuary}} (Must be used before transforming). | * {{SAI|Mind Sanctuary}} (Must be used before transforming). | ||
===Permanent bonuses=== | ===Permanent bonuses=== | ||
* Permanent stat bonuses | * Permanent stat bonuses (e.g. [[Hag hair]], {{MdRarityItem|Potion of Everlasting Vigour}}, and [[Mirror of Loss]]). | ||
* Permanent conditions | * Permanent conditions: | ||
** {{Cond|Githzerai Mind Barrier}} | |||
** {{Cond|See Invisibility}} from {{MdRarityItem|Volo's Ersatz Eye}}. | |||
** {{Cond|loviatar's love}} | |||
** {{Cond|sweet stone features}} | |||
** {{Cond|Tharchiate Vigour}} | |||
===Potions and Elixirs=== | ===Potions and Elixirs=== | ||
* All potions and elixirs work properly. | * All potions and elixirs seem to work properly. | ||
===Races=== | ===Races=== | ||
* Racial passives that provide resistances | * Racial passives that provide resistances: | ||
* Racial passives that affect movement speed (e | ** {{Pass|Dwarven Resilience}} | ||
* | ** {{Pass|Hellish Resistance}} | ||
* [[Duergar]]'s {{SAI|Enlarge (Duergar)|Enlarge}} ( | * Racial passives that affect movement speed (i.e. both [[Fleet of Foot]] and [[Shortened Stride]]) | ||
* [[Gnome]]'s {{ | * {{Pass|Darkvision}} and {{Pass|Superior Darkvision}} | ||
* [[Half-Orc]]'s {{ | * [[Duergar]]'s {{SAI|Enlarge (Duergar)|Enlarge}} (Must be used before transforming). | ||
* [[Gnome]]'s {{Pass|Gnome Cunning}} | |||
* [[Half-Orc]]'s {{Pass|Savage Attacks}} (Requires a Wild Shape with a weapon such as [[Water Myrmidon]]). | |||
==Partially works in Wild Shape== | ==Partially works in Wild Shape== | ||
===Class Features=== | ===Class Features=== | ||
* [[Abjuration School]]'s {{SAI|Projected Ward}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * [[Abjuration School]]'s {{SAI|Projected Ward}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
* [[Barbarian]]'s {{SAI|Reckless Attack}} (Only works in the Myrmidon | * [[Barbarian]]'s {{SAI|Reckless Attack}} (Only works in the Myrmidon forms and if {{SAI|Disguise Self}} is used before transforming). | ||
* [[Battlemaster]]'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * [[Battlemaster]]'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
* [[Cleric]]'s [[Divine Strike]] (Only works if you use {{SAI|Disguise Self}} beforehand and then use {{SAI|Riposte}}). | * [[Cleric]]'s [[Divine Strike]] (Only works if you use {{SAI|Disguise Self}} beforehand and then use {{SAI|Riposte}}). | ||
** [[Light Domain]]'s {{SAI|Warding Flare}} and {{SAI|Improved Warding Flare}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ** [[Light Domain]]'s {{SAI|Warding Flare}} and {{SAI|Improved Warding Flare}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
** [[Nature Domain]]'s {{SAI|Dampen Elements}} (Only works if {{SAI|Disguise Self}} is used before transforming). | |||
** [[Tempest Domain]]'s {{SAI|Wrath of the Storm}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ** [[Tempest Domain]]'s {{SAI|Wrath of the Storm}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
** [[War Domain]]'s {{SAI|War God's Blessing}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ** [[War Domain]]'s {{SAI|War God's Blessing}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
* [[College of Lore]]'s {{SAI|Cutting Words}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * [[Bard]]'s {{SAI|Bardic Inspiration}} (Can't cast it while transformed but allies can cast it on you and it will work if {{SAI|Disguise Self}} is used before transforming). | ||
* [[ | ** [[College of Lore]]'s {{SAI|Cutting Words}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
** [[College of Valour]]'s {{SAI|Combat Inspiration}} (Can't cast it while transformed but allies can cast it on you and it will work if {{SAI|Disguise Self}} is used before transforming. {{SAI|Valiant Damage}} only works with Wild Shapes that use weapons). | |||
* [[Gloom Stalker]]'s {{SAI|Dread Ambusher}} (Extra initiative and movement speed work, but the bonus attack does not). | |||
* [[Rogue]]'s {{SAI|Sneak Attack}} (Only works for [[Fire Myrmidon]] if {{SAI|Disguise Self}} is used before transforming). | |||
* [[Wild Magic (Sorcerer subclass)|Wild Magic Sorcerer]]'s {{SAI|Tides of Chaos}} (Only works if {{SAI|Disguise Self}} is used before transforming). | |||
===Equipment=== | ===Equipment=== | ||
* {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape | * {{MdRarityItem|Mutilated Carapace}} | ||
* {{MdRarityItem| | ** {{Pass|Formless Slaughter}} - works | ||
** {{Pass|Faceless Masquerade}} - does not work. | |||
* {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape and the extra Wild Shape charge disappears if you take a short rest while in one of the [[Myrmidon]] forms. Only dismissing the Myrmidon form before the short rest will preserve the charge). | |||
* Bugged equipment. Saving and reloading the save while in Wild Shape will cause certain equipment auras to reappear as if the character wasn't transformed. This applies to the following auras: | |||
** {{MdRarityItem|Abyss Beckoners}}'s {{Pass|Demonspirit Aura}} | |||
** {{MdRarityItem|Bhaalist Armour}}'s {{Pass|Aura of Murder (passive feature)|Aura of Murder}} | |||
** {{MdRarityItem|The Blood of Lathander}}'s {{Pass|Lathander's Light}} | |||
===Feats=== | ===Feats=== | ||
* {{ | * [[Athlete]] (+1 STR or DEX does not). | ||
* {{ | ** {{Pass|Athlete: Standing Up}} - works | ||
* {{ | * {{Pass|Dual Wielder}} (The +1 AC will persist if you were dual-wielding before transforming into an unarmed wild shape form. However, if you transform into an armed myrmidon form, the +1 AC {{em|will not}} apply). | ||
* {{ | * {{Pass|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms). | ||
* {{ | * [[Great Weapon Master]] | ||
* {{ | ** {{Pass|Great Weapon Master: Bonus Attack}} - Only works for [[Wild Shape: Water Myrmidon]] | ||
* {{ | ** {{Pass|Great Weapon Master: All In}} - works, but the bonus action attack does not | ||
** Requires a Wild Shape with unarmed attacks (i.e. the Myrmidons). | * {{Pass|Heavy Armour Master}} (Only the +1 STR applies. The damage reduction does not work even if you were wearing [[Heavy Armour]] before transforming). | ||
* {{ | * [[Mage Slayer]] | ||
* {{ | ** {{Pass|Mage Slayer: Saving Throw Advantage}} - works | ||
** {{Pass|Mage Slayer: Attack Caster}} - reaction only works if {{SAI|Disguise Self}} is used before transforming | |||
** {{Pass|Mage Slayer: Break Concentration}} - works | |||
* {{Pass|Martial Adept}}'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming). | |||
* {{Pass|Tavern Brawler}} (The bonus to unarmed attack and damage rolls works properly in Explorer, Balanced, and Tactician difficulty but only applies to attack rolls in Honour mode. The additional +1 STR or CON does not apply in Wild Shape on any difficulty setting). | |||
** Requires a Wild Shape with unarmed attacks (i.e. everything except three of the Myrmidons). | |||
* [[War Caster]] | |||
** {{Pass|War Caster: Concentration}} - works | |||
** {{Pass|War Caster: Opportunity Spell}} - does not work | |||
* {{Pass|Weapon Master}} (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape) | |||
===Illithid Abilities=== | ===Illithid Abilities=== | ||
* {{SAI|Luck of the Far Realms}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * {{SAI|Luck of the Far Realms}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
* {{SAI|Charm}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * {{SAI|Charm}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
* {{SAI|Psionic Backlash}} (Only works if {{SAI|Disguise Self}} is used before transforming). | * {{SAI|Psionic Backlash}} (Only works if {{SAI|Disguise Self}} is used before transforming). | ||
===Permanent bonuses=== | |||
* {{Pass|Vampire Ascendant}} (The additional {{DamageText|1d10|Necrotic}} damage applies to forms that attack with weapons). | |||
===Miscellaneous=== | ===Miscellaneous=== | ||
* {{ | * {{Pass|Tenacity (passive feature)|Tenacity}} (Only works for [[Wild Shape: Air Myrmidon]] if {{SAI|Disguise Self}} is used before transforming). | ||
==Does not work in Wild Shape== | ==Does not work in Wild Shape== | ||
===Class Features=== | ===Class Features=== | ||
* Certain [[Fighting Style]]s: | * Certain [[Fighting Style]]s: | ||
** {{ | ** {{Pass|Protection}} (Doesn't work even if you were wearing a shield before transforming). | ||
* [[Circle of the Spores]]'s {{SAI|Symbiotic Entity}} (It automatically ends upon entering Wild Shape). | * [[Circle of the Spores]]'s {{SAI|Symbiotic Entity}} (It automatically ends upon entering Wild Shape). | ||
* [[Monk]]'s {{SAI|Deflect Missiles}} | * [[Monk]]'s {{SAI|Deflect Missiles}} | ||
* [[Monk]]'s {{ | * [[Monk]]'s {{Pass|Ki-Empowered Strikes}} | ||
* [[Monk]]'s {{ | * [[Monk]]'s {{Pass|Martial Arts: Bonus Unarmed Strike}} | ||
** [[Way of the Open Hand]]'s {{SAI|Manifestation of Body}}, {{SAI|Manifestation of Mind}}, and {{SAI|Manifestation of Soul}}. | ** [[Way of the Open Hand]]'s {{SAI|Manifestation of Body}}, {{SAI|Manifestation of Mind}}, and {{SAI|Manifestation of Soul}}. | ||
* [[Tempest Domain]]'s {{SAI|Destructive Wrath}} | * [[Tempest Domain]]'s {{SAI|Destructive Wrath}} | ||
Line 134: | Line 189: | ||
* Almost all equipment in the game. | * Almost all equipment in the game. | ||
===Feats=== | ===Feats=== | ||
* | * [[Ability Improvement]] (Using it to increase STR, DEX, or CON does not carry over to Wild Shape). | ||
* {{SAI|Defensive Duellist}} (Fire Myrmidon form can't use the reaction even if {{SAI|Disguise Self}} is used before transforming). | * {{SAI|Defensive Duellist}} (Fire Myrmidon form can't use the reaction even if {{SAI|Disguise Self}} is used before transforming). | ||
* {{ | * {{Pass|Lightly Armoured}} (The stat bonus does not carry over to Wild Shape) | ||
* {{ | * {{Pass|Moderately Armoured}} (The stat bonus does not carry over to Wild Shape) | ||
* {{ | * [[Polearm Master]] | ||
* {{ | ** {{Pass|Polearm Master: Bonus Attack}} (No Wild Shape has an applicable weapon) | ||
** {{Pass|Polearm Master: Opportunity Attack}} (No Wild Shape has an applicable weapon) | |||
* {{Pass|Tough}} (Does not double Wild Shape HP). | |||
===Illithid Abilities=== | ===Illithid Abilities=== | ||
* {{SAI|Psionic Dominance}} | * {{SAI|Psionic Dominance}} |
Latest revision as of 14:01, 31 August 2024
This page is about the features that do or do not work in Wild Shape. For details on the stats and effects of Wild Shape, see
or .Most equipment, many feats, and some class passives do not work while in
. This list clarifies what works and what does not work.General Information[edit | edit source]
- You can't cast spells while in Wild Shape, and can't take any action outside of those available to your Wild Shape. Such actions will only be mentioned in this list if their effects persist after transforming.
- Your equipped items are merged into your beast form and most of them do not have any effect until you revert back. If any equipment is not listed here then it does not work in Wild Shape.
- As a general rule, Wild Shape replaces a character's Strength, Dexterity, and Constitution with those of the creature. This list notes the exceptions when permanent bonuses or feats actually do change those stats while in Wild Shape.
- Due to the way it is coded, many reactions will not trigger in Wild Shape. However, using Disguise Kit before transforming can cause some of these reactions to work. or
- This list is NOT meant to imply that all these features should work with Wild Shape- many simply aren't supposed to work due to the rules of 5th Edition D&D.
- This list is far from complete. Feel free to add to it if you notice any missing information.
Works in Wild Shape[edit | edit source]
Class Features[edit | edit source]
- The of martial classes (It even stacks with Druid's to give them 3 attacks in Wild Shape the same way that does).
- Certain Fighting Styles:
- (If you were wearing armour before transforming).
- (For Fire Myrmidon form only).
- (For Water Myrmidon form only)
- Abjuration School's (Must be stacked up before transforming).
- Barbarian's (If you were not wearing heavy armour before transforming).
- Barbarian's (Must be used before transforming).
- Berserker's (Must be used before transforming).
- Wildheart's , , , , and (Must be used before transforming. Both the normal resistances and the additional passive effects work properly).
- Wildheart's (Must be used before transforming).
- Wildheart's
- Wildheart's (Can trigger Rage while transformed).
- Wildheart's
- Barbarian's (If you were wearing no armour before transforming and base armour of form is less then CON mod).
- Draconic Bloodline's (If you were wearing no armour before transforming and base armour of form is less then 13).
- Divination School's
- Divination School's (You can even fulfil the prophecies while in Wild Shape).
- Fighter's (Must be used before transforming).
- Champion's
- Monk's (if you were wearing no armour before transforming).
- Monk's (If you were not wearing armour or a shield before transforming and base armour of form is less then WIS mod).
- Monk's (Must be used before transforming).
- Paladin's (Must be used before transforming).
- Oath of the Ancients' (Must be used before transforming).
- Oath of Devotion's (Must be used before transforming).
- Oath of Vengeance's
- Oathbreaker's (Must be used before transforming).
- Ranger's , , and .
- Rogue and Monk's
- Rogue's
- Transmutation School's
- Transmutation School's (All versions of the stone work).
- Warlock's
- War Domain's
Equipment[edit | edit source]
- Armour of Moonbasking
- Boots of Striding (The +1 Athletics bonus works and the immunity persists through Wild Shape. Somehow the immunity continues even if concentration is broken and only ends once the Wild Shape does).
- Corvid Token
- Shapeshifter's Boon Ring
- Equipment with abilities that can be activated before transforming:
- Martial Exertion Gloves (Must be used before transforming).
- True Love's Caress and True Love's Embrace (Must be used before transforming. Works in both directions).
Feats[edit | edit source]
- Elemental Adept (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
- Resilient (The +1 bonus to any stat and save proficiency persists in wild shape).
- (Only works for wild shapes that wield weapons (i.e. the Myrmidons).
- Sentinel (Fully works for wild shapes that wield weapons (i.e. the Myrmidons). Only the passives work for wild shapes that don't wield weapons).
Illithid Abilities[edit | edit source]
- (Can't be used while in wild shape but can be used to cast wild shape without expending wild shape charges).
- (Must be used before transforming).
Permanent bonuses[edit | edit source]
- Permanent stat bonuses (e.g. Hag hair, Potion of Everlasting Vigour, and Mirror of Loss).
- Permanent conditions:
- from Volo's Ersatz Eye.
Potions and Elixirs[edit | edit source]
- All potions and elixirs seem to work properly.
Races[edit | edit source]
- Racial passives that provide resistances:
- Racial passives that affect movement speed (i.e. both Fleet of Foot and Shortened Stride)
- and
- Duergar's (Must be used before transforming).
- Gnome's
- Half-Orc's (Requires a Wild Shape with a weapon such as Water Myrmidon).
Partially works in Wild Shape[edit | edit source]
Class Features[edit | edit source]
- Abjuration School's (Only works if is used before transforming).
- Barbarian's (Only works in the Myrmidon forms and if is used before transforming).
- Battlemaster's (Only works if is used before transforming).
- Cleric's Divine Strike (Only works if you use beforehand and then use ).
- Light Domain's and (Only works if is used before transforming).
- Nature Domain's (Only works if is used before transforming).
- Tempest Domain's (Only works if is used before transforming).
- War Domain's (Only works if is used before transforming).
- Bard's (Can't cast it while transformed but allies can cast it on you and it will work if is used before transforming).
- College of Lore's (Only works if is used before transforming).
- College of Valour's (Can't cast it while transformed but allies can cast it on you and it will work if is used before transforming. only works with Wild Shapes that use weapons).
- Gloom Stalker's (Extra initiative and movement speed work, but the bonus attack does not).
- Rogue's (Only works for Fire Myrmidon if is used before transforming).
- Wild Magic Sorcerer's (Only works if is used before transforming).
Equipment[edit | edit source]
- Mutilated Carapace
- - works
- - does not work.
- Shapeshifter Hat (The +1 Nature bonus disappears in Wild Shape and the extra Wild Shape charge disappears if you take a short rest while in one of the Myrmidon forms. Only dismissing the Myrmidon form before the short rest will preserve the charge).
- Bugged equipment. Saving and reloading the save while in Wild Shape will cause certain equipment auras to reappear as if the character wasn't transformed. This applies to the following auras:
Feats[edit | edit source]
- Athlete (+1 STR or DEX does not).
- - works
- (The +1 AC will persist if you were dual-wielding before transforming into an unarmed wild shape form. However, if you transform into an armed myrmidon form, the +1 AC will not apply).
- (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
- Great Weapon Master
- - Only works for Wild Shape: Water Myrmidon
- - works, but the bonus action attack does not
- (Only the +1 STR applies. The damage reduction does not work even if you were wearing Heavy Armour before transforming).
- Mage Slayer
- - works
- - reaction only works if is used before transforming
- - works
- 's (Only works if is used before transforming).
- (The bonus to unarmed attack and damage rolls works properly in Explorer, Balanced, and Tactician difficulty but only applies to attack rolls in Honour mode. The additional +1 STR or CON does not apply in Wild Shape on any difficulty setting).
- Requires a Wild Shape with unarmed attacks (i.e. everything except three of the Myrmidons).
- War Caster
- - works
- - does not work
- (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
Illithid Abilities[edit | edit source]
- (Only works if is used before transforming).
- (Only works if is used before transforming).
- (Only works if is used before transforming).
Permanent bonuses[edit | edit source]
Miscellaneous[edit | edit source]
- (Only works for Wild Shape: Air Myrmidon if is used before transforming).
Does not work in Wild Shape[edit | edit source]
Class Features[edit | edit source]
- Certain Fighting Styles:
- (Doesn't work even if you were wearing a shield before transforming).
- Circle of the Spores's (It automatically ends upon entering Wild Shape).
- Monk's
- Monk's
- Monk's
- Way of the Open Hand's , , and .
- Tempest Domain's
- War Domain's
Equipment[edit | edit source]
- Almost all equipment in the game.
Feats[edit | edit source]
- Ability Improvement (Using it to increase STR, DEX, or CON does not carry over to Wild Shape).
- (Fire Myrmidon form can't use the reaction even if is used before transforming).
- (The stat bonus does not carry over to Wild Shape)
- (The stat bonus does not carry over to Wild Shape)
- Polearm Master
- (No Wild Shape has an applicable weapon)
- (No Wild Shape has an applicable weapon)
- (Does not double Wild Shape HP).
Illithid Abilities[edit | edit source]
Spells[edit | edit source]
- You cannot cast any Spells while in Wild Shape.
- This includes spells that cost a reaction (e.g. or ) or spells that are triggered by an action (e.g. ) even if is used before transforming.