List of features that work in Wild Shape: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
(Elemental adept works for applicable forms)
(Added Rogue passives, added Dread Ambusher)
Line 26: Line 26:
** {{SAI|Great Weapon Fighting}} (for [[Water Myrmidon]] form only)
** {{SAI|Great Weapon Fighting}} (for [[Water Myrmidon]] form only)
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (must be stacked up before transforming).
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (must be stacked up before transforming).
* [[Assassin]]'s {{SAI|Assassinate: Ambush}}
* [[Assassin]]'s {{SAI|Assassinate: Initiative}}
* [[Assassin]]'s {{SAI|Assassin's Alacrity}}
* [[Barbarian]]'s {{SAI|Fast Movement}} (if you were not wearing heavy armour before transforming).
* [[Barbarian]]'s {{SAI|Fast Movement}} (if you were not wearing heavy armour before transforming).
* [[Barbarian]]'s {{SAI|Rage}} (must be used before transforming).
* [[Barbarian]]'s {{SAI|Rage}} (must be used before transforming).
Line 52: Line 49:
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (must be used before transforming).
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (must be used before transforming).
* [[Ranger]]'s {{SAI|Wasteland Wanderer: Cold}}, {{SAI|Wasteland Wanderer: Fire}}, and {{SAI|Wasteland Wanderer: Poison}}.
* [[Ranger]]'s {{SAI|Wasteland Wanderer: Cold}}, {{SAI|Wasteland Wanderer: Fire}}, and {{SAI|Wasteland Wanderer: Poison}}.
* [[Thief]]'s {{SAI|Fast Hands}}
* [[Rogue]] and [[Monk]]'s {{SAI|Evasion}}
* [[Thief]]'s {{SAI|Second-Story Work}}
* [[Rogue]]'s {{SAI|Uncanny Dodge}}
** [[Assassin]]'s {{SAI|Assassinate: Ambush}}
** [[Assassin]]'s {{SAI|Assassinate: Initiative}}
** [[Assassin]]'s {{SAI|Assassin's Alacrity}}
** [[Thief]]'s {{SAI|Fast Hands}}
** [[Thief]]'s {{SAI|Second-Story Work}}
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}}
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}}
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All variants of the stone work).
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All variants of the stone work).
Line 111: Line 113:
** [[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).
** [[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).
* [[Ranger]]'s {{SAI|Dampen Elements}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* [[Ranger]]'s {{SAI|Dampen Elements}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** [[Gloom Stalker]]'s {{SAI|Dread Ambusher}} (Extra initiative and movement speed work, but the bonus attack does not because it only applies to weapon attacks).
* [[Rogue]]'s {{SAI|Sneak Attack}} (Only works for [[Fire Myrmidon]] if {{SAI|Disguise Self}} is used before transforming).
* [[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).
* [[Wild Magic (Sorcerer subclass)|Wild Magic Sorcerer]]'s {{SAI|Tides of Chaos}} (Only works if {{SAI|Disguise Self}} is used before transforming).

Revision as of 05:53, 16 June 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 Wild Shape Wild Shape or Combat Wild Shape Combat Wild Shape.

Most equipment, many feats, and some class passives do not work while in Wild Shape Wild Shape. This list clarifies what works and what does not work.

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 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 Self Disguise Self or Disguise Kit before transforming can cause some of these reactions to work.
  • 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

Class Features

Equipment

Feats

  • Alert Alert
  • Elemental Adept Elemental Adept (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
  • Heavily Armoured Heavily Armoured
  • Lucky Lucky
  • Mobile Mobile
  • Resilient Resilient (The +1 bonus to any stat and save proficiency persists in wild shape).
  • Savage Attacker Savage Attacker (Only works for wild shapes that wield weapons (i.e. the Myrmidons).
  • Sentinel 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

Permanent bonuses

Potions and Elixirs

  • All potions and elixirs seem to work properly.

Races

Partially works in Wild Shape

Class Features

Equipment

  • Shapeshifter Hat (The +1 Nature bonus disappears in Wild Shape but the extra charge works).
  • Mutilated Carapace (The +1 to attack rolls and damage rolls works, but the AC bonus and advantage on deception and persuasion checks does not).

Feats

  • Athlete Athlete (Passive effects work but the +1 STR or DEX does not).
  • Dual Wielder 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 will not apply).
  • Durable 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 Great Weapon Master (Only works for Wild Shape: Water Myrmidon. The All In All In component works, but the bonus action attack does not).
  • Heavy Armour Master 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 Mage Slayer (The passives always work, but the reaction only does if Disguise Self Disguise Self is used before transforming).
  • Martial Adept Martial Adept's Riposte Riposte (Only works if Disguise Self Disguise Self is used before transforming).
  • Tavern Brawler 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 form).
    • Requires a Wild Shape with unarmed attacks (i.e. everything except three of the Myrmidons).
  • War Caster War Caster (Only the passives work, not the reaction).
  • Weapon Master Weapon Master (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)

Illithid Abilities

Miscellaneous

Does not work in Wild Shape

Class Features

Equipment

  • Almost all equipment in the game.

Feats

Illithid Abilities

Spells