List of features that work in Wild Shape

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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 article 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 article notes the exceptions when permanent bonuses or feats actually do change those stats while in Wild Shape.
  • This article 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
  • Dual Wielder Dual Wielder (if you were dual-wielding before transforming).
  • Heavily Armoured Heavily Armoured
  • Lucky Lucky
  • Mobile Mobile
  • Resilient Resilient (The +1 bonus to any stat and save proficiency persists in wild shape).
  • 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 work properly.

Races

Partially works in Wild Shape

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).
  • 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 applicable to the Water Myrmidon form. 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 (Only the passives work, not the reaction).
  • Tavern Brawler Tavern Brawler (The bonus to unarmed attack and damage rolls works properly in Explorer, Balanced, and Tactician difficulty but 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. all of them except Circle of the Moon's Myrmidon forms).
  • War Caster War Caster (Only the passives work, not the reaction).

Does not work in Wild Shape

Class Features

Equipment

  • Almost all equipment in the game.

Feats

  • Ability Improvement Ability Improvement (Using it to increase STR, DEX, or CON does not carry over to Wild Shape).
  • Tough Tough (Does not double Wild Shape HP).

Illithid Abilities