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List of features that work in Wild Shape: Difference between revisions
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{{hatnote|This page is about the features that do or do not work in Wild Shape. For details on the stats and | {{hatnote|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 {{SAI|Wild Shape}} or {{SAI|Combat Wild Shape}}.}} | ||
Most equipment, many feats, and some class passives do not work while in {{SAI|Wild Shape}}. This list clarifies what works and what does not work. | Most equipment, many feats, and some class passives do not work while in {{SAI|Wild Shape}}. This list clarifies what works and what does not work. |
Revision as of 11:33, 10 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
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
- You can't cast spells while in Wild Shape, and furthermore can't take any action outside of those available to your Wild Shape. Spells and Class Actions will only be mentioned in this article if they can be used before 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.
Works in Wild Shape
- Most racial passives:
- Racial passives that provide resistances (e.g. or ).
- Racial passives that affect movement speed (e.g. both Fleet of Foot and Shortened Stride).
- Gnome's .
- Half-Orc's (Requires a Wild Shape with a weapon such as Water Myrmidon).
- Permanent stat bonuses such as those provided by Hag hair, Potion of Everlasting Vigour, or Mirror of Loss.
- Permanent conditions (e.g. from Volo's Ersatz Eye).
- The of martial classes (It even stacks with Druid's to give them 3 attacks in Wild Shape the same way that does).
- The Fighting Style (if you were wearing armour before transforming).
- Abjuration School's (must be stacked up before transforming).
- Barbarian's (if you were not wearing heavy armour before transforming).
- Barbarian's (must be activated before transforming).
- Barbarian's (if you were wearing no armour before transforming).
- Draconic Bloodline's (if you were wearing no armour before transforming).
- Divination School's
- Fighter's (must be activated 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).
- Monk's feature (must be activated before transforming).
- Paladin's (must be activated before transforming).
- Oath of the Ancients' (must be activated before transforming).
- Oath of Devotion's (must be activated before transforming).
- Oathbreaker's (must be activated before transforming).
- Ranger's , , and .
- Thief's
- Warlock's
- War Domain's
- Specific equipment:
- Shapeshifter's Boon Ring
- Armour of Moonbasking
- Corvid Token
- 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).
- Many Feats:
- (if you were dual-wielding before transforming).
- (The +1 bonus to any stat and save proficiency persists in wild shape).
- (Fully works for wild shapes that wield weapons (i.e. the Myrmidons). Only the passives work for wild shapes that don't wield weapons).
- Some Illithid abilities
- (Can't be used while in wild shape but can be used to cast wild shape without expending wild shape charges).
- (Must be cast before transforming).
- Most buffs gained before transforming (e.g. ).
- All potions and elixirs.
Partially works in Wild Shape
- Some Feats:
- Athlete (Passive effects work but the +1 STR or DEX does not).
- (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
- (Only the passives work, not the reaction).
- Requires a Wild Shape with unarmed attacks (i.e. all of them except Circle of the Moon's Myrmidon forms).
(It works properly in Explorer, Balanced, and Tactician difficulty but does not give the bonus to damage rolls in Honour mode. The additional +1 STR or CON works in all difficulties but +1 CON will not change the HP of Wild Shape forms).
- (Only the passives work, not the reaction).
- 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).
Does not work in Wild Shape
- Almost all equipment in the game.
- Some Feats:
- Heavy Armour before transforming). (Does not work even if you were wearing
- (Does not double Wild Shape HP).
- Some Illithid abilities:
- Circle of the Spores's (It automatically ends upon entering Wild Shape).
- Monk's
- Monk's
- Way of the Open Hand's , , and .