List of features that work in Wild Shape: Difference between revisions
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==Works in Wild Shape== | ==Works in Wild Shape== | ||
===Class Features=== | |||
* The {{SAI|Extra Attack}} of martial classes (It even stacks with Druid's {{SAI|Wild Strike}} to give them 3 attacks in Wild Shape the same way that {{SAI|Improved Wild Strike}} does). | * The {{SAI|Extra Attack}} of martial classes (It even stacks with Druid's {{SAI|Wild Strike}} to give them 3 attacks in Wild Shape the same way that {{SAI|Improved Wild Strike}} does). | ||
* The {{SAI|Defence}} [[Fighting Style]] (if you were wearing armour before transforming). | * The {{SAI|Defence}} [[Fighting Style]] (if you were wearing armour before transforming). | ||
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (must be stacked up before transforming). | * [[Abjuration School]]'s {{SAI|Arcane Ward}} (must be stacked up before transforming). | ||
* [[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 | * [[Barbarian]]'s {{SAI|Rage}} (must be used before transforming). | ||
** [[Berserker]]'s {{SAI|Frenzy}} (must be | ** [[Berserker]]'s {{SAI|Frenzy}} (must be used before transforming). | ||
** [[Wildheart]]'s {{SAI|Rage: Bear Heart}} and {{SAI|Rage: | ** [[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). | ||
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Wolverine}} | ** [[Wildheart]]'s {{SAI|Aspect of the Beast: Wolverine}} | ||
* [[Barbarian]]'s {{SAI|Unarmoured Defence (Barbarian)|Unarmoured Defence}} (if you were wearing no armour before transforming). | * [[Barbarian]]'s {{SAI|Unarmoured Defence (Barbarian)|Unarmoured Defence}} (if you were wearing no armour before transforming). | ||
* [[Draconic Bloodline]]'s {{SAI|Draconic Resilience}} (if you were wearing no armour before transforming). | * [[Draconic Bloodline]]'s {{SAI|Draconic Resilience}} (if you were wearing no armour before transforming). | ||
* [[Divination School]]'s {{SAI|Portent}} | * [[Divination School]]'s {{SAI|Portent}} | ||
* [[Fighter]]'s {{SAI|Action Surge}} (must be | * [[Fighter]]'s {{SAI|Action Surge}} (must be used before transforming). | ||
** [[Champion]]'s {{SAI|Improved Critical Hit}} | ** [[Champion]]'s {{SAI|Improved Critical Hit}} | ||
* [[Monk]]'s {{SAI|Unarmoured Defence (Monk)|Unarmoured Defence}} (if you were wearing no armour before transforming). | * [[Monk]]'s {{SAI|Unarmoured Defence (Monk)|Unarmoured Defence}} (if you were wearing no armour before transforming). | ||
* [[Monk]]'s {{SAI|Unarmoured Movement}} (if you were not wearing armour or a shield before transforming). | * [[Monk]]'s {{SAI|Unarmoured Movement}} (if you were not wearing armour or a shield before transforming). | ||
* [[Monk]]'s {{SAI|Wholeness of Body}} feature (must be | * [[Monk]]'s {{SAI|Wholeness of Body}} feature (must be used before transforming). | ||
* [[Paladin]]'s {{SAI|Aura of Protection}} (must be | * [[Paladin]]'s {{SAI|Aura of Protection}} (must be used before transforming). | ||
** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (must be | ** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (must be used before transforming). | ||
** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (must be | ** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (must be used before transforming). | ||
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (must be | ** [[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}} | * [[Thief]]'s {{SAI|Fast Hands}} | ||
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** [[The Great Old One]]'s {{SAI|Mortal Reminder}} | ** [[The Great Old One]]'s {{SAI|Mortal Reminder}} | ||
* [[War Domain]]'s {{SAI|War Priest}} | * [[War Domain]]'s {{SAI|War Priest}} | ||
===Equipment=== | |||
* {{MdRarityItem|Shapeshifter's Boon Ring}} | |||
* {{MdRarityItem|Armour of Moonbasking}} | |||
* {{MdRarityItem|Corvid Token}} | |||
* {{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). | |||
===Feats=== | |||
* {{SAI|Alert}} | |||
* {{SAI|Dual Wielder}} (if you were dual-wielding before transforming). | |||
* {{SAI|Heavily Armoured}} | |||
* {{SAI|Lucky}} | |||
* {{SAI|Mobile}} | |||
* {{SAI|Resilient}} (The +1 bonus to any stat and save proficiency persists in wild shape). | |||
* {{SAI|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=== | |||
* {{SAI|Ability Drain}} | |||
* {{SAI|Cull the Weak}} | |||
* {{SAI|Favourable Beginnings}} | |||
* {{SAI|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). | |||
* | ===Permanent bonuses=== | ||
* All potions and elixirs. | * Permanent stat bonuses such as those provided by [[Hag hair]], {{MdRarityItem|Potion of Everlasting Vigour}}, or [[Mirror of Loss]]. | ||
* Permanent conditions (e.g. {{Cond|See Invisibility}} from [[Volo's Ersatz Eye]]). | |||
===Potions and Elixirs=== | |||
* All potions and elixirs work properly. | |||
===Races=== | |||
* Racial passives that provide resistances (e.g. {{SAI|Dwarven Resilience}} or {{SAI|Hellish Resistance}}). | |||
* Racial passives that affect movement speed (e.g. both [[Fleet of Foot]] and [[Shortened Stride]]). | |||
* [[Duergar]]'s {{SAI|Enlarge}} (must be used before transforming). | |||
* [[Gnome]]'s {{SAI|Gnome Cunning}}. | |||
* [[Half-Orc]]'s {{SAI|Savage Attacks}} (Requires a Wild Shape with a weapon such as [[Water Myrmidon]]). | |||
==Partially works in Wild Shape== | ==Partially works in Wild Shape== | ||
===Equipment=== | |||
* {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape but the extra charge works). | * {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape but the extra charge works). | ||
* {{MdRarityItem|Mutilated Carapace}} (The +1 to attack rolls and damage rolls works, but the AC bonus and [[advantage]] on deception and persuasion checks does not). | * {{MdRarityItem|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]] (Passive effects work but the +1 STR or DEX does not). | |||
* {{SAI|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms). | |||
* {{SAI|Mage Slayer}} (Only the passives work, not the reaction). | |||
* {{SAI|Tavern Brawler}} (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). | |||
** Requires a Wild Shape with unarmed attacks (i.e. all of them except [[Circle of the Moon]]'s Myrmidon forms). | |||
* {{SAI|War Caster}} (Only the passives work, not the reaction). | |||
==Does not work in Wild Shape== | ==Does not work in Wild Shape== | ||
===Class Features=== | |||
* [[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|Ki-Empowered Strikes}} | * [[Monk]]'s {{SAI|Ki-Empowered Strikes}} | ||
* [[Monk]]'s {{SAI|Martial Arts: Bonus Unarmed Strike}} | * [[Monk]]'s {{SAI|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}}. | ||
===Equipment=== | |||
* Almost all equipment in the game. | |||
===Feats=== | |||
* {{SAI|Heavy Armour Master}} (Does not work even if you were wearing [[Heavy Armour]] before transforming). | |||
* {{SAI|Tough}} (Does not double Wild Shape HP). | |||
===Illithid Abilities=== | |||
* {{SAI|Charm}} | |||
* {{SAI|Luck of the Far Realms}} |
Revision as of 12:17, 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 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.
- This list is far from complete. Feel free to add to it if you notice any missing information.
Works in Wild Shape
Class Features
- 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 used 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 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).
- Monk's feature (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).
- Oathbreaker's (must be used before transforming).
- Ranger's , , and .
- Thief's
- Warlock's
- War Domain's
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).
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).
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 used before transforming).
Permanent bonuses
- 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).
Potions and Elixirs
- All potions and elixirs work properly.
Races
- Racial passives that provide resistances (e.g. or ).
- Racial passives that affect movement speed (e.g. both Fleet of Foot and Shortened Stride).
- 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
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 (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).
Does not work in Wild Shape
Class Features
- Circle of the Spores's (It automatically ends upon entering Wild Shape).
- Monk's
- Monk's
- Way of the Open Hand's , , and .
Equipment
- Almost all equipment in the game.
Feats
- Heavy Armour before transforming). (Does not work even if you were wearing
- (Does not double Wild Shape HP).