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List of features that work in Wild Shape: Difference between revisions
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===Spells=== | ===Spells=== | ||
* You cannot cast any [[Spells]] while in Wild Shape. | * You cannot cast any [[Spells]] while in Wild Shape. | ||
** This includes spells that cost a reaction (e.g. {{SAI|Shield}} or {{SAI|Counterspell}}) or spells that are triggered by an action (e.g. {{SAI|Divine Smite}}) even if {{SAI|Disguise Self}} is used before transforming | ** This includes spells that cost a reaction (e.g. {{SAI|Shield}} or {{SAI|Counterspell}}) or spells that are triggered by an action (e.g. {{SAI|Divine Smite}}) even if {{SAI|Disguise Self}} is used before transforming. | ||
[[Category:Lists]] | [[Category:Lists]] | ||
{{DruidNavbox}} | {{DruidNavbox}} |
Revision as of 01:41, 15 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. 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.
- 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 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).
- Certain Fighting Styles:
- (if you were wearing armour before transforming).
- Fire Myrmidon form only). (for
- Water Myrmidon form only) (for
- 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).
- 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).
- Oath of Vengeance's
- Oathbreaker's (must be used before transforming).
- Ranger's , , and .
- Thief's
- 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).
- (Only works for wild shapes that wield weapons (i.e. the Myrmidons).
- (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).
- Racial passives that provide or .
- 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
Class Features
- Abjuration School's (Only works if is used before transforming).
- Barbarian's (Only works in the Myrmidon form 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).
- Tempest Domain's (Only works if is used before transforming).
- War Domain's (Only works if is used before transforming).
- College of Lore's (Only works if is used before transforming).
- Ranger's (Only works if is used before transforming).
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
- (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).
- Wild Shape: Water Myrmidon. The component works, but the bonus action attack does not). (Only works for
- Heavy Armour before transforming). (Only the +1 STR applies. The damage reduction does not work even if you were wearing
- (The passives always work, but the reaction only does if is used before transforming).
- 's (Only works if is used before transforming).
- Requires a Wild Shape with unarmed attacks (i.e. the Myrmidons).
(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).
- (Only the passives work, not the reaction).
- (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
Illithid Abilities
- (Only works if is used before transforming).
- (Only works if is used before transforming).
- (Only works if is used before transforming).
Miscellaneous
- Wild Shape: Air Myrmidon if is used before transforming). (Only works for
Does not work in Wild Shape
Class Features
- 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
- Almost all equipment in the game.
Feats
- (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)
- (No Wild Shape has an applicable weapon).
- (Does not double Wild Shape HP).
Illithid Abilities
Spells
- 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.