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List of features that work in Wild Shape: Difference between revisions
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===Equipment=== | ===Equipment=== | ||
* {{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). | ||
* {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape and the extra Wild Shape charge disappears if you take a short rest while in one of the Myrmidon forms. Only dismissing the Myrmidon form before the short rest will preserve the charge). | * {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape and the extra Wild Shape charge disappears if you take a short rest while in one of the [[Myrmidon]] forms. Only dismissing the Myrmidon form before the short rest will preserve the charge). | ||
===Feats=== | ===Feats=== | ||
* {{SAI|Athlete}} (Passive effects work but the +1 STR or DEX does not). | * {{SAI|Athlete}} (Passive effects work but the +1 STR or DEX does not). |
Revision as of 23:38, 17 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 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 Kit before transforming can cause some of these reactions to work. or
- 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
- 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
- Divination School's (You can even fulfil the prophecies while in Wild Shape).
- 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 (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 .
- Rogue and Monk's
- Rogue's
- Transmutation School's
- Transmutation School's (All versions of the stone work).
- Warlock's
- War Domain's
Equipment
- 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).
- Shapeshifter's Boon Ring
- True Love's Caress and True Love's Embrace (Must be used before transforming. Works in both directions).
Feats
- (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
- (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 (e.g. Hag hair, Potion of Everlasting Vigour, and Mirror of Loss).
- Permanent conditions:
- from Volo's Ersatz Eye.
Potions and Elixirs
- All potions and elixirs seem to work properly.
Races
- Racial passives that provide resistances:
- Racial passives that affect movement speed (i.e. both Fleet of Foot and Shortened Stride)
- and
- 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 forms 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).
- Nature Domain's (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).
- Bard's (Can't cast it while transformed but allies can cast it on you and it will work if is used before transforming).
- College of Lore's (Only works if is used before transforming).
- College of Valour's (Can't cast it while transformed but allies can cast it on you and it will work if is used before transforming. only works with Wild Shapes that use weapons).
- Gloom Stalker's (Extra initiative and movement speed work, but the bonus attack does not because it only applies to weapon attacks).
- Rogue's (Only works for Fire Myrmidon if is used before transforming).
- Wild Magic Sorcerer's (Only works if is used before transforming).
Equipment
- Mutilated Carapace (The +1 to attack rolls and damage rolls works, but the AC bonus and Advantage on deception and persuasion checks does not).
- Shapeshifter Hat (The +1 Nature bonus disappears in Wild Shape and the extra Wild Shape charge disappears if you take a short rest while in one of the Myrmidon forms. Only dismissing the Myrmidon form before the short rest will preserve the charge).
Feats
- (Passive effects work but the +1 STR or DEX does not).
- (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).
- (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. everything except three of 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 on any difficulty setting).
- (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.