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 other effects of Wild Shape, see {{SAI|Wild Shape}} or {{SAI|Combat Wild Shape}}.}}
{{PageSeo
| description = This page describes what features do and do not work in Druid's Wild Shape.
| image = Wild Shape.webp
}}
{{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}}.}}


Unfortunately most equipment, many feats, and some class passives do not work while in Wild Shape. Note that this does NOT mean all these features ''should'' work with Wild Shape- some aren't supposed to work due to the rules of 5th Edition D&D. However, some of them act inconsistently (e.g. some feats that add +1 STR or +1 DEX do carry over to Wild Shape, while others do not). 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.


===Works in Wild Shape===
[[File:Armour of Landfall Icon.png|thumb|right|{{noexcerpt|[[Armour of Moonbasking]]- one of the few equipment that works in Wild Shape}}]]
* Most [[Races|racial passives]]:
 
** Racial passives that provide resistances (e.g. {{SAI|Dwarven Resilience}} or {{SAI|Hellish Resistance}}).
==General Information==
** Racial passives that affect movement speed (e.g. both [[Fleet of Foot]] and [[Shortened Stride]]).
* 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.
** [[Gnome]]'s {{SAI|Gnome Cunning}}.
* 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.
** [[Half-Orc]]'s {{SAI|Savage Attacks}} (Requires a Wild Shape with a weapon such as [[Water Myrmidon]]).
* 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.
* Permanent stat bonuses such as those provided by {{MdRarityItem|Hag hair}}, {{MdRarityItem|Potion of Everlasting Vigour}}, or [[Mirror of Loss]].
* Due to the way it is coded, many reactions will not trigger in Wild Shape. However, using {{SAI|Disguise Self}} or {{MdRarityItem|Disguise Kit}} before transforming can cause some of these reactions to work.
* Permanent conditions (e.g. {{Cond|See Invisibility}} from [[Volo's Ersatz Eye]]).
* 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 {{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).
* Certain [[Fighting Style]]s:
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (must be stacked up before transforming).
** {{SAI|Defence}} (If you were wearing armour before transforming).
* [[Barbarian]]'s {{SAI|Fast Movement}} (if you were not wearing heavy armour before transforming).
** {{SAI|Duelling}} (For [[Fire Myrmidon]] form only).
* [[Barbarian]]'s {{SAI|Rage}} (must be activated before transforming).
** {{SAI|Great Weapon Fighting}} (For [[Water Myrmidon]] form only)
** [[Berserker]]'s {{SAI|Frenzy}} (must be activated before transforming).
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (Must be stacked up before transforming).
** [[Wildheart]]'s {{SAI|Rage: Bear Heart}} and {{SAI|Rage: Eagle Heart}} (must be activated before transforming).
* [[Barbarian]]'s {{SAI|Fast Movement}} (If you were not wearing heavy armour before transforming).
* [[Barbarian]]'s {{SAI|Rage}} (Must be used before transforming).
** [[Berserker]]'s {{SAI|Frenzy}} (Must be used before transforming).
** [[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. Both the normal resistances and the additional passive effects work properly).
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Elk}} (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).
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Honey Badger}} (Can trigger Rage while transformed).
* [[Draconic Bloodline]]'s {{SAI|Draconic Resilience}} (if you were wearing no armour before transforming).
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Stallion}}
* [[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).
* [[Divination School]]'s {{SAI|Portent}}
* [[Divination School]]'s {{SAI|Portent}}
* [[Fighter]]'s {{SAI|Action Surge}} (must be activated before transforming).
* [[Divination School]]'s {{SAI|Expert Divination}} (You can even fulfil the prophecies while in Wild Shape).
* [[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 activated before transforming).
* [[Monk]]'s {{SAI|Wholeness of Body}} (Must be used before transforming).
* [[Paladin]]'s {{SAI|Aura of Protection}} (must be activated before transforming).
* [[Paladin]]'s {{SAI|Aura of Protection}} (Must be used before transforming).
** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (must be activated before transforming).
** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (Must be used before transforming).
** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (must be activated before transforming).
** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (Must be used before transforming).
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (must be activated before transforming).
** [[Oath of Vengeance]]'s {{SAI|Relentless Avenger}}
** [[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}}
* [[Rogue]] and [[Monk]]'s {{SAI|Evasion}}
* [[Rogue]]'s {{SAI|Uncanny Dodge}}
** [[Assassin]]'s {{SAI|Assassinate: Ambush}}
** [[Assassin]]'s {{SAI|Assassinate: Initiative}}
** [[Assassin]]'s {{SAI|Assassin's Alacrity}}
** [[Thief]]'s {{SAI|Fast Hands}}
** [[Thief]]'s {{SAI|Second-Story Work}}
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}}
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All versions of the stone work).
* [[Warlock]]'s {{SAI|Devil's Sight}}
* [[Warlock]]'s {{SAI|Devil's Sight}}
** [[The Fiend]]'s {{SAI|Dark One's Blessing}}
** [[The Fiend]]'s {{SAI|Dark One's Blessing}}
** [[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}}
* Specific equipment:
===Equipment===
** {{MdRarityItem|Shapeshifter's Boon Ring}}
* {{MdRarityItem|Armour of Moonbasking}}
** {{MdRarityItem|Armour of Moonbasking}}
* {{MdRarityItem|Corvid Token}}
** {{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).
** {{MdRarityItem|Boots of Striding}} (The +1 Athletics bonus works and the {{Cond|Prone}} immunity persists through Wild Shape. Somehow the {{Cond|Prone}} immunity does not end even if concentration is broken).
* {{MdRarityItem|Shapeshifter's Boon Ring}}
* Many Feats:
* {{MdRarityItem|True Love's Caress}} and {{MdRarityItem|True Love's Embrace}} (Must be used before transforming. Works in both directions).
** {{SAI|Alert}}
===Feats===
** {{SAI|Dual Wielder}} (if you were dual-wielding before transforming).
* {{SAI|Alert}}
** {{SAI|Heavily Armoured}}
* {{SAI|Elemental Adept}} (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
** {{SAI|Lucky}}
* {{SAI|Heavily Armoured}}
** {{SAI|Mobile}}
* {{SAI|Lucky}}
** {{SAI|Resilient}} (The +1 bonus to any stat and save proficiency persists in wild shape).
* {{SAI|Mobile}}
** {{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).
* {{SAI|Resilient}} (The +1 bonus to any stat and save proficiency persists in wild shape).
* Some Illithid abilities
* {{SAI|Savage Attacker}} (Only works for wild shapes that wield weapons (i.e. the Myrmidons).
** {{SAI|Ability Drain}}
* {{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).
** {{SAI|Cull the Weak}}
===Illithid Abilities===
** {{SAI|Favourable Beginnings}}
* {{SAI|Ability Drain}}
** {{SAI|Freecast}} (Can't be used while in wild shape but can be used to cast wild shape without expending wild shape charges).
* {{SAI|Cull the Weak}}
** {{SAI|Mind Sanctuary}} (Must be cast before transforming).
* {{SAI|Favourable Beginnings}}
* Most buffs gained before transforming (e.g. {{Cond|Enlarged}}).
* {{SAI|Freecast}} (Can't be used while in wild shape but can be used to cast wild shape without expending wild shape charges).
* All potions and elixirs.
* {{SAI|Mind Sanctuary}} (Must be used before transforming).
 
===Permanent bonuses===
 
* Permanent stat bonuses (e.g. [[Hag hair]], {{MdRarityItem|Potion of Everlasting Vigour}}, and [[Mirror of Loss]]).
===Partially works in Wild Shape===
* Permanent conditions:
* Some Feats:
** {{Cond|Githzerai Mind Barrier}}
** [[Athlete]] (Passive effects work but the +1 STR or DEX does not).
** {{Cond|See Invisibility}} from {{MdRarityItem|Volo's Ersatz Eye}}.
** {{SAI|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
===Potions and Elixirs===
** {{SAI|Mage Slayer}} (Only the passives work, not the reaction).
* All potions and elixirs seem to work properly.
** {{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).
===Races===
*** Requires a Wild Shape with unarmed attacks (i.e. all of them except [[Circle of the Moon]]'s Myrmidon forms).
* Racial passives that provide resistances:
** {{SAI|War Caster}} (Only the passives work, not the reaction).
** {{SAI|Dwarven Resilience}}
* {{MdRarityItem|Shapeshifter Hat}} (The +1 Nature bonus disappears in Wild Shape but the extra charge works).
** {{SAI|Hellish Resistance}}
* {{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).
* Racial passives that affect movement speed (i.e. both [[Fleet of Foot]] and [[Shortened Stride]])
* {{SAI|Darkvision}} and {{SAI|Superior Darkvision}}
* [[Duergar]]'s {{SAI|Enlarge (Duergar)|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==
===Class Features===
* [[Abjuration School]]'s {{SAI|Projected Ward}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* [[Barbarian]]'s {{SAI|Reckless Attack}} (Only works in the Myrmidon forms and if {{SAI|Disguise Self}} is used before transforming).
* [[Battlemaster]]'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* [[Cleric]]'s [[Divine Strike]] (Only works if you use {{SAI|Disguise Self}} beforehand and then use {{SAI|Riposte}}).
** [[Light Domain]]'s {{SAI|Warding Flare}} and {{SAI|Improved Warding Flare}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** [[Nature Domain]]'s {{SAI|Dampen Elements}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** [[Tempest Domain]]'s {{SAI|Wrath of the Storm}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** [[War Domain]]'s {{SAI|War God's Blessing}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* [[Bard]]'s {{SAI|Bardic Inspiration}} (Can't cast it while transformed but allies can cast it on you and it will work if {{SAI|Disguise Self}} is used before transforming).
** [[College of Lore]]'s {{SAI|Cutting Words}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** [[College of Valour]]'s {{SAI|Combat Inspiration}} (Can't cast it while transformed but allies can cast it on you and it will work if {{SAI|Disguise Self}} is used before transforming. {{SAI|Valiant Damage}} only works with Wild Shapes that use weapons).
* [[Gloom Stalker]]'s {{SAI|Dread Ambusher}} (Extra initiative and movement speed work, but the bonus attack does not because it only applies to weapon attacks).
* [[Rogue]]'s {{SAI|Sneak Attack}} (Only works for [[Fire Myrmidon]] if {{SAI|Disguise Self}} is used before transforming).
* [[Wild Magic (Sorcerer subclass)|Wild Magic Sorcerer]]'s {{SAI|Tides of Chaos}} (Only works if {{SAI|Disguise Self}} is used before transforming).
===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|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===
* {{SAI|Athlete}} (Passive effects work but the +1 STR or DEX does not).
* {{SAI|Dual Wielder}} (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 {{em|will not}} apply).
* {{SAI|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
* {{SAI|Great Weapon Master}} (Only works for [[Wild Shape: Water Myrmidon]]. The {{SAI|Great Weapon Master: All In|All In}} component works, but the bonus action attack does not).
* {{SAI|Heavy Armour Master}} (Only the +1 STR applies. The damage reduction does not work even if you were wearing [[Heavy Armour]] before transforming).
* {{SAI|Mage Slayer}} (The passives always work, but the reaction only does if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Martial Adept}}'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Tavern Brawler}} (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).
** Requires a Wild Shape with unarmed attacks (i.e. everything except three of the Myrmidons).
* {{SAI|War Caster}} (Only the passives work, not the reaction).
* {{SAI|Weapon Master}} (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
===Illithid Abilities===
* {{SAI|Luck of the Far Realms}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Charm}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Psionic Backlash}} (Only works if {{SAI|Disguise Self}} is used before transforming).
===Miscellaneous===
* {{SAI|Tenacity}} (Only works for [[Wild Shape: Air Myrmidon]] if {{SAI|Disguise Self}} is used before transforming).


===Does not work in Wild Shape===
==Does not work in Wild Shape==
* Almost all equipment in the game.
===Class Features===
* Some Feats:
* Certain [[Fighting Style]]s:
** {{SAI|Heavy Armour Master}} (Does not work even if you were wearing [[Heavy Armour]] before transforming).
** {{SAI|Protection}} (Doesn't work even if you were wearing a shield before transforming).
** {{SAI|Tough}} (Does not double Wild Shape HP).
* [[Circle of the Spores]]'s {{SAI|Symbiotic Entity}} (It automatically ends upon entering Wild Shape).
* Some Illithid abilities:
* [[Monk]]'s {{SAI|Deflect Missiles}}
* {{SAI|Charm}}
* {{SAI|Luck of the Far Realms}}
* [[Circle of the Spores]]'s {{SAI|Symbiotic Entity}} feature (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}}.
* [[Tempest Domain]]'s {{SAI|Destructive Wrath}}
* [[War Domain]]'s {{SAI|Guided Strike}}
===Equipment===
* Almost all equipment in the game.
===Feats===
* {{SAI|Ability Improvement}} (Using it to increase STR, DEX, or CON does not carry over to Wild Shape).
* {{SAI|Defensive Duellist}} (Fire Myrmidon form can't use the reaction even if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Lightly Armoured}} (The stat bonus does not carry over to Wild Shape)
* {{SAI|Moderately Armoured}} (The stat bonus does not carry over to Wild Shape)
* {{SAI|Polearm Master}} (No Wild Shape has an applicable weapon).
* {{SAI|Tough}} (Does not double Wild Shape HP).
===Illithid Abilities===
* {{SAI|Psionic Dominance}}
===Spells===
* 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.
[[Category:Lists]]
{{DruidNavbox}}

Latest 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 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[edit | edit source]

  • 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 Self Disguise Self or Disguise Kit before transforming can cause some of these reactions to work.
  • 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[edit | edit source]

Class Features[edit | edit source]

Equipment[edit | edit source]

Feats[edit | edit source]

  • Alert Alert
  • Elemental Adept Elemental Adept (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
  • Heavily Armoured Heavily Armoured
  • Lucky Lucky
  • Mobile Mobile
  • Resilient Resilient (The +1 bonus to any stat and save proficiency persists in wild shape).
  • Savage Attacker Savage Attacker (Only works for wild shapes that wield weapons (i.e. the Myrmidons).
  • 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[edit | edit source]

Permanent bonuses[edit | edit source]

Potions and Elixirs[edit | edit source]

  • All potions and elixirs seem to work properly.

Races[edit | edit source]

Partially works in Wild Shape[edit | edit source]

Class Features[edit | edit source]

Equipment[edit | edit source]

  • Mutilated Carapace (The +1 to attack rolls and damage rolls works, but the AC bonus and Advantage Icon.png 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[edit | edit source]

  • Athlete Athlete (Passive effects work but the +1 STR or DEX does not).
  • Dual Wielder Dual Wielder (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).
  • 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 works for Wild Shape: Water Myrmidon. 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 (The passives always work, but the reaction only does if Disguise Self Disguise Self is used before transforming).
  • Martial Adept Martial Adept's Riposte Riposte (Only works if Disguise Self Disguise Self is used before transforming).
  • Tavern Brawler Tavern Brawler (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).
    • Requires a Wild Shape with unarmed attacks (i.e. everything except three of the Myrmidons).
  • War Caster War Caster (Only the passives work, not the reaction).
  • Weapon Master Weapon Master (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)

Illithid Abilities[edit | edit source]

Miscellaneous[edit | edit source]

Does not work in Wild Shape[edit | edit source]

Class Features[edit | edit source]

Equipment[edit | edit source]

  • Almost all equipment in the game.

Feats[edit | edit source]

Illithid Abilities[edit | edit source]

Spells[edit | edit source]