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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===
===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 {{Pass|Extra Attack}} of martial classes (It even stacks with Druid's {{Pass|Wild Strike}} to give them 3 attacks in Wild Shape the same way that {{SAI|Improved Wild Strike}} does).
* Certain [[Fighting Style]]s:
* Certain [[Fighting Style]]s:
** {{SAI|Defence}} (If you were wearing armour before transforming).
** {{Pass|Defence}} (If you were wearing armour before transforming).
** {{SAI|Duelling}} (For [[Fire Myrmidon]] form only).
** {{Pass|Duelling}} (For [[Fire Myrmidon]] form only).
** {{SAI|Great Weapon Fighting}} (For [[Water Myrmidon]] form only)
** {{Pass|Great Weapon Fighting}} (For [[Water Myrmidon]] form only)
* [[Abjuration School]]'s {{SAI|Arcane Ward}} (Must be stacked up before transforming).
* [[Abjuration School]]'s {{Pass|Arcane Ward}} (Must be stacked up before transforming).
* [[Barbarian]]'s {{SAI|Fast Movement}} (If you were not wearing heavy armour before transforming).
* [[Barbarian]]'s {{Pass|Fast Movement}} (If you were not wearing heavy armour before transforming).
* [[Barbarian]]'s {{SAI|Rage}} (Must be used before transforming).
* [[Barbarian]]'s {{SAI|Rage}} (Must be used before transforming).
** [[Berserker]]'s {{SAI|Frenzy}} (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|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 {{Pass|Aspect of the Beast: Elk}} (Must be used before transforming).
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Wolverine}}
** [[Wildheart]]'s {{Pass|Aspect of the Beast: Wolverine}}
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Honey Badger}} (Can trigger Rage while transformed).
** [[Wildheart]]'s {{Pass|Aspect of the Beast: Honey Badger}} (Can trigger Rage while transformed).
** [[Wildheart]]'s {{SAI|Aspect of the Beast: Stallion}}
** [[Wildheart]]'s {{Pass|Aspect of the Beast: Stallion}}
* [[Barbarian]]'s {{SAI|Unarmoured Defence (Barbarian)|Unarmoured Defence}} (If you were wearing no armour before transforming).
* [[Barbarian]]'s {{Pass|Unarmoured Defence (Barbarian)|Unarmoured Defence}} (If you were wearing no armour before transforming and base armour of form is less then CON mod).
* [[Draconic Bloodline]]'s {{SAI|Draconic Resilience}} (If you were wearing no armour before transforming).
* [[Draconic Bloodline]]'s {{Pass|Draconic Resilience}} (If you were wearing no armour before transforming and base armour of form is less then 13).
* [[Divination School]]'s {{SAI|Portent}}
* [[Divination School]]'s {{Pass|Portent}}
* [[Divination School]]'s {{SAI|Expert Divination}} (You can even fulfil the prophecies while in Wild Shape).
* [[Divination School]]'s {{Pass|Expert Divination}} (You can even fulfil the prophecies while in Wild Shape).
* [[Fighter]]'s {{SAI|Action Surge}} (Must be used before transforming).
* [[Fighter]]'s {{SAI|Action Surge}} (Must be used before transforming).
** [[Champion]]'s {{SAI|Improved Critical Hit}}
** [[Champion]]'s {{Pass|Improved Critical Hit}}
* [[Monk]]'s {{SAI|Unarmoured Defence (Monk)|Unarmoured Defence}} (if you were wearing no armour before transforming).
* [[Monk]]'s {{Pass|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 {{Pass|Unarmoured Movement}} (If you were not wearing armour or a shield before transforming and base armour of form is less then WIS mod).
* [[Monk]]'s {{SAI|Wholeness of Body}} (Must be used before transforming).
* [[Monk]]'s {{SAI|Wholeness of Body}} (Must be used before transforming).
* [[Paladin]]'s {{SAI|Aura of Protection}} (Must be used before transforming).
* [[Paladin]]'s {{SAI|Aura of Protection}} (Must be used before transforming).
** [[Oath of the Ancients]]' {{SAI|Aura of Warding}} (Must be used 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 used before transforming).
** [[Oath of Devotion]]'s {{SAI|Aura of Devotion}} (Must be used before transforming).
** [[Oath of Vengeance]]'s {{SAI|Relentless Avenger}}
** [[Oath of Vengeance]]'s {{Pass|Relentless Avenger}}
** [[Oathbreaker]]'s {{SAI|Aura of Hate}} (Must be used before transforming).
** [[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 {{Pass|Wasteland Wanderer: Cold}}, {{Pass|Wasteland Wanderer: Fire}}, and {{Pass|Wasteland Wanderer: Poison}}.
* [[Rogue]] and [[Monk]]'s {{SAI|Evasion}}
* [[Rogue]] and [[Monk]]'s {{Pass|Evasion}}
* [[Rogue]]'s {{SAI|Uncanny Dodge}}
* [[Rogue]]'s {{Pass|Uncanny Dodge}}
** [[Assassin]]'s {{SAI|Assassinate: Ambush}}
** [[Assassin]]'s {{Pass|Assassinate: Ambush}}
** [[Assassin]]'s {{SAI|Assassinate: Initiative}}
** [[Assassin]]'s {{Pass|Assassinate: Initiative}}
** [[Assassin]]'s {{SAI|Assassin's Alacrity}}
** [[Assassin]]'s {{Pass|Assassin's Alacrity}}
** [[Thief]]'s {{SAI|Fast Hands}}
** [[Thief]]'s {{Pass|Fast Hands}}
** [[Thief]]'s {{SAI|Second-Story Work}}
** [[Thief]]'s {{Pass|Second-Story Work}}
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}}
* [[Transmutation School]]'s {{SAI|Experimental Alchemy}}
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All versions of the stone work).
* [[Transmutation School]]'s {{SAI|Transmuter's Stone}} (All versions of the stone work).
* [[Warlock]]'s {{SAI|Devil's Sight}}
* [[Warlock]]'s {{Pass|Devil's Sight}}
** [[The Fiend]]'s {{SAI|Dark One's Blessing}}
** [[The Fiend]]'s {{Pass|Dark One's Blessing}}
** [[The Great Old One]]'s {{SAI|Mortal Reminder}}
** [[The Great Old One]]'s {{Pass|Mortal Reminder}}
* [[War Domain]]'s {{SAI|War Priest}}
* [[War Domain]]'s {{Pass|War Priest}}
===Equipment===
===Equipment===
* {{MdRarityItem|Armour of Moonbasking}}
* {{MdRarityItem|Armour of Moonbasking}}
* {{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|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|Shapeshifter's Boon Ring}}
* {{MdRarityItem|Shapeshifter's Boon Ring}}
* {{MdRarityItem|True Love's Caress}} and {{MdRarityItem|True Love's Embrace}} (Must be used before transforming. Works in both directions).
* Equipment with abilities that can be activated before transforming:
** {{MdRarityItem|Martial Exertion Gloves}} (Must be used before transforming).
** {{MdRarityItem|True Love's Caress}} and {{MdRarityItem|True Love's Embrace}} (Must be used before transforming. Works in both directions).
===Feats===
===Feats===
* {{SAI|Alert}}
* {{Pass|Alert}}
* {{SAI|Elemental Adept}} (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
* [[Elemental Adept]] (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
* {{SAI|Heavily Armoured}}
** {{Pass|Elemental Adept: Acid}}
* {{SAI|Lucky}}
** {{Pass|Elemental Adept: Cold}}
* {{SAI|Mobile}}
** {{Pass|Elemental Adept: Lightning}}
* {{SAI|Resilient}} (The +1 bonus to any stat and save proficiency persists in wild shape).
** {{Pass|Elemental Adept: Fire}}
* {{SAI|Savage Attacker}} (Only works for wild shapes that wield weapons (i.e. the Myrmidons).  
** {{Pass|Elemental Adept: Thunder}}
* {{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).
* {{Pass|Heavily Armoured}}
* {{Pass|Lucky}}
* {{Pass|Mobile}}
* [[Resilient]] (The +1 bonus to any stat and save proficiency persists in wild shape).
** {{Pass|Resilient: Strength}}
** {{Pass|Resilient: Dexterity}}
** {{Pass|Resilient: Constitution}}
** {{Pass|Resilient: Intelligence}}
** {{Pass|Resilient: Wisdom}}
** {{Pass|Resilient: Charisma}}
* {{Pass|Savage Attacker}} (Only works for wild shapes that wield weapons (i.e. the Myrmidons).  
* [[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).
** {{Pass|Sentinel: Vengeance}}
** {{Pass|Sentinel: Snare}}
** {{Pass|Sentinel: Opportunity Advantage}}
===Illithid Abilities===
===Illithid Abilities===
* {{SAI|Ability Drain}}
* {{Pass|Ability Drain}}
* {{SAI|Cull the Weak}}
* {{Pass|Cull the Weak}}
* {{SAI|Favourable Beginnings}}
* {{Pass|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).
* {{Pass|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).
* {{SAI|Mind Sanctuary}} (Must be used before transforming).
===Permanent bonuses===
===Permanent bonuses===
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===Races===
===Races===
* Racial passives that provide resistances:
* Racial passives that provide resistances:
** {{SAI|Dwarven Resilience}}
** {{Pass|Dwarven Resilience}}
** {{SAI|Hellish Resistance}}
** {{Pass|Hellish Resistance}}
* Racial passives that affect movement speed (i.e. both [[Fleet of Foot]] and [[Shortened Stride]])
* Racial passives that affect movement speed (i.e. both [[Fleet of Foot]] and [[Shortened Stride]])
* {{SAI|Darkvision}} and {{SAI|Superior Darkvision}}
* {{Pass|Darkvision}} and {{Pass|Superior Darkvision}}
* [[Duergar]]'s {{SAI|Enlarge (Duergar)|Enlarge}} (Must be used before transforming).
* [[Duergar]]'s {{SAI|Enlarge (Duergar)|Enlarge}} (Must be used before transforming).
* [[Gnome]]'s {{SAI|Gnome Cunning}}
* [[Gnome]]'s {{Pass|Gnome Cunning}}
* [[Half-Orc]]'s {{SAI|Savage Attacks}} (Requires a Wild Shape with a weapon such as [[Water Myrmidon]]).
* [[Half-Orc]]'s {{Pass|Savage Attacks}} (Requires a Wild Shape with a weapon such as [[Water Myrmidon]]).


==Partially works in Wild Shape==
==Partially works in Wild Shape==
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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}}  
** {{Pass|Formless Slaughter}} - works
** {{Pass|Faceless Masquerade}} - does not work.
* {{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).
* Bugged equipment. Saving and reloading the save while in Wild Shape will cause certain equipment auras to reappear as if the character wasn't transformed. This applies to the following auras:
** {{MdRarityItem|Abyss Beckoners}}'s {{Pass|Demonspirit Aura}}
** {{MdRarityItem|Bhaalist Armour}}'s {{Pass|Aura of Murder (passive feature)|Aura of Murder}}
** {{MdRarityItem|The Blood of Lathander}}'s {{Pass|Lathander's Light}}
===Feats===
===Feats===
* {{SAI|Athlete}} (Passive effects work but the +1 STR or DEX does not).
* [[Athlete]] (+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).
** {{Pass|Athlete: Standing Up}} - works
* {{SAI|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
* {{Pass|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|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).
* {{Pass|Durable}} (Gives the additional +1 CON and full heal but the increased CON does not change the HP of wild shape forms).
* {{SAI|Heavy Armour Master}} (Only the +1 STR applies. The damage reduction does not work even if you were wearing [[Heavy Armour]] before transforming).
* [[Great Weapon Master]]
* {{SAI|Mage Slayer}} (The passives always work, but the reaction only does if {{SAI|Disguise Self}} is used before transforming).
** {{Pass|Great Weapon Master: Bonus Attack}} - Only works for [[Wild Shape: Water Myrmidon]]
* {{SAI|Martial Adept}}'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming).
** {{Pass|Great Weapon Master: All In}} - works, but the bonus action attack does not
* {{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).
* {{Pass|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]]
** {{Pass|Mage Slayer: Saving Throw Advantage}} - works
** {{Pass|Mage Slayer: Attack Caster}} - reaction only works if {{SAI|Disguise Self}} is used before transforming
** {{Pass|Mage Slayer: Break Concentration}} - works
* {{Pass|Martial Adept}}'s {{SAI|Riposte}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{Pass|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).
** 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).
* [[War Caster]]
* {{SAI|Weapon Master}} (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
** {{Pass|War Caster: Concentration}} - works
** {{Pass|War Caster: Opportunity Spell}} - does not work
* {{Pass|Weapon Master}} (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
===Illithid Abilities===
===Illithid Abilities===
* {{SAI|Luck of the Far Realms}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{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|Charm}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Psionic Backlash}} (Only works if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Psionic Backlash}} (Only works if {{SAI|Disguise Self}} is used before transforming).
===Permanent bonuses===
* {{Pass|Vampire Ascendant}} (The additional {{DamageText|1d10|Necrotic}} damage applies to forms that attack with weapons).
===Miscellaneous===
===Miscellaneous===
* {{SAI|Tenacity}} (Only works for [[Wild Shape: Air Myrmidon]] if {{SAI|Disguise Self}} is used before transforming).
* {{Pass|Tenacity (passive feature)|Tenacity}} (Only works for [[Wild Shape: Air Myrmidon]] if {{SAI|Disguise Self}} is used before transforming).
* {{SAI|Vampire Ascendant}} (The additional {{DamageText|1d10|Necrotic}} damage applies to forms that attack with weapons.)


==Does not work in Wild Shape==
==Does not work in Wild Shape==
===Class Features===
===Class Features===
* Certain [[Fighting Style]]s:
* Certain [[Fighting Style]]s:
** {{SAI|Protection}} (Doesn't work even if you were wearing a shield before transforming).
** {{Pass|Protection}} (Doesn't work even if you were wearing a shield before transforming).
* [[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|Deflect Missiles}}  
* [[Monk]]'s {{SAI|Deflect Missiles}}  
* [[Monk]]'s {{SAI|Ki-Empowered Strikes}}
* [[Monk]]'s {{Pass|Ki-Empowered Strikes}}
* [[Monk]]'s {{SAI|Martial Arts: Bonus Unarmed Strike}}
* [[Monk]]'s {{Pass|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}}  
* [[Tempest Domain]]'s {{SAI|Destructive Wrath}}  
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* Almost all equipment in the game.
* Almost all equipment in the game.
===Feats===
===Feats===
* {{SAI|Ability Improvement}} (Using it to increase STR, DEX, or CON does not carry over to Wild Shape).
* {{Pass|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|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)
* {{Pass|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)
* {{Pass|Moderately Armoured}} (The stat bonus does not carry over to Wild Shape)
* {{SAI|Polearm Master}} (No Wild Shape has an applicable weapon).
* [[Polearm Master]]
* {{SAI|Tough}} (Does not double Wild Shape HP).
** {{Pass|Polearm Master: Bonus Attack}} (No Wild Shape has an applicable weapon)
** {{Pass|Polearm Master: Opportunity Attack}} (No Wild Shape has an applicable weapon)
* {{Pass|Tough}} (Does not double Wild Shape HP).
===Illithid Abilities===
===Illithid Abilities===
* {{SAI|Psionic Dominance}}  
* {{SAI|Psionic Dominance}}  

Latest revision as of 15:26, 8 August 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]

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]

Feats[edit | edit source]

Illithid Abilities[edit | edit source]

Permanent bonuses[edit | edit source]

  • Vampire Ascendant Vampire Ascendant (The additional 1d10Damage TypesNecrotic damage applies to forms that attack with weapons).

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]