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List of features that work in Wild Shape
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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 [1]
. This list clarifies what works and what does not work. Originally compiled from Reddit.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 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[edit | edit source]
Class Features[edit | edit source]
- 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).
- (For Fire Myrmidon form only).
- (For Water Myrmidon form only)
- 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 and base armour of form is less then CON mod).
- Draconic Bloodline's (If you were wearing no armour before transforming and base armour of form is less than 13).
- 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 not wearing armour or a shield before transforming and base armour of form is less than WIS mod).
- Monk's (if you were wearing no armour 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[edit | edit source]
- Armour of Moonbasking
- 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).
- Corvid Token
- Shapeshifter's Boon Ring
- Equipment with abilities that can be activated before transforming:
- Martial Exertion Gloves (Must be used before transforming).
- True Love's Caress and True Love's Embrace (Must be used before transforming. Works in both directions).
Feats[edit | edit source]
- Elemental Adept (Applies to wild shape forms that deal elemental damage such as the Myrmidon and Dilophosaurus forms).
- Resilient (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).
- 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]
- (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[edit | edit source]
- 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[edit | edit source]
- All potions and elixirs seem to work properly.
Races[edit | edit source]
- 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[edit | edit source]
Class Features[edit | edit source]
- 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).
- Rogue's (Only works for Fire Myrmidon if is used before transforming).
- Wild Magic Sorcerer's (Only works if is used before transforming).
Equipment[edit | edit source]
- Mutilated Carapace
- - works
- - does not work.
- 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:
- Torch will ignite flammable surfaces and clouds on contact (Only works if torch is held before transforming).
Feats[edit | edit source]
- Athlete (+1 STR or DEX does not).
- - works
- (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).
- Great Weapon Master
- - Only works for Wild Shape: Water Myrmidon
- - works, but the bonus action attack does not
- (Only the +1 STR applies. The damage reduction does not work even if you were wearing Heavy Armour before transforming).
- Mage Slayer
- - works
- - reaction only works if is used before transforming
- - works
- 's (Only works if is used before transforming).
- (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
- - works
- - does not work
- (The weapon proficiencies work with the Myrmidon forms but the stat bonus does not carry over to Wild Shape)
Illithid Abilities[edit | edit source]
- (Only works if is used before transforming).
- (Only works if is used before transforming).
- (Only works if is used before transforming).
Permanent bonuses[edit | edit source]
Miscellaneous[edit | edit source]
- (Only works for Wild Shape: Air Myrmidon if is used before transforming).
Does not work in Wild Shape[edit | edit source]
Class Features[edit | edit source]
- 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[edit | edit source]
- Almost all equipment in the game.
Feats[edit | edit source]
- Ability Improvement (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)
- Polearm Master
- (No Wild Shape has an applicable weapon)
- (No Wild Shape has an applicable weapon)
- (Does not double Wild Shape HP).
Illithid Abilities[edit | edit source]
Spells[edit | edit source]
- 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.