When the Wild Shape ends, the druid will revert to the hit points they had when they initially transformed. Very few 4th-level abilities are able to generate as many hit points as Wild Shape can. This ability is what makes druids good tanks, even if they may not appear so at first glance. This means that if the druid had 30 hit points remaining and transformed into an ape, they would now have 19 hit points. The druid assumes the hit points of the beast they have transformed into. Examples of features that are retained would be feats that don’t alter physiology (see below). Other class features that can be used by the new form are retained, with the exception of enhanced senses that are not shared with the beast form (Darkvision, tremorsense, blindsight, etc.). The equipment that can be worn by a form is entirely dependent on what is reasonable (decided by the DM). Druids retain all sense of themselves while transformed, meaning they keep their Intelligence, Wisdom, and Charisma ability scores, as well as their alignment and personality.Īll equipment being carried by the druid when they shape change either drops to the ground (not ideal), merges into the beast form, or is worn by the form. While transformed, druids use the beast’s hit points, hit dice, Strength ability score, Dexterity ability score, Armor Class, movement speed, senses, attacks, and other features. No matter what level the druid is, Wild Shape can be used twice per short or long rest. An example of this would be the Circle of the Moon druid’s ability to choose higher CR beasts for their Wild Shape. This table applies to all druids except those that have their Wild Shape ability modified by their subclass. Those with swimming and flying abilities are restricted to higher-level druids: Level The form a druid can choose is limited by Challenge Rating (CR) and movement ability. This ability allows druids to use an action (or a bonus action if they are a Circle of the Moon druid) to shape change into a beast that they have seen before. Wild Shape is a class feature for the DnD 5e druid that is gained at the 2nd level. 8th Level | Max CR: 1 | No restrictions.2nd Level | Max CR: 1/4 | No flying or swimming speed.The Best Ways to Power Up Your Wild Shape.I don’t want to force the druid to remain in human shape and cast spells, because the group is short on tanks. Magical weapons or armor don’t work, nor do items like magical staves or wands. So I was wondering what magic item I could give my druid which would increase his combat performance while in animal form. So, what magic would boost him in wild shape? What magic items would be good to great for a moon druid in animal form? That is mostly due to the weird power curve of the moon druid: From level 2 to level 5 he is fighting as the same animals, and while they are quite powerful at level 2, they become relatively less powerful at level 4, and really weak at level 5 when everybody else gets a big power boost. One of the players is a moon druid, and he is underperforming compared to the others. And if one of my players is a lot weaker than the rest of the group, it becomes more likely that the magic weapon I put in is one that he can use.Ĭurrently I’m experiencing an issue with that approach with my level 4 group in Princes of the Apocalypse. Thus for example I check what types of weapons my players can use before putting a magic weapon in a treasure hoard. When handing out magic items in my campaign, I want them to feel useful and special, not random and occasionally useless.
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