Druid Wildshape
The Druid in the Player's Handbook may magically assume the form of a beast they have seen before. As an alternative, a Druid can take the feature below to gain a unique type of shapechaging ability
Beast Form
2nd-level Druid feature, which replaces the Druid's Wildshape feature
Starting at 2nd level, you can use your action to magically assume the form of a beast. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the type of beasts you can transform into, as shown in the Beast Form table. At 2nd level, for example, you can transform into any beast using the Scout or Hunter template.
Beast Form
Class Name
Level | Beast Forms Available |
---|---|
2nd | Scout or Hunter |
4th | Scout, Hunter or Giant Arachnid |
8th | Scout, Hunter, Giant Arachnid or Predator |
You can stay in a beast form for a number of hours equal to half your Druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, losing any temporary hit points granted by this feature. You automatically revert if you lose all the temporary hit points granted by this feature, or die.
This feature is treated as Wildshape in regards to determining subclass abilities that use or alter wildshape.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast form, but you retain your alignment, personality, and Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
- When you transform, you gain a number of temporary hit points as specified in the Beast Form template. These temporary hit points last until your Beast Form expires.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. If you have special senses, such as darkvision, they are replaced by the special senses of the chosen form.
- Your equipment merges into your new form, and has no effect until you leave the form.
Moon Druids
The following features are altered for Moon Druids
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Beast Form on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Beast Form, you can use a bonus action to expend one spell slot to increase your current temporary hit points by 1d8 per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, when you make an attack with your natural weapon, you deliver one extra die of damage if the beast form is small or larger (already included in Elemental form template below).
Elemental Form
At 10th level you can expend two uses of Beast Form at the same time to take the form of a Air, Earth, Fire or Water Elemental. When you do so, use the following template
Scout Form
Tiny beast
- Armor Class 12 + PB (natural armor)
- Hit Points Your Druid level in temporary hit points
- Speed 30 ft.; 30 foot climb, swim (available at level 4) or fly (available at level 8) (Your choice)
STR DEX 6 (-2) 14 (+2)
- Senses Darkvision 60 feet
- Languages Understands all languages known but cannot speak
- Naturally Stealthy The Druid has advantage on stealth checks
Actions
Scratch. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing or bludgeoning damage (your choice)
Hunter Form
Small or Medium beast (your choice)
- Armor Class 13 + PB (natural armor)
- Hit Points Five times your Druid level in temporary hit points
- Speed 40 ft.; 30 foot climb, swim (available at level 4) or fly (available at level 8) (Your choice)
STR DEX 14 (+2) 14 (+2)
- Senses Darkvision 60 feet
- Languages Understands all languages known but cannot speak
- Amphibious. If the Form has a swim speed, the Druid can breathe both air and water.
- Flyby. If the Form has a fly speed, the Druid doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- Pack Tactics. If the Form has no swim or fly speed, the Druid has advantage on an attack roll against a creature if at least one of the Druid’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The Druid makes 2 Maul Attacks upon reaching level 5 in Druid, at level 11 the Druid makes 3 Maul attacks, at level 17 the Druid makes 4 Maul attacks
Maul. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + Wisdom piercing or bludgeoning damage (your choice)
Giant Arachnid Form
Medium beast
- Armor Class 14 + PB (natural armor)
- Hit Points Five times your Druid level in temporary hit points
- Speed 30 ft., climb 30 ft.
STR DEX 13 (+1) 14 (+2)
- Senses Darkvision 60 feet
- Languages Understands all languages known but cannot speak
- Spider Climb. The druid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Walker. The Druid ignores movement restrictions caused by webbing.
Actions
Multiattack. The Druid makes 2 Bite Attacks upon reaching level 5 in Druid, at level 11 the Druid makes 3 Bite attacks, at level 17 the Druid makes 4 Bite attacks
Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom piercing damage plus 1d8 poison damage.
Web (Recharge 5-6). Ranged Weapon Attack: Your spell attack modifier to hit, range 30/60 ft., one creature. Hit: The target is restrained by the webbing. As an action, the restrained target can make a Strength Check (DC equals your spell save DC), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage)
Predator Form
Large, Huge (available at level 11), or Gargantuan (available at level 17) (your choice) beast
- Armor Class 14 + PB (natural armor)
- Hit Points Six times your Druid level in temporary hit points
- Speed 50 feet.
STR DEX 22 (+6) 12 (+1)
- Senses Darkvision 60 feet
- Languages Understands all languages known but cannot speak
- Charge. If the druid moves at least 20 feet straight toward a target it may immediately make a Gore or Stomp attack against any creature if the Druid moves through their space during this movement. On a hit, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Actions
Multiattack. The Druid makes 2 Gore or Stomp attacks, at level 11 the Druid makes 3 Gore or Stomp attacks, at level 17 the Druid makes 4 Gore or Stomp attacks
Gore or Stomp. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 + Wisdom piercing or bludgeoning damage (your choice) and the druid may make a grapple attempt using their bonus action if the creature is no larger than the Druid.
Elemental Form
Large Elemental
- Armor Class 14 + PB (natural armor)
- Hit Points 8 times your Druid level in temporary hit points
- Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR DEX 18 (+4) 15 (+2)
- Senses Darkvision 60 feet
- Damage Resistances acid (Water only); lightning and thunder (Air only); bludgeoning, piercing and slashing from Nonmagical Attacks
- Damage Immunities poison; fire (Fire only)
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Amorphous Form (Air, Fire, and Water Only). The Druid can move through a space as narrow as 1 inch wide without squeezing.
- Earth Glide (Earth Only). The Druid can burrow through nonmagical, unworked earth and stone. While doing so, the Druid doesn't disturb the material it moves through.
Actions
Multiattack. The Druid makes 2 Slam Attacks, at level 11 the Druid makes 3 slam attacks, at level 17 the Druid makes 4 slam attacks
Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 plus your wisdom modifier bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).