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General Tabletop Discussion
*Dungeons & Dragons
Wild Shape: Inefficient or Useless?
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<blockquote data-quote="Tessarael" data-source="post: 9764494" data-attributes="member: 12909"><p>I have been playing an <a href="https://a5e.tools/rules/druid-class" target="_blank">A5E Druid</a> with the <a href="https://a5e.tools/node/3716" target="_blank">Skinchanger archetype</a>, essentially the equivalent of the <a href="https://dnd5e.wikidot.com/druid:moon" target="_blank">5E Circle of the Moon</a>. In my opinion, there are a couple of things that the A5E Druid does really well to make being wild shaped more useful: you can talk; and you can cast range self or touch spells. </p><p></p><p>Last session, we were exploring some windy tunnels that went vertical as well. My character was in Giant Spider wild shape form, exploring ahead the vertical sections, then reporting back to the party in that spider form as to whether it was worth continuing. Likewise, I cast Detect Magic while wild shaped, rather than having to shift back to my original form, or being unable to do so because I wanted to maintain the wild shape.</p><p></p><p>At level 2, Wild Shape is quite powerful, but subsequent to that it is certainly not overshadowing the Rogues and Fighters in the party. We have a Rogue, a Fighter, a <a href="https://a5e.tools/rules/savant" target="_blank">Savant</a>, an <a href="https://www.enworld.org/file:///C%3A/Users/Dave/Downloads/THE%20EVOLUTIONIST%20CLASS.pdf" target="_blank">Evolutionist</a>, and my Druid in the party, so my character is what passes for the primary spell caster. </p><p></p><p>Some offensive spells like <a href="https://a5e.tools/spell/seed-bomb" target="_blank">Seed Bomb</a> and <a href="https://5e.tools/spells.html#produce%20flame_xphb" target="_blank">Produce Flame</a> can be cast wild shaped as they are range self, though she can only throw them if in a humanoid form. A5E Druid also allows plant forms, so I have been using <a href="https://5e.tools/bestiary/vegepygmy-mpmm.html" target="_blank">Vegepygmy</a> for this, though <a href="https://www.dndbeyond.com/monsters/16788-ape" target="_blank">Ape</a> would also be fine.</p><p></p><p>From a mechanical standpoint, these are the sorts of benefits my character gets in a couple of the Wild Shape forms at Druid level 4:</p><ul> <li data-xf-list-type="ul"><strong>Giant Spider:</strong> AC: +1; CON: -4; DEX: +2; STR: +6; Bite attack at +5, d4+3 damage with DC 11 Constitution save or 2d8 poison damage; Darkvision 60'; spider climb; web walker; web sense; movement speed 30' and climb 30'</li> <li data-xf-list-type="ul"><strong>Vegepygmy:</strong> AC: 0; +2 with shield; CON: -1; STR: -1. Claw attack at +4, d6+2 damage; Darkvision 60'; movement speed 30'; resist lightning and piercing damage. We dropped the regeneration from Vegepygmy as that seems overpowered.</li> </ul><p>For Vegepygmy, she'll drop her backpack, weapon, and shield, wild shape, then pick them up to use her gear. So it is not something she would do mid-combat. She can wild shape her proficiency bonus times per long rest, and stay in Wild Shape form for one hour per Druid level - so already up to 8 hours per day. </p><p></p><p>About two thirds of my character's spells are range touch (e.g., <a href="https://5e.tools/spells/cure-wounds-xphb.html" target="_blank">Cure Wounds</a>) or self, but she does have spells like Healing Word, Moonbeam and Thunderwave memorized for use when not wild shaped. At higher levels, she can spend more time wild shaped, though I suspect given the limitations on not using ranged spells that it won't be that powerful a way to play the character.</p><p></p><p>Practically speaking, I am finding Wild Shape very useful for scouting and combat. The character doesn't do as much damage as other PCs, but is very tanky and can take a lot of damage while having pretty good AC - usually around AC 18 or 19 at this stage.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9764494, member: 12909"] I have been playing an [URL='https://a5e.tools/rules/druid-class']A5E Druid[/URL] with the [URL='https://a5e.tools/node/3716']Skinchanger archetype[/URL], essentially the equivalent of the [URL='https://dnd5e.wikidot.com/druid:moon']5E Circle of the Moon[/URL]. In my opinion, there are a couple of things that the A5E Druid does really well to make being wild shaped more useful: you can talk; and you can cast range self or touch spells. Last session, we were exploring some windy tunnels that went vertical as well. My character was in Giant Spider wild shape form, exploring ahead the vertical sections, then reporting back to the party in that spider form as to whether it was worth continuing. Likewise, I cast Detect Magic while wild shaped, rather than having to shift back to my original form, or being unable to do so because I wanted to maintain the wild shape. At level 2, Wild Shape is quite powerful, but subsequent to that it is certainly not overshadowing the Rogues and Fighters in the party. We have a Rogue, a Fighter, a [URL='https://a5e.tools/rules/savant']Savant[/URL], an [URL='https://www.enworld.org/file:///C%3A/Users/Dave/Downloads/THE%20EVOLUTIONIST%20CLASS.pdf']Evolutionist[/URL], and my Druid in the party, so my character is what passes for the primary spell caster. Some offensive spells like [URL='https://a5e.tools/spell/seed-bomb']Seed Bomb[/URL] and [URL='https://5e.tools/spells.html#produce%20flame_xphb']Produce Flame[/URL] can be cast wild shaped as they are range self, though she can only throw them if in a humanoid form. A5E Druid also allows plant forms, so I have been using [URL='https://5e.tools/bestiary/vegepygmy-mpmm.html']Vegepygmy[/URL] for this, though [URL='https://www.dndbeyond.com/monsters/16788-ape']Ape[/URL] would also be fine. From a mechanical standpoint, these are the sorts of benefits my character gets in a couple of the Wild Shape forms at Druid level 4: [LIST] [*][B]Giant Spider:[/B] AC: +1; CON: -4; DEX: +2; STR: +6; Bite attack at +5, d4+3 damage with DC 11 Constitution save or 2d8 poison damage; Darkvision 60'; spider climb; web walker; web sense; movement speed 30' and climb 30' [*][B]Vegepygmy:[/B] AC: 0; +2 with shield; CON: -1; STR: -1. Claw attack at +4, d6+2 damage; Darkvision 60'; movement speed 30'; resist lightning and piercing damage. We dropped the regeneration from Vegepygmy as that seems overpowered. [/LIST] For Vegepygmy, she'll drop her backpack, weapon, and shield, wild shape, then pick them up to use her gear. So it is not something she would do mid-combat. She can wild shape her proficiency bonus times per long rest, and stay in Wild Shape form for one hour per Druid level - so already up to 8 hours per day. About two thirds of my character's spells are range touch (e.g., [URL='https://5e.tools/spells/cure-wounds-xphb.html']Cure Wounds[/URL]) or self, but she does have spells like Healing Word, Moonbeam and Thunderwave memorized for use when not wild shaped. At higher levels, she can spend more time wild shaped, though I suspect given the limitations on not using ranged spells that it won't be that powerful a way to play the character. Practically speaking, I am finding Wild Shape very useful for scouting and combat. The character doesn't do as much damage as other PCs, but is very tanky and can take a lot of damage while having pretty good AC - usually around AC 18 or 19 at this stage. [/QUOTE]
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