• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Wildshape check: am I doing it right?

Li Shenron

Legend
It's been 3 years after the release of 5e, but only yesterday I've finally seen a Druid use wildshape in combat, and so I want to check that I've been doing everything right.

Here's a summary of my understanding on what happens when a Druid uses wildshape:

- use the animal's Str/Dex/Con scores and their modifiers in bare ability checks
- use the druid's Int/Wis/Cha scores and their modifiers in bare ability checks
- use the animal's attacks, AC, HP and any special ability listed in its stat block
- use the druid's special abilities from class, race, feats etc.
- use the best of the two's skills and saving throws full modifiers

With the latter I mean, just look at the final skill or ST score resulting from both ability modifier and proficiency, and use the better one between the druid's and the animal's. Do not recalculate anything, e.g. do not combine a higher ability of the animal with a higher proficiency of the druid, just look at the final numbers and use the highest.

Then of course the main rule about HP is that when the animal form drops to 0 or below, the Druid reverts to the original form and continues using whatever HP had in that form at the time of wildshaping, minus a possible excess damage from the attack that brought the animal form down below 0.

---

One of my children is playing a Moon Druid, and yesterday they had a tough fight with 2 ogres. His Druid was generally very unlucky with the monsters' rolls against him, and went down to 0 HP before his first turn, then got healed by the Fighter with a potion, got hurt again down to 1 HP, and at this point he wildshaped into a Tiger (37 HP!). Two critical hits later and almost died: the tiger had 9 HP left and got hit for 26 damage... lost all 9 tiger's HP, lost the remaining 1 druid's HP, the 16 leftover damage was just one point smaller than his 17 maximum HP, one more point of damage would have triggered the death from massive damage rule. So he was simply down to 0 instead. However, before his next turn he was healed by the Cleric and went back a few HP, enough to use wildshape his second time before a short rest and turn into a Dire Wolf (again 37 HP!). From there rolls got better and the rest of the fight went smoothly, but we all thought that those total 74 "temporary" HP were huge compared to his normal 17, even tho while in animal form he could only do melee attacks and no spells (but his attacks were even slightly better than the Fighter's).

So I was left wondering, did I do something wrong? :)

By the way, my children all loved the "pokemon" effect of a Druid dropping unconscious, back to conscious, popping into a tiger, popping back to druid + dropping unconscious again, back to conscious again, and finally popping into a dire wolf, all in basically 2 turns :D
 

log in or register to remove this ad


Yep, you did all of that correctly. Wild Shape can make Druids into some pretty effective tanks, but you do have to be careful about that spillover damage. I’ve also observed that Moon Druids in particular are really effective melee combatants at early levels, even outshining more dedicated combat classes, but start to fall behind at higher levels; though around the same time they start getting access to more powerful spells.
 

With the latter I mean, just look at the final skill or ST score resulting from both ability modifier and proficiency, and use the better one between the druid's and the animal's. Do not recalculate anything, e.g. do not combine a higher ability of the animal with a higher proficiency of the druid, just look at the final numbers and use the highest.
This part is maybe a little ambiguous in the rules, but that's how I would interpret it.
 

Just checking, what's your level?

Many people (though not a majority) think that moon druids are OP before 4th level. Their forms are just too strong at those levels. Once you get to 4th the CRs start to work well with the rest of the party.

The druid in my game and I houseruled the CR down until 4th and then kept it normal going forward. Found it worked just fine at that point.
 

Just checking, what's your level?

Many people (though not a majority) think that moon druids are OP before 4th level. Their forms are just too strong at those levels. Once you get to 4th the CRs start to work well with the rest of the party.

The druid in my game and I houseruled the CR down until 4th and then kept it normal going forward. Found it worked just fine at that point.

Totally. Not that I mind. In our Phandelver campaign one of the players is a Moon Druid who turns into Dire Wolf form to combat (and to scout using his better sense of smell). He is a huge asset to our team, but seems too good levels 1-4. That said, our DM still almost TPKd us, so I'm happy for all the help we can get.
 


Correct me if I’m wrong, but you don’t get the druids special abilities from race, class, or feats. That is, you can’t use the Dragonborn breath attack while wild shaped, and other things like certain feats and abilities that rely on gear can’t be used. Spells can’t be cast either, which includes racial cantrips or spells.
 

Correct me if I’m wrong, but you don’t get the druids special abilities from race, class, or feats. That is, you can’t use the Dragonborn breath attack while wild shaped, and other things like certain feats and abilities that rely on gear can’t be used. Spells can’t be cast either, which includes racial cantrips or spells.

You're wrong.

'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.'
 


Into the Woods

Remove ads

Top