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Wildshape with Spell Slots
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<blockquote data-quote="Quickleaf" data-source="post: 9009847" data-attributes="member: 20323"><p>If you're not using the temporary hit points to determine when the Wildshape ends... I think you'd be better off cutting that entirely out of the picture.</p><p></p><p>I'd also have a conversation with your player if they are hoping to have a concentration spell in effect <em>and then </em>Wildshape while maintaining concentration. Examples might be <em>barkskin, faerie fire, healing spirit, pass without trace, </em>etc. Some of those concentration spells make for cool thematic additions to the Wildshape that would not be possible to another spellcaster using <em>polymorph, </em>for instance. But this really depends on play style and how high of a level you plan on going – for more experienced gamers and/or higher level games? I would probably aim for a different way to determine when Wildshape ends – maybe even requiring dispel magic / antimagic or incapacitation (e.g. being reduced to 0 hp).</p><p></p><p></p><p>That's definitely one way to do it. I wasn't suggesting you needed to go to all that effort rewriting beast stat blocks, because even with the variability of Beast stats, esp. if you're going to allow emulating specific Monstrosities or other non-Beast types, the variability doesn't break anything.</p><p></p><p></p><p>I question the need for the temporary HP in the first place. I'd only keep them if you're going to use a "when you have no more of these temp HP, you revert to your true form" qualifier.</p><p></p><p></p><p>Possibly, Channel Nature could work. I think if you make what you're presenting appealing enough, there's no need.</p><p></p><p></p><p>While you have locked in the CR at 0, it's unclear if the existing Wildshape restrictions – no swimming speed @ 2nd-3rd levels, no flying speed @2nd-7th levels – are still being kept in place or changed.</p><p></p><p>One thing to consider with this cantrip is side effects. Could a PC transform into a mouse to escape manacles or slip through a grapple? That's potent.</p><p></p><p></p><p>Those seem like reasonable guidelines. Looks like a good start!</p><p></p><p></p><p>Am I right in reading that <em>Wildspell Monstrous Shapes</em> is a 3rd level spell (since this druid gets it at level 6? So if a level 7 druid upcast it at 4th level, they could turn into a CR 3 Owlbear or Displacer Beast, for instance? </p><p></p><p>I would definitely remove Fiend from this list. </p><p></p><p>I probably would reserve Fey & Celestial as expansions accessed at higher levels.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9009847, member: 20323"] If you're not using the temporary hit points to determine when the Wildshape ends... I think you'd be better off cutting that entirely out of the picture. I'd also have a conversation with your player if they are hoping to have a concentration spell in effect [I]and then [/I]Wildshape while maintaining concentration. Examples might be [I]barkskin, faerie fire, healing spirit, pass without trace, [/I]etc. Some of those concentration spells make for cool thematic additions to the Wildshape that would not be possible to another spellcaster using [I]polymorph, [/I]for instance. But this really depends on play style and how high of a level you plan on going – for more experienced gamers and/or higher level games? I would probably aim for a different way to determine when Wildshape ends – maybe even requiring dispel magic / antimagic or incapacitation (e.g. being reduced to 0 hp). That's definitely one way to do it. I wasn't suggesting you needed to go to all that effort rewriting beast stat blocks, because even with the variability of Beast stats, esp. if you're going to allow emulating specific Monstrosities or other non-Beast types, the variability doesn't break anything. I question the need for the temporary HP in the first place. I'd only keep them if you're going to use a "when you have no more of these temp HP, you revert to your true form" qualifier. Possibly, Channel Nature could work. I think if you make what you're presenting appealing enough, there's no need. While you have locked in the CR at 0, it's unclear if the existing Wildshape restrictions – no swimming speed @ 2nd-3rd levels, no flying speed @2nd-7th levels – are still being kept in place or changed. One thing to consider with this cantrip is side effects. Could a PC transform into a mouse to escape manacles or slip through a grapple? That's potent. Those seem like reasonable guidelines. Looks like a good start! Am I right in reading that [I]Wildspell Monstrous Shapes[/I] is a 3rd level spell (since this druid gets it at level 6? So if a level 7 druid upcast it at 4th level, they could turn into a CR 3 Owlbear or Displacer Beast, for instance? I would definitely remove Fiend from this list. I probably would reserve Fey & Celestial as expansions accessed at higher levels. [/QUOTE]
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