![]() ![]() ![]() Before reading this article, I suggest that you read the entire Wild Shape feature in its entirety, even if you think you’re reasonably familiar with it. Wild Shape has a few fiddly rules that new druid players (and their DMs) should be familiar with. If your player has a particular beast they want to transform into (that follows the rules of Wild Shape), you should let them! Reminder: Read the rules As a DM, you should work directly with your druid player to determine what beast shapes they know. This isn’t a hard and fast rule, but a loose guideline. If a druid grew up in one environment but has been adventuring in a different one for several years, that druid has likely seen many of the low-level (challenge rating 1 and below) beasts in that environment, too. A druid that grew up in that environment has likely seen all of the common beasts listed on that table-even if they can’t transform into all of them yet, since they’re still only 2nd level. The tables in those book describe which beasts are commonly found in each biome within the many worlds of D&D. Xanathar’s Guide to Everythingincludes a valuable guide on how to help druids who have just gained the Wild Shape feature determine what beasts they’ve seen before. Use D&D Beyond's free character builder to make character creation easier! Click below to get started:Ī druid can only transform into a beast using their Wild Shape feature, and even then can only take the form of a beast they’ve seen before. Knowing a few forms from each category is vital to a being a versatile druid-though only Circle of the Moon druids need combat forms. Exploration wild shapes are unfit for combat, but have abilities that allow them to move swiftly, making them excellent for travel, or are incredibly small or silent, making them useful in situations where stealth is paramount. Combat wild shapes are best utilized by Circle of the Moon druids, and can be used to engage foes in melee combat. This guide breaks down your Wild Shape options into two categories: combat and exploration. How does Wild Shape work, and how can you get the most bang for your buck when transforming into beasts? Because of this, you want your uses of Wild Shape to really count. This tightrope act only grows more pronounced if you’re playing a Circle of the Moon druid, since you’ll often be using your Wild Shape in combat, rather than offensive spells-especially in tier 1 and tier 2 (levels 1 through 10). They'll be grateful for the opportunity to do more than just preroll two attacks each turn.If you play a druid, then you probably know the tug-of-war between using spells and using your Wild Shape. Still, if you feel confident that you can design encounters around these powers, let your fighter have it. DMs reading this might worry that all of this can make a character overpowered. In the later states the Stormgirdle also allows for flight and casting of control weather. In this state, they become immune to thunder and lighting, deal thunder and lightning damage, and can use bonus actions to shoot lightning. More importantly, it allows the wearer to transform into a Storm Avatar using a bonus action. The Stormgirdle gives a flat Strength boost at each level, capping at 25 in Exalted state. Being the one who stands in the middle of enemies and hits things can get repetitive, so Mercer and the Wizards team finally came up with a use for your bonus action. Here we break down what works and what doesn't with each Vestige of Divergence. However, not all Vestiges are right for all characters. This allows the items to last throughout a campaign, and for players to feel a sense of growth as their character unlocks new levels of power. What sets them apart from ordinary magic items is that their power unlocks as their wielder develops and achieves great things. Many were lost to time, but some can resurface as found artifacts or precious heirlooms. The book describes the Vestiges of Divergence as magic items granted by divine patrons and/or infused with great magic by archmages of old. Chief among these are the Vestiges of Divergence. That said, Wildemount also introduces dynamic ideas that can give players awesome new powers. He teamed up with Wizards of the Coast designers to make the book an officially-endorsed D&D product, meaning the content within should gel with most campaigns. ![]() Explorer's Guide to Wildemount is a Dungeons & Dragons book written by Matthew Mercer of Critical Role fame. ![]()
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