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How Wild Shape Works in 5e

A cloaked, wild-haired druid stands in a misty forest clearing under a full moon

Wild Shape is the Druid's level 2 feature. As a Bonus Action you become a Beast you have learned, for hours equal to half your Druid level. The Beast's stat block replaces your game statistics, but you keep your own Hit Points, Hit Point Dice, Intelligence, Wisdom and Charisma, and you gain Temporary Hit Points equal to your Druid level. You can't cast spells in the form, but a spell you are already concentrating on keeps running. You start with two uses, regain one on a Short Rest and all on a Long Rest. Below: the rule quoted, which forms you can learn, and what each form does in a fight.

The rule

As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Uses come from the Wild Shape column of the Druid Features table: 2 from level 2, 3 from level 6, 4 from level 17.

Your own Hit Points, not the Beast's

This is the change older guides miss. The 2014 rules gave you the Beast's Hit Points as a second pool. SRD 5.2.1 does not:

Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats.

The buffer is this instead:

When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

A level 2 Druid gets 2. Temporary Hit Points don't stack, so shifting again gives a fresh set rather than more. A Tiger's 30 HP on the stat block does nothing for you.

You keep your skill and saving throw proficiencies and use your Proficiency Bonus for them; if the Beast's modifier is higher, use the Beast's.

Which forms you can learn

You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed.

The SRD recommends the Rat, Riding Horse, Spider and Wolf. You can swap one known form after each Long Rest.

Druid levelKnown formsMax CRFly
241/4No
461/2No
881Yes

At level 8 flight opens, but read the type line. The SRD's Giant Eagle and Giant Owl are Celestials, not Beasts, so they're off the list. Flying Beasts at CR 1 or lower include the Bat, Blood Hawk, Eagle, Giant Bat, Giant Wasp, Hawk, Owl, Pteranodon, Raven and Vulture.

What the forms hit for

A level 2 Druid with Wisdom 16 attacks at +5. The Beast attacks with its own bonus, not yours. Here is one turn against a Goblin Warrior (AC 15, 10 HP):

ChoiceHitDamageDrops it
Shillelagh, 1d8+355%4.3516.3%
Produce Flame, 1d855%2.702.2%
Wolf, 1d6+250%2.922.1%
Wolf, Pack Tactics75%4.474.1%
Riding Horse, 1d8+355%4.3516.3%
Giant Venomous Snake60%6.9542.8%

The Giant Venomous Snake stands out: +6, reach 10 feet, 1d4+4 Piercing plus 1d8 Poison, AC 14. The Wolf needs an ally beside the target to earn its Advantage, and its Bite knocks a Medium target Prone, which hands every ally's melee attack Advantage too.

At level 4 the Ape's two Fist attacks (+5, 1d4+3 each) average 6.30 a turn and drop the same goblin 26.3% of the time; the Warhorse's Hooves (+6, 2d4+4) average 5.65.

At level 8, against a Bugbear Warrior (AC 14), with Primal Strike's extra 1d8 once per turn (Elemental Fury, level 7):

ChoiceDamage a turn
Shillelagh, 1d10+4 at +710.07
Produce Flame, 2d8 at +76.75
Brown Bear, Bite + Claw11.93
Giant Spider, Bite11.97
Dire Wolf, Pack Tactics11.46
Tiger, Rend9.05

The Beast forms keep pace with your staff, but no further. Wild Shape is not your best attack.

The cost: your Armor Class

You keep your Hit Points but take the Beast's AC. A Druid in leather with a shield and Dexterity 14 has AC 15. A goblin's Scimitar (+4, 1d6+2) does this much per swing:

Your ACGoblin hitsDamage a swing
15 (Druid)50%2.92
14 (Snake)55%3.20
12 (Wolf)65%3.75
11 (Riding Horse)70%4.03

As a Wolf you lose 0.83 more per goblin swing; at level 2 your 2 Temporary Hit Points cover about two swings of that difference.

Where Wild Shape earns its use

Concentration keeps running.

You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.

Cast Faerie Fire or Spike Growth, then shift as a Bonus Action next turn. Your Concentration saves now use the Beast's Constitution: a Wolf's +1 is worse than a Con 14 Druid's +2; a Brown Bear's or Draft Horse's +2 matches it. Concentration covers the save.

Scouting. A Spider or Rat keeps your own Wisdom and skill proficiencies, so it notices what you would, and the form lasts an hour at level 2.

Travel. The Riding Horse moves 60 feet.

Spare uses. Wild Companion spends a use to cast Find Familiar without Material components. From level 5, Wild Resurgence trades a spell slot for a use when you're out, or a use for a level 1 slot once per Long Rest.

Things that end the form

You revert to your true form if you die.

The form also ends when you have the Incapacitated condition, when the hours run out, or when you use Wild Shape again. Any condition you had carries over between forms: the glossary says ongoing effects "carry over from one form to the other" unless the feature says otherwise.

Equipment either falls, merges (and does nothing) or is worn if the GM says it fits. From level 18, Beast Spells lets you cast in Beast form, except spells whose Material component has a cost or is consumed.

Every stat above comes from SRD 5.2.1's Druid class and its Animals stat blocks.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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