Druidic Adept Image

Studying druidic lore, you have learned the secrets of assuming animal forms.

You gain the ability to Wild Shape as an action, however you can only shapeshift into a Beast with CR 0. You can do it once and you regain expended uses when you finish a long rest. Your level determines the beasts you can transform into, as shown in the Beast Shapes table. At 1st level, for example, you can transform into any beast that doesn’t have a flying or swimming speed.

Beast Shapes

Level

Max CR

Limitations

Example

1st

0

No flying or swimming speed

Spider

4th

0

No flying speed

Quipper

8th

0

—

Owl

 

You can stay in a beast shape for a number of hours equal to 1/5th of your level (rounded down) with a minimum of 1 hour. You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell that you’ve already cast.
  • 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. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

If you take this feat as a Druid of at least 2nd level, you gain one additional use of Wild Shape, following normal benefits of your class (such as the new form's CR).

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Druidic Adept Image

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