DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
Yes, I have this doubt because the Wild Shape says:
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.
Yes, I have this doubt because the Wild Shape says:
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 only get to use one AC calculation when choosing AC. So you would have to choose from your Lizardfolk AC (13+Dex+shield?) Or you could use the beast stats. Note many beasts such as Bears already list their armor as having been influenced by Natural Armor.
Makes sense to me that you are turning into the beast not into some hybrid of you and the beast. I have some issue with the rule you quoted because it does contradict that. Per the reading and Sage Advice rulings a dragonborn druid wildshaped into a bear would still be able to use it's breath weapon and an Aasimar druid that becomes a bear could burst wings out of it's back and fly around.
Again per the ruling it is legal but it doesn't feel right.
Regardless, only one AC calculation is viable at a time and the first rule I referenced indicates to me at least that when you become the beast it's AC calculation replaces yours but the Lizardfolk Natural AC is a feature you get to retain so:
the truth is you get to pick which one: Your AC calculation or the beasts (whichever is higher) but not a mix of the two.
So I believe that aTiefling would lose darkvision, but retain Hellish Resistance and Infernal Legacy.
but for the Tieflings it's a bit of a moot point. "Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells."
Until you're level 18 and gain Beast Spells even if you DO retain those abilities (I think you do) you can't actually USE them.
Listening to Jeremy Crawford in the Podcast form yesterday, he seems to be loose on his rulings. For example, he said he'd allow a Dragonborn Druid to use breath weapon in a wild shape form because the wording says "exhales" and doesn't state a specific "body part" that the animal wouldn't have. However, this is contrary to what he said about Aarakocra with their flight ability because while their flight ability never specifies their wings, we as players obviously know that it is because of their wings.
Personally, I would allow things like Breath Weapon, Dwarven Toughness, Natural Armor, Relentless Endurance, Stone's Endurance, etc to be available in Wild Shape.
Personally I think the whole argument is moot. At the end of the day the only difference is 2 total armor class. 11-13. And the argument that the character is not proficient with the claws and bite is stupid as well. Dragonborn, tabaxi, turtles, and as well as other races have natural weapons and bite weapons that the races themselves are proficient in. Also tavern brawler would travel to the new form as well. The problem that I am seeing is once a DM starts changing rules as written to rules as intended he will slide down a slippery slope and forces players to carry a notebook to his games to document every little change he makes so they can know what to do in the future. Best to keep it rules as written even if it is a little o p and save some headache.
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If a lizardfolk druid chooses to use wild shape, does he/she keep the lizardfolk natural armour or acquire the one from the beast stats?
Beast stats.
The lizardfolk shaman in the Monster manual is a druid. that should give you some ideas of what you are making.
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Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
Yes, I have this doubt because the Wild Shape says:
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 only get to use one AC calculation when choosing AC. So you would have to choose from your Lizardfolk AC (13+Dex+shield?) Or you could use the beast stats. Note many beasts such as Bears already list their armor as having been influenced by Natural Armor.
I would also look at this statement:
Your game Statistics are replaced by the Statistics of the beast...
Makes sense to me that you are turning into the beast not into some hybrid of you and the beast. I have some issue with the rule you quoted because it does contradict that. Per the reading and Sage Advice rulings a dragonborn druid wildshaped into a bear would still be able to use it's breath weapon and an Aasimar druid that becomes a bear could burst wings out of it's back and fly around.
Again per the ruling it is legal but it doesn't feel right.
I currently have a Lizardman Druid in a game and we just hit second level.
I would think no to the AC of 13+dex, and that you'd have the AC of the beast instead.
The Devs left it up to "if the new form is capable", which is very loose. The Devs did point out that darkvision is based on the senses of the beast.
You don't keep your scaley hide and more then an Elf keeps her darkvision.
I consider the AC to be inherent to the animal, but you'd keep the Bite power as long as you're WildShaped into a carnivore.
The problem stays also for other races, like a tiefling or genasi: In wildshape form do you keep the spellcasting traits of your race?
@JdV cited the Sage Advise and, according to that, the answer seems to be yes.
Let's make a poll.
So I believe that aTiefling would lose darkvision, but retain Hellish Resistance and Infernal Legacy.
but for the Tieflings it's a bit of a moot point. "Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells."
Until you're level 18 and gain Beast Spells even if you DO retain those abilities (I think you do) you can't actually USE them.
For more information about the Wild Shape, here the D&D podcast with Jeremy Crawford:
http://dnd.wizards.com/articles/features/chris-avellone-and-philip-daigle-planescape-torment-enhanced-edition
Listening to Jeremy Crawford in the Podcast form yesterday, he seems to be loose on his rulings. For example, he said he'd allow a Dragonborn Druid to use breath weapon in a wild shape form because the wording says "exhales" and doesn't state a specific "body part" that the animal wouldn't have. However, this is contrary to what he said about Aarakocra with their flight ability because while their flight ability never specifies their wings, we as players obviously know that it is because of their wings.
Personally, I would allow things like Breath Weapon, Dwarven Toughness, Natural Armor, Relentless Endurance, Stone's Endurance, etc to be available in Wild Shape.
Well the aacrockoa (sorry dont remember the spelling) fly ability is pretty obviously based upon its wings. So I agree with JC.
All that said I would allow most of the race traits, except some like:
Flying or swimming ability (like triton)
spells (wild shapw explicitly says so)
water breathing (triton)
That was my favorite Sage Advice yet (I like those segments best) and I'm the one that asked them to cover that. This thread prompted me to.
Great information to chew on and help shape our individual views as DM's and Players.
thx
Personally I think the whole argument is moot. At the end of the day the only difference is 2 total armor class. 11-13. And the argument that the character is not proficient with the claws and bite is stupid as well. Dragonborn, tabaxi, turtles, and as well as other races have natural weapons and bite weapons that the races themselves are proficient in. Also tavern brawler would travel to the new form as well. The problem that I am seeing is once a DM starts changing rules as written to rules as intended he will slide down a slippery slope and forces players to carry a notebook to his games to document every little change he makes so they can know what to do in the future. Best to keep it rules as written even if it is a little o p and save some headache.