I'm not sure about armor. It is possible that D&D beyond considers "natural armor" to be wearing armor, therefore unarmored defense doesn't display. It is also possible that your beast has a low dex or something.
I think it's just that creatures added as wildshape extras don't factor in Unarmored Defence because it comes from non-Druid class features; you can override the AC on any creature you add under extras though by using the customise option (only available in the browser version of the site, not the apps iirc), so I'd just do that and remember to update it when your Wisdom score changes.
I think I may have found a solution that gets you about 85% of the way to what some peoples ideal system for this might look like but it's abit of work.
What I did was I created a custom homebrew feat for each creature i intended to wildshape into regularly (most of us have like 4 we would use on the regular so you don't have to do the entire monster manual). Then when you wildshape you add the feat to your character, you can then remove the feat when you change back to your standard form.
Things a custom feat can do: (that i've been able to do)
- Set your ability scores
- Set your walk/ climb/ swim speeds
- Add custom actions for the beasts attacks/ability so you can use the one-click roll to hit/ roll for damage mechanics)
Things it can't seem to do:
- Add Temp HP (there is an option for it in the modifiers list but it doesn't seem to want to do it.)
- Set Armour class (again you can select this in the modifiers but it dosen't work)
Other issues i've noticed:
- When your con changes as part of the wildshape your max health will fluctuate as well which could lead to issues.
- some skill proficiency's work fine while others don't
I've only done an hour or so of fiddling around so i wouldn't say it's fool proof but would love to hear from anyone else who gives it a go.
The Extra’s tab on Character sheet is useful to create summons, pets vehicles etc… You can Rename, change Hp, change Ac and can help to create a creature with a base template with a few limitations.
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I think it's just that creatures added as wildshape extras don't factor in Unarmored Defence because it comes from non-Druid class features; you can override the AC on any creature you add under extras though by using the customise option (only available in the browser version of the site, not the apps iirc), so I'd just do that and remember to update it when your Wisdom score changes.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
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WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
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I think I may have found a solution that gets you about 85% of the way to what some peoples ideal system for this might look like but it's abit of work.
What I did was I created a custom homebrew feat for each creature i intended to wildshape into regularly (most of us have like 4 we would use on the regular so you don't have to do the entire monster manual). Then when you wildshape you add the feat to your character, you can then remove the feat when you change back to your standard form.
Things a custom feat can do: (that i've been able to do)
- Set your ability scores
- Set your walk/ climb/ swim speeds
- Add custom actions for the beasts attacks/ability so you can use the one-click roll to hit/ roll for damage mechanics)
Things it can't seem to do:
- Add Temp HP (there is an option for it in the modifiers list but it doesn't seem to want to do it.)
- Set Armour class (again you can select this in the modifiers but it dosen't work)
Other issues i've noticed:
- When your con changes as part of the wildshape your max health will fluctuate as well which could lead to issues.
- some skill proficiency's work fine while others don't
I've only done an hour or so of fiddling around so i wouldn't say it's fool proof but would love to hear from anyone else who gives it a go.
Check the extras tab, which i know has already been recomended but its also filled with other features for other classes
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
The Extra’s tab on Character sheet is useful to create summons, pets vehicles etc… You can Rename, change Hp, change Ac and can help to create a creature with a base template with a few limitations.