I don’t generally like to analyze rules myself. I’m typically quite happy for my DM or other players to grab their books or laptops and do some research and discussion before delivering a logical ruling, whereafter I happily go forward playing by the new ruling.
However, I recently found myself really invested in a particular rule discussion that arose in one of my gaming groups, namely the question of whether my Kobold Druid’s racial Sunlight Sensitivity should transfer to all her Wild Shapes. (Interestingly, I have been playing the character in a regular campaign for 11 months, and this topic has only just now come up, so the ruling here isn’t any significant nerf or buff to my character or play style.)
My opinion is that racial Sunlight Sensitivity should not transfer to most Wild Shape beast forms. I will list my rationale below, and I’m very curious to know what you think. Would you rule differently?
(Confession: I may be personally sensitive to this topic because I suffer from real-life light sensitivity due to personal physical eye anatomy combined with past eye trauma.)
------------------------------
Reasons that Sunlight Sensitivity should not transfer to Wild Shape forms:
“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.” -- Basic Rules
Using the official text alone, there are four possible reasons to rule that Sunlight sensitivity would not transfer to Wild Shape forms:
Reason #1: Is Sunlight Sensitivity a “benefit?” Obviously not.
Reason #2: “and can use them” … The presence of the word “can” generally implies a choice.
Reason #3: Is Sunlight Sensitivity a “special sense”? Maybe. If so, it shouldn’t transfer to the beast form, just like darkvision does not.
Unfortunately, Jeremy Crawford complicated this topic with his ruling: “A racial trait works with Wild Shape unless a trait requires anatomy the beast form lacks. Sunlight Sensitivity requires sight” (https://t.co/YtcXh63XSg). But this logic is a non sequitur. Sunlight Sensitivity does require sight, but that’s only half the story. Everyone/thing that has sight doesn’t also have Sunlight Sensitivity. In addition to sight, light sensitivity also requires one or more of the following physical attributes:
Light or absent iris pigment (usually minor sensitivity compared to other conditions listed here)
Eye anatomy that causes light sensitivity, such as unusually-large pupil dimensions
Cranial nerve anatomy or damage that causes light sensitivity, such as Trigeminal Neuralgia
Illness or injury that affects the brain, such as hemorrhages, Meningitis, etc.
Illness or injury that affects the eyes, such as Conjunctivitis, abrasions, swelling, detached retina, etc.
Let’s assume that Drow and Kobold genetics carry one or more attributes that cause all members of their race to inherit physical traits which cause light sensitivity (rather than select individuals gaining such as it works with humans). The wild shape form wouldn’t have those physical racial traits, unless the beast belongs to a race with similar genetic traits that affect all members of the race.
Crawford’s own words are key “unless a trait requires anatomy the beast form lacks”. Just like Water Breathing doesn’t transfer if the beast form lacks gills, most beast forms do not have the anatomy that causes light sensitivity.
Ergo, Reason #4: Is the new form "physically capable". Perhaps the new form is capable of contracting an illness or receiving an injury that could create physical attributes that cause light sensitivity. But when a Druid shifts, s/he assumes the form of a typical specimen of the chosen species; for most Wild Shape forms, a typical specimen does not have physical flaws/traits that cause light sensitivity.
When you Wild Shape, you use the beast's eyes - that's why, as an owl, you'll have advantage on vision checks. OTOH, your training applies - most GMs will agree the Skulker feat applies to the new form's eyes, as that's vision training.
So the question is whether your sensitivity is nature or nurture: if nature, does not transfer. Drow eyes have it built in. If nurture - drow eyes don't have it natively, it's because you grew up unused to sunlight - then it does, since the problem is you grew up without the right training.
Which it is is a GM call, as the RAW does not clarify.
So the question is whether your sensitivity is nature or nurture: if nature, does not transfer. Drow eyes have it built in. If nurture - drow eyes don't have it natively, it's because you grew up unused to sunlight - then it does, since the problem is you grew up without the right training.
If the trait is Nurtured--i.e. no physiological feature exists that causes the sensitivity--then an individual should technically be able to outgrow the sensitivity if they have spent more of their lives on the surface than in darkness, no? Or never develop the trait at all if they did not grow up in the darkness with other members of their race. But instead, D&D racial traits are permanent and present for all members of the race, so it seems untenable for it to be a Nurtured trait.
So the question is whether your sensitivity is nature or nurture: if nature, does not transfer. Drow eyes have it built in. If nurture - drow eyes don't have it natively, it's because you grew up unused to sunlight - then it does, since the problem is you grew up without the right training.
If the trait is Nurtured--i.e. no physiological feature exists that causes the sensitivity--then an individual should technically be able to outgrow the sensitivity if they have spent more of their lives on the surface than in darkness, no? Or never develop the trait at all if they did not grow up in the darkness with other members of their race. But instead, D&D racial traits are permanent and present for all members of the race, so it seems untenable for it to be a Nurtured trait.
You say that, but the Drow rules were written pre-Tasha's. Tasha's makes it clear everything pre-Tasha's was written *without* any understanding of cultural vs genetic tropes, since e.g. it turns out stat mods are somehow cultural, even though they're written to sound genetic. I wouldn't assume anything and just ask your GM.
You say that, but the Drow rules were written pre-Tasha's. Tasha's makes it clear everything pre-Tasha's was written *without* any understanding of cultural vs genetic tropes, since e.g. it turns out stat mods are somehow cultural, even though they're written to sound genetic. I wouldn't assume anything and just ask your GM.
Understood. I'm not actually using any Tasha's content for this character, as she was built long before. And I've already discussed this with my GM and accepted his ruling. This string has no bearing on that. My question in this string is what others would rule if the decision was theirs. If you were a DM, what would you rule?
You say that, but the Drow rules were written pre-Tasha's. Tasha's makes it clear everything pre-Tasha's was written *without* any understanding of cultural vs genetic tropes, since e.g. it turns out stat mods are somehow cultural, even though they're written to sound genetic. I wouldn't assume anything and just ask your GM.
Understood. I'm not actually using any Tasha's content for this character, as she was built long before. And I've already discussed this with my GM and accepted his ruling. This string has no bearing on that. My question in this string is what others would rule if the decision was theirs. If you were a DM, what would you rule?
I would rule it's cultural and write you this custom feat:
Apostate Drow
Pre-requisite: May not follow any deity of the Drow pantheon except for Eilistraee. Must be Drow.
You no longer suffer disadvantage to attack rolls or Perception checks due to Sunlight Sensitivity.
Your faerie fire and darkness spells may be cast using any spell slots you have, and you may choose at the time you take this feat to change your spellcasting ability for these spells to Intelligence or Wisdom.
If you have proficiency with the poisoner's kit, you may swap it for proficiency in any other tool of your choice.
I would rule it's cultural and write you this custom feat:
Apostate Drow
Pre-requisite: May not follow any deity of the Drow pantheon except for Eilistraee. Must be Drow.
You no longer suffer disadvantage to attack rolls or Perception checks due to Sunlight Sensitivity.
Your faerie fire and darkness spells may be cast using any spell slots you have, and you may choose at the time you take this feat to change your spellcasting ability for these spells to Intelligence or Wisdom.
If you have proficiency with the poisoner's kit, you may swap it for proficiency in any other tool of your choice.
Thanks! My character is a Kobold, but I get your meaning. Removing Sunlight Sensitivity altogether is generous of you. My character did grow up in a Kobold warren, so I never questioned the Sunlight Sensitivity while she is in Kobold form; I was only making a case that it should not transfer to the Wild Shape forms. I might have to browse more homebrew racial Feats for similar ideas.
I would rule it's cultural and write you this custom feat:
Apostate Drow
Pre-requisite: May not follow any deity of the Drow pantheon except for Eilistraee. Must be Drow.
You no longer suffer disadvantage to attack rolls or Perception checks due to Sunlight Sensitivity.
Your faerie fire and darkness spells may be cast using any spell slots you have, and you may choose at the time you take this feat to change your spellcasting ability for these spells to Intelligence or Wisdom.
If you have proficiency with the poisoner's kit, you may swap it for proficiency in any other tool of your choice.
Thanks! My character is a Kobold, but I get your meaning. Removing Sunlight Sensitivity altogether is generous of you. My character did grow up in a Kobold warren, so I never questioned the Sunlight Sensitivity while she is in Kobold form; I was only making a case that it should not transfer to the Wild Shape forms. I might have to browse more homebrew racial Feats for similar ideas.
Ah! My apologies. I somehow missed that when I read your post.
I would rule Kobold vision is built into their physiology, but have a kobold feat anyway:
Kobold of the Sky
Pre-requisite: Kobold.
You no longer suffer disadvantage to attack rolls or Perception checks due to Sunlight Sensitivity.
You grow exceptionally weak wings. While you are not wearing armor, you have a fly speed of 30. You can wear a shield without impacting this.
You gain proficiency in improvised weapons. If the target of a ranged attack you make with an improvised weapon is directly below you and you would inflict 1d4 damage with it as per the improvised weapon rules, increase the base damage to 1d6 (your dexterity modifier and other bonuses still add to this as normal).
Note: I did my best to be clear, but Wild Shaping out of Kobold form would make you lose the Fly speed, while not making you lose the ability to drop rocks with competence. The reason the Kobold feat is much better than the Drow one is that Kobolds have 1 less stat point than Drow.
Ah! My apologies. I somehow missed that when I read your post.
I would rule Kobold vision is built into their physiology, but have a kobold feat anyway:
Kobold of the Sky
Pre-requisite: Kobold.
You no longer suffer disadvantage to attack rolls or Perception checks due to Sunlight Sensitivity.
You grow exceptionally weak wings. While you are not wearing armor, you have a fly speed of 30. You can wear a shield without impacting this.
You gain proficiency in improvised weapons. If the target of a ranged attack you make with an improvised weapon is directly below you and you would inflict 1d4 damage with it as per the improvised weapon rules, increase the base damage to 1d6 (your dexterity modifier and other bonuses still add to this as normal).
Note: I did my best to be clear, but Wild Shaping out of Kobold form would make you lose the Fly speed, while not making you lose the ability to drop rocks with competence. The reason the Kobold feat is much better than the Drow one is that Kobolds have 1 less stat point than Drow.
The improvised weapons bit sounds like a lot of fun and has potential for really creative situations. My Kobold is an Urd with exceptionally weak wings already (she has hidden them for most of her life because wings are despised among Kobolds). And it was totally clear for me that fly speed would not transfer to wingless Wild Shape forms! It also makes sense to factor-in the stat bonuses when creating racial feats; well done. My Kobold still has the -2 Strength because she was created before the race got a revision last Autumn, but we're nearing the end of a campaign, so I plan to wait and reroll her once we are ready to begin a new chapter. We don't use homebrew in that campaign, so I may consider Tavern Brawler just to have some rock-throwing fun in the future! And I will definitely keep these feats in mind for other campaigns and characters, thanks!
I always thought this was an absolutely stupid ruling.
You gain all of the abilities of the animal you take over. You gain all of their physical abilities, you keep all of your mental facualities. You lose your senses unless the form you are shifting into also has those senses, but you gain all the senses of the form you shift into.
Being sensitive to sunlight, unless you are going to rule it from a lore perspective is because of a curse(vampirism is good example) is biological, but in the sage advice ruling where he talks about this being more metaphysical, aka philosophical, than being based on biology in terms of why the decision was being made.
The best, most well known example of Sunlight Sensitivity in the Forgotten Realms is, of course, Drizzt, who simply just stayed out in the sun and eventually overcame it. Which suggests its biological, which means that changing your biology a la wild shape would get rid of it.
You gain all of the abilities of the animal you take over. You gain all of their physical abilities, you keep all of your mental facualities. You lose your senses unless the form you are shifting into also has those senses, but you gain all the senses of the form you shift into.
Yes! This is how I had always understood it and played it. And this is what makes sense to me.
Being sensitive to sunlight, unless you are going to rule it from a lore perspective is because of a curse(vampirism is good example) is biological, but in the sage advice ruling where he talks about this being more metaphysical, aka philosophical, than being based on biology in terms of why the decision was being made.
The best, most well known example of Sunlight Sensitivity in the Forgotten Realms is, of course, Drizzt, who simply just stayed out in the sun and eventually overcame it.
I have never understood why light sensitivity would be considered metaphysical. If you have biology that cannot handle the light, then it's a physical attribute, which you cannot unlearn and which would not transfer to Wild Shape forms.
Your example about Drizzt is really interesting. For me, this is the first argument that Sunlight Sensitivity might be psychological that makes some sense. However, it's not a very strong argument because it raises further questions and ambiguities. For example, if Sunlight Sensitivity can be learned/unlearned, then this means that you actually have the biology that can handle the light. In that case, Sunlight Sensitivity shouldn't be a permanent racial trait acquired by all members of a particular race, but rather an individual trait acquired by those (of any race) who live(d) in darkness.
As such, I still find the argument that Sunlight Sensitivity is psychological and transferable to Wild Shape forms to be far-fetched and contrived, while the arguments for Sunlight Sensitivity being biological are far stronger and more rational. (Yup, I'm still aware that each GM gets to make the call for their game!)
DnD has its roots in Tolkien. Tolkien elves have metaphysical vision - for them, Earth is flat, not round, and that's mechanically why Elf eyes are so good on Middle Earth - Legolas is immune to issues like the horizon. That influences all fantasy elves everywhere, including in DnD.
100% Sunlight Sensitivity doesn't apply to new wildshape or Polymorph forms and I can't imagine why anyone would argue it should. Although it does lead to an interesting combo I hadn't considered... Kobold Pack Tactics are kind of intended as a short-term fix to Sunlight Sensitivity... but with Wildshape you still get to use Pack Tactics while changing your vision to be able to see clearly in sunlight.
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.
I'd really like to have been a fly on the wall when the devs wrote this. It just seems like it opens a huge can of worms mechanically and I'm not sure what features they wanted so badly to preserve that they were willing to make it work this way. That being said, I personally that rule Sunlight Sensitivity falls under special senses as it's basically a symptom of them. Thus it does not transfer.
Kobold Pack Tactics are kind of intended as a short-term fix to Sunlight Sensitivity... but with Wildshape you still get to use Pack Tactics while changing your vision to be able to see clearly in sunlight.
Yes, Pack Tactics is powerful, but I only get two Wild Shapes per rest, so I still spend most of my time in Kobold form.
I'd really like to have been a fly on the wall when the devs wrote this. It just seems like it opens a huge can of worms mechanically and I'm not sure what features they wanted so badly to preserve that they were willing to make it work this way.
You're so right! It is interesting to wonder what senses or abilities they wanted to transfer and not transfer. Surely they had some specifics in mind, given the wording.
That being said, I personally that rule Sunlight Sensitivity falls under special senses as it's basically a symptom of them. Thus it does not transfer.
The idea that a drow or kobold would retain Sunlight Sensitivity while Wild Shaped, Polymorphed, or otherwise magically in the form of another creature that doesn't have the trait is silly.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The idea that a drow or kobold would retain Sunlight Sensitivity while Wild Shaped, Polymorphed, or otherwise magically in the form of another creature that doesn't have the trait is silly.
So that's the thing, Polymorphed RAW, it isn't affected.
Per Polymorph: The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
So per the Poly spell, you ARE that creature during the duration. You don't get any benefits of your race, class, equipment, etc. Wild Shape, because you're this theoretical hybrid, you are affected.
You gain all of the abilities of the animal you take over. You gain all of their physical abilities, you keep all of your mental facualities. You lose your senses unless the form you are shifting into also has those senses, but you gain all the senses of the form you shift into.
Yes! This is how I had always understood it and played it. And this is what makes sense to me.
Being sensitive to sunlight, unless you are going to rule it from a lore perspective is because of a curse(vampirism is good example) is biological, but in the sage advice ruling where he talks about this being more metaphysical, aka philosophical, than being based on biology in terms of why the decision was being made.
The best, most well known example of Sunlight Sensitivity in the Forgotten Realms is, of course, Drizzt, who simply just stayed out in the sun and eventually overcame it.
I have never understood why light sensitivity would be considered metaphysical. If you have biology that cannot handle the light, then it's a physical attribute, which you cannot unlearn and which would not transfer to Wild Shape forms.
Your example about Drizzt is really interesting. For me, this is the first argument that Sunlight Sensitivity might be psychological that makes some sense. However, it's not a very strong argument because it raises further questions and ambiguities. For example, if Sunlight Sensitivity can be learned/unlearned, then this means that you actually have the biology that can handle the light. In that case, Sunlight Sensitivity shouldn't be a permanent racial trait acquired by all members of a particular race, but rather an individual trait acquired by those (of any race) who live(d) in darkness.
As such, I still find the argument that Sunlight Sensitivity is psychological and transferable to Wild Shape forms to be far-fetched and contrived, while the arguments for Sunlight Sensitivity being biological are far stronger and more rational. (Yup, I'm still aware that each GM gets to make the call for their game!)
Thanks very much for your input!
This is just my thoughts to it, but I think that all Drow could "unlearn" their Sunlight Sensitivity, if they'd spend enough time on the surface. And that's a reason why (imo) Drow society so pounds into their heads, that if they go to the surface the sun will blind them permanently/burn their eyes out. In one of the Drizzt novels, where he goes to the surface for the first time in his life, he's part of a raiding company of Drows, when they went back to the Underdark, the leader of the party made them wait out till Dawn, so they would see the "merciless Inferno in the sky", terrifying every other Drow, but Drizzt.
After Drizzt had fled to the surface and found a home in the Icewind Dale, he would every morning stand on the icy peaks and look at the sunrise, because he found it beautiful. He also spent many years on a pirate hunter ship, where the sun reflected off the waves.
I'm not done with reading through my Drizzt novels, but I believe he has now spent now more time on the surface then in the Underdark.
I was looking for his exact age for when he went to the surface on the Forgotten Realms wiki (I believe he was in his 30s when he went to the surface) instead I found this text in his description:
His vision was once accustomed to the pitch-blackness of the Underdark. However, many years after Drizzt first ventured onto the surface, his eyes adapted to the bright light of the world above. When using his infravision, the images, if held for a prolonged period of time, caused headaches and other symptoms of strain.
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I don’t generally like to analyze rules myself. I’m typically quite happy for my DM or other players to grab their books or laptops and do some research and discussion before delivering a logical ruling, whereafter I happily go forward playing by the new ruling.
However, I recently found myself really invested in a particular rule discussion that arose in one of my gaming groups, namely the question of whether my Kobold Druid’s racial Sunlight Sensitivity should transfer to all her Wild Shapes. (Interestingly, I have been playing the character in a regular campaign for 11 months, and this topic has only just now come up, so the ruling here isn’t any significant nerf or buff to my character or play style.)
My opinion is that racial Sunlight Sensitivity should not transfer to most Wild Shape beast forms. I will list my rationale below, and I’m very curious to know what you think. Would you rule differently?
(Confession: I may be personally sensitive to this topic because I suffer from real-life light sensitivity due to personal physical eye anatomy combined with past eye trauma.)
------------------------------
Reasons that Sunlight Sensitivity should not transfer to Wild Shape forms:
“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.” -- Basic Rules
Using the official text alone, there are four possible reasons to rule that Sunlight sensitivity would not transfer to Wild Shape forms:
Reason #1: Is Sunlight Sensitivity a “benefit?” Obviously not.
Reason #2: “and can use them” … The presence of the word “can” generally implies a choice.
Reason #3: Is Sunlight Sensitivity a “special sense”? Maybe. If so, it shouldn’t transfer to the beast form, just like darkvision does not.
Unfortunately, Jeremy Crawford complicated this topic with his ruling: “A racial trait works with Wild Shape unless a trait requires anatomy the beast form lacks. Sunlight Sensitivity requires sight” (https://t.co/YtcXh63XSg). But this logic is a non sequitur. Sunlight Sensitivity does require sight, but that’s only half the story. Everyone/thing that has sight doesn’t also have Sunlight Sensitivity. In addition to sight, light sensitivity also requires one or more of the following physical attributes:
Let’s assume that Drow and Kobold genetics carry one or more attributes that cause all members of their race to inherit physical traits which cause light sensitivity (rather than select individuals gaining such as it works with humans). The wild shape form wouldn’t have those physical racial traits, unless the beast belongs to a race with similar genetic traits that affect all members of the race.
Crawford’s own words are key “unless a trait requires anatomy the beast form lacks”. Just like Water Breathing doesn’t transfer if the beast form lacks gills, most beast forms do not have the anatomy that causes light sensitivity.
Ergo, Reason #4: Is the new form "physically capable". Perhaps the new form is capable of contracting an illness or receiving an injury that could create physical attributes that cause light sensitivity. But when a Druid shifts, s/he assumes the form of a typical specimen of the chosen species; for most Wild Shape forms, a typical specimen does not have physical flaws/traits that cause light sensitivity.
------------------------------
What do you think?
.
When you Wild Shape, you use the beast's eyes - that's why, as an owl, you'll have advantage on vision checks. OTOH, your training applies - most GMs will agree the Skulker feat applies to the new form's eyes, as that's vision training.
So the question is whether your sensitivity is nature or nurture: if nature, does not transfer. Drow eyes have it built in. If nurture - drow eyes don't have it natively, it's because you grew up unused to sunlight - then it does, since the problem is you grew up without the right training.
Which it is is a GM call, as the RAW does not clarify.
If the trait is Nurtured--i.e. no physiological feature exists that causes the sensitivity--then an individual should technically be able to outgrow the sensitivity if they have spent more of their lives on the surface than in darkness, no? Or never develop the trait at all if they did not grow up in the darkness with other members of their race. But instead, D&D racial traits are permanent and present for all members of the race, so it seems untenable for it to be a Nurtured trait.
You say that, but the Drow rules were written pre-Tasha's. Tasha's makes it clear everything pre-Tasha's was written *without* any understanding of cultural vs genetic tropes, since e.g. it turns out stat mods are somehow cultural, even though they're written to sound genetic. I wouldn't assume anything and just ask your GM.
Understood. I'm not actually using any Tasha's content for this character, as she was built long before. And I've already discussed this with my GM and accepted his ruling. This string has no bearing on that. My question in this string is what others would rule if the decision was theirs. If you were a DM, what would you rule?
I would rule it's cultural and write you this custom feat:
Apostate Drow
Pre-requisite: May not follow any deity of the Drow pantheon except for Eilistraee. Must be Drow.
Thanks! My character is a Kobold, but I get your meaning. Removing Sunlight Sensitivity altogether is generous of you. My character did grow up in a Kobold warren, so I never questioned the Sunlight Sensitivity while she is in Kobold form; I was only making a case that it should not transfer to the Wild Shape forms. I might have to browse more homebrew racial Feats for similar ideas.
I'd also still love to hear others' thoughts, so everybody please weigh-in if you read this. :)
Ah! My apologies. I somehow missed that when I read your post.
I would rule Kobold vision is built into their physiology, but have a kobold feat anyway:
Kobold of the Sky
Pre-requisite: Kobold.
Note: I did my best to be clear, but Wild Shaping out of Kobold form would make you lose the Fly speed, while not making you lose the ability to drop rocks with competence. The reason the Kobold feat is much better than the Drow one is that Kobolds have 1 less stat point than Drow.
The improvised weapons bit sounds like a lot of fun and has potential for really creative situations. My Kobold is an Urd with exceptionally weak wings already (she has hidden them for most of her life because wings are despised among Kobolds). And it was totally clear for me that fly speed would not transfer to wingless Wild Shape forms! It also makes sense to factor-in the stat bonuses when creating racial feats; well done. My Kobold still has the -2 Strength because she was created before the race got a revision last Autumn, but we're nearing the end of a campaign, so I plan to wait and reroll her once we are ready to begin a new chapter. We don't use homebrew in that campaign, so I may consider Tavern Brawler just to have some rock-throwing fun in the future! And I will definitely keep these feats in mind for other campaigns and characters, thanks!
I always thought this was an absolutely stupid ruling.
You gain all of the abilities of the animal you take over. You gain all of their physical abilities, you keep all of your mental facualities. You lose your senses unless the form you are shifting into also has those senses, but you gain all the senses of the form you shift into.
Being sensitive to sunlight, unless you are going to rule it from a lore perspective is because of a curse(vampirism is good example) is biological, but in the sage advice ruling where he talks about this being more metaphysical, aka philosophical, than being based on biology in terms of why the decision was being made.
The best, most well known example of Sunlight Sensitivity in the Forgotten Realms is, of course, Drizzt, who simply just stayed out in the sun and eventually overcame it. Which suggests its biological, which means that changing your biology a la wild shape would get rid of it.
Yes! This is how I had always understood it and played it. And this is what makes sense to me.
I have never understood why light sensitivity would be considered metaphysical. If you have biology that cannot handle the light, then it's a physical attribute, which you cannot unlearn and which would not transfer to Wild Shape forms.
Your example about Drizzt is really interesting. For me, this is the first argument that Sunlight Sensitivity might be psychological that makes some sense. However, it's not a very strong argument because it raises further questions and ambiguities. For example, if Sunlight Sensitivity can be learned/unlearned, then this means that you actually have the biology that can handle the light. In that case, Sunlight Sensitivity shouldn't be a permanent racial trait acquired by all members of a particular race, but rather an individual trait acquired by those (of any race) who live(d) in darkness.
As such, I still find the argument that Sunlight Sensitivity is psychological and transferable to Wild Shape forms to be far-fetched and contrived, while the arguments for Sunlight Sensitivity being biological are far stronger and more rational. (Yup, I'm still aware that each GM gets to make the call for their game!)
Thanks very much for your input!
DnD has its roots in Tolkien. Tolkien elves have metaphysical vision - for them, Earth is flat, not round, and that's mechanically why Elf eyes are so good on Middle Earth - Legolas is immune to issues like the horizon. That influences all fantasy elves everywhere, including in DnD.
100% Sunlight Sensitivity doesn't apply to new wildshape or Polymorph forms and I can't imagine why anyone would argue it should. Although it does lead to an interesting combo I hadn't considered... Kobold Pack Tactics are kind of intended as a short-term fix to Sunlight Sensitivity... but with Wildshape you still get to use Pack Tactics while changing your vision to be able to see clearly in sunlight.
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I'd really like to have been a fly on the wall when the devs wrote this. It just seems like it opens a huge can of worms mechanically and I'm not sure what features they wanted so badly to preserve that they were willing to make it work this way. That being said, I personally that rule Sunlight Sensitivity falls under special senses as it's basically a symptom of them. Thus it does not transfer.
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(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I agree completely!
Yes, Pack Tactics is powerful, but I only get two Wild Shapes per rest, so I still spend most of my time in Kobold form.
You're so right! It is interesting to wonder what senses or abilities they wanted to transfer and not transfer. Surely they had some specifics in mind, given the wording.
Yes, agreed, this makes perfect sense to me!
The idea that a drow or kobold would retain Sunlight Sensitivity while Wild Shaped, Polymorphed, or otherwise magically in the form of another creature that doesn't have the trait is silly.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
So that's the thing, Polymorphed RAW, it isn't affected.
Per Polymorph: The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
So per the Poly spell, you ARE that creature during the duration. You don't get any benefits of your race, class, equipment, etc. Wild Shape, because you're this theoretical hybrid, you are affected.
It's stupid.
This is just my thoughts to it, but I think that all Drow could "unlearn" their Sunlight Sensitivity, if they'd spend enough time on the surface. And that's a reason why (imo) Drow society so pounds into their heads, that if they go to the surface the sun will blind them permanently/burn their eyes out. In one of the Drizzt novels, where he goes to the surface for the first time in his life, he's part of a raiding company of Drows, when they went back to the Underdark, the leader of the party made them wait out till Dawn, so they would see the "merciless Inferno in the sky", terrifying every other Drow, but Drizzt.
After Drizzt had fled to the surface and found a home in the Icewind Dale, he would every morning stand on the icy peaks and look at the sunrise, because he found it beautiful. He also spent many years on a pirate hunter ship, where the sun reflected off the waves.
I'm not done with reading through my Drizzt novels, but I believe he has now spent now more time on the surface then in the Underdark.
I was looking for his exact age for when he went to the surface on the Forgotten Realms wiki (I believe he was in his 30s when he went to the surface) instead I found this text in his description: