In fact, a very good case could be made that if a druid Wild Shaped into a hypothetical beast capable of spellcasting (not "innate spellcasting", but actual spell casting), they should retain the ability to cast their spells, although that is certainly not allowed by RAW.
Considering that Circle of the Moon druid can shape into elementals at 10th level, who are probably humanoid enough to be able to cast spells, this seems like a risky assumption.
There is no assumption; I merely said a case could be made. I think I wasn't clear enough... I did not mean a "hypothetical beast [or elemental] physically capable of spellcasting [as in, can speak, has appendages flexible enough to perform somatic components, etc.]". I meant a hypothetical beast, or elemental, that had "spellcasting" as one of their traits.
I'm pretty sure I wouldn't rule that way (and I may have to... a Moon Druid in a campaign I DM for just hit level 10!), but I think there's a case to be made there. I think the strongest argument against it is "game balance" (which is certainly a strong enough argument).
As you correctly cited, yes, any class feature is carried over the wild shape, if the beast form is capable to perform the requirements of such feature.
Unarmored Defense does not require anything, so the beast form would benefit from it. Of course, the highest AC between Unarmored Defence and the beast's natural AC is the one to use. Same thing for Divine Smite, as it requires only a melee weapon attack, which the beast can do with its natural weapons. Same for Balm of Summer Court: it is not a spell, does not require a particular action or movement (you just need to see the target).
The DM needs to rule about Channel Divinity. This feature (in most of its forms, anyway) requires you to put forward the holy symbol. The beast form may no be able to do so.
Technically correct under RAW/RAI as both Crawford and Mearls have confirmed.
However, I personally do not buy that. To me, a character with the Unarmored Defense feature has this bonus because of all the training they've done in their natural form. Wild Shape is a completely different form, and I don't believe someone automatically has enough experience fighting in that form to extend the feature to their Wild Shape(s).
If a Druid were to pick up levels in Monk or Barbarian through actual gameplay, then I'd be less concerned about it. They're literally gaining the experience needed in real time, so no problem. If the player were to switch to a completely different type of Wild Shape form than usual, I might make them use that form a couple times before letting them have the bonus. Same general idea: if you usually fight as a Black Bear (or any other bear), becoming an Allosaurus is biomechanically different enough to throw them off their game until they get used to it.
A Monk or Barbarian that gains Druid levels? Forget it: being anything other than your natural form is like learning to walk all over again. It's gonna take a hot minute for them to get used to it.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
My air elemental speaks Auran so I can imagine it can speak a prayer. Fire speaks Ignan, Water speaks Aquan, and Earth speaks Terran. So they'd all be able to speak a prayer.
I like the idea that the holy pendant can be specified to stay un-wild shaped and bouncing around the neck of my air elemental as it calls forth the divine channeling of Selune against an enemy with the curse of Path to the Grave.
As you correctly cited, yes, any class feature is carried over the wild shape, if the beast form is capable to perform the requirements of such feature.
Unarmored Defense does not require anything, so the beast form would benefit from it. Of course, the highest AC between Unarmored Defence and the beast's natural AC is the one to use. Same thing for Divine Smite, as it requires only a melee weapon attack, which the beast can do with its natural weapons. Same for Balm of Summer Court: it is not a spell, does not require a particular action or movement (you just need to see the target).
The DM needs to rule about Channel Divinity. This feature (in most of its forms, anyway) requires you to put forward the holy symbol. The beast form may no be able to do so.
Technically correct under RAW/RAI as both Crawford and Mearls have confirmed.
However, I personally do not buy that. To me, a character with the Unarmored Defense feature has this bonus because of all the training they've done in their natural form. Wild Shape is a completely different form, and I don't believe someone automatically has enough experience fighting in that form to extend the feature to their Wild Shape(s).
If a Druid were to pick up levels in Monk or Barbarian through actual gameplay, then I'd be less concerned about it. They're literally gaining the experience needed in real time, so no problem. If the player were to switch to a completely different type of Wild Shape form than usual, I might make them use that form a couple times before letting them have the bonus. Same general idea: if you usually fight as a Black Bear (or any other bear), becoming an Allosaurus is biomechanically different enough to throw them off their game until they get used to it.
A Monk or Barbarian that gains Druid levels? Forget it: being anything other than your natural form is like learning to walk all over again. It's gonna take a hot minute for them to get used to it.
It’s a real slippery slope trying to apply “realistic” reasoning to magical effects. I’ve found players will flip this on you and try to game it to no end. I can just as easily argue part of the magic includes an intuitive familiarity of the form. I think you just decide what makes sense from a balance perspective at your table, retcon some logic around it if needed, and proceed.
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There is no assumption; I merely said a case could be made. I think I wasn't clear enough... I did not mean a "hypothetical beast [or elemental] physically capable of spellcasting [as in, can speak, has appendages flexible enough to perform somatic components, etc.]". I meant a hypothetical beast, or elemental, that had "spellcasting" as one of their traits.
I'm pretty sure I wouldn't rule that way (and I may have to... a Moon Druid in a campaign I DM for just hit level 10!), but I think there's a case to be made there. I think the strongest argument against it is "game balance" (which is certainly a strong enough argument).
Technically correct under RAW/RAI as both Crawford and Mearls have confirmed.
However, I personally do not buy that. To me, a character with the Unarmored Defense feature has this bonus because of all the training they've done in their natural form. Wild Shape is a completely different form, and I don't believe someone automatically has enough experience fighting in that form to extend the feature to their Wild Shape(s).
If a Druid were to pick up levels in Monk or Barbarian through actual gameplay, then I'd be less concerned about it. They're literally gaining the experience needed in real time, so no problem. If the player were to switch to a completely different type of Wild Shape form than usual, I might make them use that form a couple times before letting them have the bonus. Same general idea: if you usually fight as a Black Bear (or any other bear), becoming an Allosaurus is biomechanically different enough to throw them off their game until they get used to it.
A Monk or Barbarian that gains Druid levels? Forget it: being anything other than your natural form is like learning to walk all over again. It's gonna take a hot minute for them to get used to it.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
My air elemental speaks Auran so I can imagine it can speak a prayer. Fire speaks Ignan, Water speaks Aquan, and Earth speaks Terran. So they'd all be able to speak a prayer.
I like the idea that the holy pendant can be specified to stay un-wild shaped and bouncing around the neck of my air elemental as it calls forth the divine channeling of Selune against an enemy with the curse of Path to the Grave.
It’s a real slippery slope trying to apply “realistic” reasoning to magical effects. I’ve found players will flip this on you and try to game it to no end. I can just as easily argue part of the magic includes an intuitive familiarity of the form. I think you just decide what makes sense from a balance perspective at your table, retcon some logic around it if needed, and proceed.