Ah, not quite sure on that. You need to be wearing the armor and have tools in hand to make a suit of armor into your Arcane Armor. That means you have to doff your old arcane armor (only an action), don a new suit (with its normal donning time, since it isn’t your arcane armor), then imbue it. With hands and tools. Then when you change form again, you have to do that all over.
Or you can be completely unarmored in your human form — since donning new armor ends your current arcane barding imbue.
Well, I mean I guess it renders moot some of the concerns of this thread, but raises others.
To OP - I'd argue dragon scale armor Should be the ultimate druid armor for wildshapers, but that's me.
Lvl 1 Woodelf Artificer, Quandrix Background.
Lvl 3 - Armorer.
Lvl 5 - 3Armorer/2Bladesinger - (You rolled stats, or enjoy critical role more then AL.) You wear your lvl 1 studded leather.
Lvl 16 (14/2) - Arcane Propulsion Armor infusion (chest), winged boots (boots), +2 (simple weapon*s), ?(helm) - Thunder Gauntlet say a gauntlet hit, not melee hit. Stacks for 2d8+5×2 w option for BA off hand.. (though homunculus servant infusion xtra attack competes w it, along w temp hp skill, and nevermind healing word.)
Lvl 17 (15/2) Perfected Armor... Very cool, but.. I can't help but wish I had full access to all of my armors subclass features instead of half of them. By lvl 15-17... Wtf not.
Anyways, you have played the adventure that let a pc become a werebear. You hybrid mode for +1ac during combat - Suck it warforged disease immunity. And monks/paladins? Lol! Imagine the outrage, clerics are still ok.
Nope - Natural weapons dont stack w magical armor that regrows lost limbs.. Says so right in what this book published before that one dosen't say.
It is believed that this polished & beautifully detailed leather armor was a gift from Melara, bestowed on a long-forgotten archdruid & champion of the natural world before the terrors of the Calamity.
Dormant State
The armor grants you a +1 bonus to AC.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn.
Awakened State
The AC bonus of the armor increases to +2.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).
Exalted State
The AC bonus of the armor increases to +3.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
When you cast the polymorph spell using this armor, you can transform into a guardian wolf.
This is an old and probably dead thread but I've been looking into opinions on this and this take is so braindead I couldn't stop myself from commenting. Formfitting in and of itself does not specify "a" form, just that it fits your form, and if your form happens to be a lizard well then its formfitting to a lizard. Also like hell formfitting isn't a magic term when it comes to DnD, this argument makes no sense why are we applying real world semantics to a situation where your character "as an action" literally speaking magically attaches armor to their body. You realize that an action is maybe seconds of real world time. So what realistic non-magical logic are you proposing here. What a weird stance to take that a word meaning one thing in day-to-day life can't have an alternate meaning IN A ******* MAGICAL WORLD WHERE THERE ARE SHAPECHANGING SPELLSLINGING DRUIDS. Definitions of things in our world are often thrown aside because this is all fiction, and so when you are playing a spellcaster you better sound like a ******* spelling bee because god damn magical spells don't exist in "our world".
Even if it didn't it would just take a full round to set up. Wildshape with bonus action let armor drop touch it with your bear toe & use am action for it to magically be worn again armor in 5e even generally has resizing as per the rules when donning the armor armorer just makes it an action instead of a drawn-out process. It may be better for the sneak form & tiny critters.
This is an idea I've been mauling over for years now & still come back to, the concept I had is the character being a mount for other party members. The character worked as a pulled rickshaw or chart attended turned adventure the armorer in question changes with form & if using the "Hide of the Feral Guardian" or Molten bronze skin the idea would be saddle like features could even form. the reason we go with moon druid is for the elemental forms to accommodate different terrain.
2nd Level: Enhance Ability, Enlarge/Reduce, Pass Without Trace, Spike Growth
3rd Level: Plant Growth, Dispel Magic, Haste
4th Level: Control Water, Stone Shape
5th Level: Awaken, Tree Stride, Commune with Nature
Magic Tattoo's are more useful than scrolls for this character & feats such as War caster, Tavern brawler & Nimble work well with this concept
Combat Scenario: The party is ambushed by a group of gnolls in a rugged, rocky terrain. The gnolls are attempting to flank the party, using the terrain to their advantage. Coralforge's Actions: Round 1: Coralforge, having a high initiative due to Ioun stone of awareness, uses their action to wild shape into a Earth elemental They position themselves to intercept the flanking gnolls, providing a large, mobile obstacle. Round 2: A fellow party member, a rogue, leaps onto Coralforge's back, using them as a mobile platform. Coralforge uses their action to ram into a group of gnolls, using the Earth elmental Earth Glide. Round 3: Coralforge uses their movement to reposition, allowing the rogue to reach a key gnoll leader. Coralforge uses the "tavern brawler" feat, to grapple a gnoll that is trying to attack the rogue. Coralforge, uses a bonus action to cast healing word, to heal a wounded party member. Outcome: Coralforge's combination of tanking, mobility, and support allows the party to effectively counter the ambush. The rogue, using Coralforge as a mount, is able to take down the gnoll leader, and the gnolls rout. Out-of-Combat Scenario: The party is attempting to cross a treacherous mountain pass. A blizzard is raging, and the path is narrow and icy. Coralforge uses their Wild Shape to transform into a Air Elemental, and scouts the path ahead, looking for safe routes. They then use their Nimble Climber racial trait, to help set up ropes, and secure the path. Resource Management: Using their Artificer abilities, Coralforge creates or replicates items to aid the party. They use infusions to enhance the party's cold-weather gear, providing resistance to the blizzard. They use their replicating Spellwrought tattoo, to create extra cold weather gear, for party members that did not prepare. Problem Solving: When the party encounters a section of the path that is blocked by an avalanche, Coralforge uses their Druid spells to manipulate the environment, clearing a safe passage. They use their knowledge of history gained from the lorehold background, to identify ancient ruins, that provide shelter from the storm.
this character would also play well in a Spelljammer campaign (what I've been thinking about doing) living Spelljammer Ships & Spirit Warrior Mech Gith Xenomancer inspired for all questions in relation to how melding artifacts & organic material. MTG called it Esper.
Ah, not quite sure on that. You need to be wearing the armor and have tools in hand to make a suit of armor into your Arcane Armor. That means you have to doff your old arcane armor (only an action), don a new suit (with its normal donning time, since it isn’t your arcane armor), then imbue it. With hands and tools. Then when you change form again, you have to do that all over.
Or you can be completely unarmored in your human form — since donning new armor ends your current arcane barding imbue.
Well, I mean I guess it renders moot some of the concerns of this thread, but raises others.
To OP - I'd argue dragon scale armor Should be the ultimate druid armor for wildshapers, but that's me.
Lvl 1 Woodelf Artificer, Quandrix Background.
Lvl 3 - Armorer.
Lvl 5 - 3Armorer/2Bladesinger - (You rolled stats, or enjoy critical role more then AL.) You wear your lvl 1 studded leather.
Lvl 16 (14/2) - Arcane Propulsion Armor infusion (chest), winged boots (boots), +2 (simple weapon*s), ?(helm) - Thunder Gauntlet say a gauntlet hit, not melee hit. Stacks for 2d8+5×2 w option for BA off hand.. (though homunculus servant infusion xtra attack competes w it, along w temp hp skill, and nevermind healing word.)
Lvl 17 (15/2) Perfected Armor... Very cool, but.. I can't help but wish I had full access to all of my armors subclass features instead of half of them. By lvl 15-17... Wtf not.
Anyways, you have played the adventure that let a pc become a werebear. You hybrid mode for +1ac during combat - Suck it warforged disease immunity. And monks/paladins? Lol! Imagine the outrage, clerics are still ok.
Nope - Natural weapons dont stack w magical armor that regrows lost limbs.. Says so right in what this book published before that one dosen't say.
Ok....but what if the armor in question is, "Hide of the Feral Guardian" doesn't this just cut the middle man out.
Source: Explorer's guide to Wildemount
Armor(studded leather) legendary(requires attunment)
It is believed that this polished & beautifully detailed leather armor was a gift from Melara, bestowed on a long-forgotten archdruid & champion of the natural world before the terrors of the Calamity.
Dormant State
The armor grants you a +1 bonus to AC.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can’t be used again until the next dawn.
Awakened State
The AC bonus of the armor increases to +2.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics).
Exalted State
The AC bonus of the armor increases to +3.
While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
When you cast the polymorph spell using this armor, you can transform into a guardian wolf.
This is an old and probably dead thread but I've been looking into opinions on this and this take is so braindead I couldn't stop myself from commenting. Formfitting in and of itself does not specify "a" form, just that it fits your form, and if your form happens to be a lizard well then its formfitting to a lizard. Also like hell formfitting isn't a magic term when it comes to DnD, this argument makes no sense why are we applying real world semantics to a situation where your character "as an action" literally speaking magically attaches armor to their body. You realize that an action is maybe seconds of real world time. So what realistic non-magical logic are you proposing here. What a weird stance to take that a word meaning one thing in day-to-day life can't have an alternate meaning IN A ******* MAGICAL WORLD WHERE THERE ARE SHAPECHANGING SPELLSLINGING DRUIDS. Definitions of things in our world are often thrown aside because this is all fiction, and so when you are playing a spellcaster you better sound like a ******* spelling bee because god damn magical spells don't exist in "our world".
Even if it didn't it would just take a full round to set up. Wildshape with bonus action let armor drop touch it with your bear toe & use am action for it to magically be worn again armor in 5e even generally has resizing as per the rules when donning the armor armorer just makes it an action instead of a drawn-out process. It may be better for the sneak form & tiny critters.
This is an idea I've been mauling over for years now & still come back to, the concept I had is the character being a mount for other party members. The character worked as a pulled rickshaw or chart attended turned adventure the armorer in question changes with form & if using the "Hide of the Feral Guardian" or Molten bronze skin the idea would be saddle like features could even form. the reason we go with moon druid is for the elemental forms to accommodate different terrain.
Race: Simic Hybrid: 1st-Level Enhancement: Climber (Climbing speed equal to walking speed) 5th-Level Enhancement: Grappling appendage
Class: Artificer (Armorer) 10 / Druid (Circle of the Moon) 10
Background: Lorehold Student (Reflavored Rickshaw Worker while in school)
Ability Scores (Point Buy + Racial Bonuses):
Strength: 10
Dexterity: 14
Constitution: 15 (14 +1 Racial)
Intelligence: 16
Wisdom: 17 (15 +2 Racial)
Charisma: 8
Feats (5 Total):
Resilient (Wisdom): +1 Wisdom, proficiency in Wisdom saving throws. (Wisdom now 18)
War Caster: Advantage on concentration saves, spellcasting as opportunity attacks.
Fey Touched: +1 Wisdom, Misty Step, and a chosen 1st-level enchantment spell. (Wisdom now 19)
Mobile: +10 feet speed, avoid opportunity attacks after attacking.
Charger: Use a bonus action to charge.
Magic Items:
Attuned:
Hide of the Feral Guardian (Exalted)
Staff of the Woodlands
Ring of Feather Falling
Ring of Jumping
Non-Attuned:
Boots of Striding and Springing
Manta Ray Cloak
Tasha's Creeping Keepboat
Rope of Entanglement
Eversmoking Bottle
Magic Tattoos
Spells:
Cantrips: Druidcraft, Guidance, Magic Stone, Mending, Shillelagh
1st Level: Absorb Elements, Tasha's Caustic Brew, Create & Destroy Water
2nd Level: Enhance Ability, Enlarge/Reduce, Pass Without Trace, Spike Growth
3rd Level: Plant Growth, Dispel Magic, Haste
4th Level: Control Water, Stone Shape
5th Level: Awaken, Tree Stride, Commune with Nature
Magic Tattoo's are more useful than scrolls for this character & feats such as War caster, Tavern brawler & Nimble work well with this concept
Combat Scenario:
The party is ambushed by a group of gnolls in a rugged, rocky terrain. The gnolls are attempting to flank the party, using the terrain to their advantage.
Coralforge's Actions:
Round 1:
Coralforge, having a high initiative due to Ioun stone of awareness, uses their action to wild shape into a Earth elemental
They position themselves to intercept the flanking gnolls, providing a large, mobile obstacle.
Round 2:
A fellow party member, a rogue, leaps onto Coralforge's back, using them as a mobile platform.
Coralforge uses their action to ram into a group of gnolls, using the Earth elmental Earth Glide.
Round 3:
Coralforge uses their movement to reposition, allowing the rogue to reach a key gnoll leader.
Coralforge uses the "tavern brawler" feat, to grapple a gnoll that is trying to attack the rogue.
Coralforge, uses a bonus action to cast healing word, to heal a wounded party member.
Outcome:
Coralforge's combination of tanking, mobility, and support allows the party to effectively counter the ambush. The rogue, using Coralforge as a mount, is able to take down the gnoll leader, and the gnolls rout.
Out-of-Combat Scenario:
The party is attempting to cross a treacherous mountain pass. A blizzard is raging, and the path is narrow and icy.
Coralforge uses their Wild Shape to transform into a Air Elemental, and scouts the path ahead, looking for safe routes.
They then use their Nimble Climber racial trait, to help set up ropes, and secure the path.
Resource Management:
Using their Artificer abilities, Coralforge creates or replicates items to aid the party.
They use infusions to enhance the party's cold-weather gear, providing resistance to the blizzard.
They use their replicating Spellwrought tattoo, to create extra cold weather gear, for party members that did not prepare.
Problem Solving:
When the party encounters a section of the path that is blocked by an avalanche, Coralforge uses their Druid spells to manipulate the environment, clearing a safe passage.
They use their knowledge of history gained from the lorehold background, to identify ancient ruins, that provide shelter from the storm.
this character would also play well in a Spelljammer campaign (what I've been thinking about doing) living Spelljammer Ships & Spirit Warrior Mech Gith Xenomancer inspired for all questions in relation to how melding artifacts & organic material. MTG called it Esper.