How can a druid keep ahold of an item while using wild shape?

In the interest of making a bouncing ooze (via Cave Druid) that utilizes Leaper’s Libation and a level of Black Powder Vaulter to jump around everywhere, I wanted to use an Akitonian Blade (tiny-sized) in order to boost my acrobatics checks for obvious reasons.

However, I have a set of problems that come with it:

  1. Oozes have no hands. (Solved via Arms of the Marilith)
  2. When I wild shape into an ooze, the blade merges into me, preventing me from obtaining it’s bonuss since I’m not wielding it anymore.

Given that I don’t want to waste actions dropping the Arms of the Marilith, picking them up, and re-equipping them every combat, how can I keep ahold of them while wild shaping?

How to describe Symbiotic entity wildshape from the spore druid? [closed]

The spores druid have a new type of wild shape the symbiotic entity. In the rules is stated:

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores.

But wild shape is like a metamorphous trait, right? And what exactly is "awakening the spores", you became a giant mushroom? Mushrooms are grown on your back? But if they just grow with the wild shape how you can spread spores? It’s just a random question, but I like to describe every single ability that I use.

Can a druid of spores revive a zombie as a reaction if the humanoid died last turn?

There is a class feature for spores druids called Fungal infestation, and in the rules it is stated:

If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.

So, if a bandit dies within 10 feet of a druid of spores, and the druid doesn’t revive him (already spent reaction on the turn or whatever) can he use the reaction to revive next turn?

Can a druid Wild-Shaped into a raven speak using the Mimicry trait?

The description of the druid’s Wild Shape feature says, in part (PHB, p. 67):

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.

And the Mimicry trait of a raven says:

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

As a druid PC, I’ve heard all the simple sounds that make up a language that I can speak. So, by RAW, can I speak all the languages my character knows while wildshaped in raven form? After all, I do keep my character’s mental abilities when I am in Wild Shape; am I able to mimic sounds well enough to speak?

If so: As slowly or weird-sounding as it may be, would it be clear enough for other people to understand?

Best wild shape for my Druid

I am planning on making a Druid as part of a 3 person party in an upcoming game, the other two people are a life based cleric as our tank/healer, and a champion fighter as a dual wielder/archer.

I am going to be a circle of the moon Druid who focuses on casting spells but can still be good at melee. Specifically the form should have at least 10 health, and 10 ac, and the highest damage possible. If the damage is tied, choose the one with the higher health, if the health and damage is tied, choose the one with the higher AC. I am currently thinking about what to use at level 2 (the beast must have a challenge rating of 1 or lower and cannot fly or swim).

What should I use for my wild shape animals?

How do I allow the Rogue opportunities to be stealthy with a Druid in the party?

My party is currently level 6, and consists of a Halfling Rogue, Human Druid, Halfling Barbarian, and Half-Elf Monk. They’re all excellent players who play tactically and know their class well. I’m currently running into a problem with the Rogue and the Druid.

My Rogue has Expertise in Stealth (+10 at this level) and a Cloak of Elvenkind. This means that her minimum roll (barring four 1s because they’re a Halfling) on a Stealth check is a 12, and her average roll is around a 25. Even on a minimum roll, most NPCs will not be able to see her (and in a few levels that will extend to all NPCs).

However, the party’s current methodology is to have the Druid do the sneaking instead of the Rogue. Their reasoning is that even though it’s highly unlikely that the Rogue will get caught, if she does get caught then really bad things happen – the enemy will know they’re being spied on, the Rogue gets captured, etc. However, the Druid is spying in the form of a rat, spider, owl, or other sneaky animal, so if a bandit spots a bat they probably won’t think much of it. Additionally, the druid will have a much easier time escaping a secure location (say, by summoning 8 Giant Badgers and then Wild Shaping into a spider).

Here’s my problem with this: I see “Being Sneaky” as a core part of a Rogue’s class identity, and the player has invested a lot of resources (proficiency, expertise, and an attuned item) into being sneaky. I try to give all of my players a chance to live out their class identity: The Barbarian gets to hulk out and smash things, the Druid gets to save Dryads and heal cursed forests, the monk gets to take people down bare-handed, etc. I want to have at least some opportunities for the Rogue to get to experience this key feature of their class by sneaking into a secure location or scouting out an enemy party.

How can I design stealth-based encounters or challenges so that the Rogue will be a better choice than the Druid?

Can druid use Wildshape to get rid of a cursed item?

Rules for Wildshape say:

You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature’s shape and size. Your Equipment doesn’t change size or shape to match the new form, and any Equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.

So, let’s assume there’s a cursed item, that makes its user smell like garlic (passive effect) and also lets him change outfit, but only to something Lady Gaga has publicly worn (activated effect).

A druid attunes to this item and then wildshapes into a housecat.

  • Can he choose to let the item just drop to the floor and then walk away, eventually breaking the attunement?
  • Can he choose to let the item merge into the new form, temporarily suspending all effects?
  • The third option – wear the item and retain all the effects – seems like a default one in this case.

It seems like first option makes cursed items waaay less of a problem and is probably not intended. Compare that with Identify that could also easily nerf the cursed items, but deliberately doesn’t.

The second option, with temporarily suspending all effects, seems powerful but reasonable. Cherry-picking effects doesn’t make much sense since it’s hard to say what is a blessing and what is a curse.

On the other hand, if all the effects are suspended then is the curse suspended too? Can the druid then spend a short rest in wild shape to unattune from cursed item? That doesn’t look reasonable if available at low levels. Doesn’t seem to be a problem at my table (gritty realism), but could be a problem in more vanilla rulesets.

The only passage about cursed items I could find says:

Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.

, where "can’t be ended voluntarily" most likely talks about a mechanic for ending an attunement on short rest, and not some sort of compulsion.

So, how does Wildshape interact with cursed magic items?

Edit: it seems that cursed items in 5e are mass-producing their effects, removing an item and un-attuning doesn’t really matter since the curse is already attached to the user and the item has nothing to do with it.

Do removed parts of a Druid’s Wild Shape form persist after said Druid exits Wild Shape?

A player wanted to use Wild Shape as an unlimited supply of feathers for our ranger to make his own arrows with and it sparked a discussion on whether or not parts of a Druid that are removed from said Druid’s Wild Shape persist after the Druid is no longer in Wild Shape.

I have been unable to find any rules that either allow or disallow this action. Whereas there are specific rules on what happens to gear the druid is wearing, I have found no statement on what happens to removed physical parts of the Wild Shape form.

I have thought of two reasonable solutions:

  1. Removed pieces of Wild Shape form persist indefinitely. This would make a Druid Indistinguishable from a normal creature until knocked out of druid form and would make the party assassin happy as he now has a reliable fresh supply of Giant venomous snake venom to apply to his daggers.

  2. Removed pieces of wild shape form persist until the Druid leaves Wild Shape. This would avoid the issues of unlimited resources, but raise other questions such as whether blood spilled by the Wild Shape also disappears or whether a creature that has “become poisoned for 1 hour” would stop being poisoned when the Druid is knocked out of that shape because the poison has dissipated with his Wild Shape.

Which (if either) of these lines up with the rules? Or does this fall under DM fiat?

Does a Druid in Wild Shape receive the creature’s natural attacks?

I had always assumed this was a no-brainer…the text on Wild Shape clearly says the Druid received the beast’s "game statistics" which would seem to indicate you receive the natural attacks… But a player in my game seems to think it only applies to attributes and things like movement or senses.

Is there a definitive answer on this?