Welcome to my second part of “Using the Druid’s ‘Wild Shape’ ability in Fantasy Grounds. If you haven’t read it already, you might want to check out “Part 1” on this topic, to familiarize yourself with the first method of using the “Wild Shape” ability. That would be to create an NPC with the stats of the beast that the Druid would be changing into, and adding any additional ability increases that the Druid has over what the beast has.
This episode will deal with using the features from the beast, and adding the effects, such as the attack, additional skill proficiency bonuses, and other less common effects directly to the Druid PC.
Making a placeholder NPC with Wild Shape effects
In this example, I will create an NPC with the beast’s stats that the Druid will be using for the “Wild Shape” ability. I’m separating out each beast with a “power” header on the actions page. So, when the Druid wants to use “Wild Shape,” the DM would open the placeholder (see image to the right) and drag the proper effects to the Druid PC’s action tab on his/her character sheet.
Here is the link to the All About Fantasy Grounds episode on “How to Build a Proper Druid” which includes several techniques on how to use “Wild Shape” in Fantasy Grounds. The main difference between the versions in the video and the ones I’ve explained here are that Rob is using the Player’s Handbook to build his Druid, which gives him many more options, and my version uses only the Basic SRD, so that it the techniques I mention here are available to those who have not purchased any additional resources.
I do recommend watching the video linked above, to give you more examples, and you can decide which method is the one you would like to use in your games.
Ceyla Moonwind is back to demonstrate
This is the level 2 version of Ceyla that I am using to demonstrate. Notice how much younger she looks?
When Ceyla decides to use her “Wild Shape” ability, here are the following steps that she will follow. For our demonstration, we will use the Panther beast for her to “Wild Shape” into. Below you will see both the main page (left) and the actions page (right) of Ceyla’s character sheet.
This method requires Ceyla to change the stats on our character sheet to reflect the relevant stats from the Panther Wild Shape beast. The steps are as follows:
The GM will load the Placeholder NPC (image at the top of the page) and move the info from the Panther Wild Shape beast to Ceyla’s actions tab. Each Wild Shape beast will have its own Power separating it, so the action tab of this character will be a bit long, depending on how many beasts the Druid character wants to save to their sheet.
Ceyla then opens the hourglasses to the right of the !Panther, Keen Smell and Panther AC lines.
Next, she will click on the red cross “Heal” symbol to roll 3d8 and give herself temporary hit points that are reflected from that roll.
She will then click on the Keen Smell effect and Panther AC effect. This will add those effects to her character in the Combat Tracker. (See image above.) The AC will reduce her AC from 15 – 12, which is the AC for the Panther. (See Panther stat block image at the top right of this page.)
I have already adjusted the Str, Dex and Con to reflect those of the Panther NPC. Ceyla retains her original Int, Wis and Cha. I have also increased the Speed to 50 and added the 40 ft. climbing speed to the main page of her sheet. The darkvision effect will NOT be added as a Racial bonus to the Combat Tracker, as she doesn’t get effects that the beast does not also share.
Let’s make sure we covered everything described in the “Wild Shape” ability.
Starting at level 2, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your Druid level determines the beasts you can transform into. At level 2, you can transform into any beast with a challenge rating (CR) of 1/4 or lower that does not have a swimming or flying speed.
You take on the beast’s statistics, with the exception of the Int, Wis, and Cha, which you retain. You also keep your alignment and personality.
You keep all your skill proficiencies, but if the beast has bonuses to proficiencies that you don’t have, you will gain the beast’s proficiency bonuses.
You also take on the beast’s hit points as temporary hit points, rolled based on the best in question.
You revert back by either dropping to 0 hp, or becoming unconscious, or by using a bonus action. If you revert back because you suffered damage greater than the temporary hit points you received from your beast, any additional hit points over the temporary amount will be deducted from your character’s hit points. (Example, if you suffer 10 hit points of damage and you only had 8 temporary hit points left, you would revert back and then deduct the final 2 hit points from your character’s hit points.)
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 think we have covered all the changes a character needs to make to “Wild Shape” using the “effects” method. I hope you enjoyed this two-part series on “Wild Shape,” and that you now understand the different ways in which you can correctly use the “Wild Shape” ability with your Druid characters.
**Update**, there has been a new way to handle FG Druid Wild Shapes for DnD5e, please check out this new and amazing module on the DMG, the works of Diablo Bob and Rob2e! https://www.dmsguild.com/product/261591/Critically-Awesome-Essentials-Fantasy-Grounds?src=newest_community&filters=0_0_0_0_0_0_45545_0
We at Fantasy Grounds College are fans of the Fantasy Grounds program, and advocate its use in playing D&D and other RPGs online. We are not affiliated or officially endorsed by SmiteWorks USA LLC or Fantasy Grounds.
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