Beast Shape (spell)

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5-point transmutation
Casting time:  1 action
Range:  Self
Components:  V, S, M (a piece of a beast at least 1 cubic inch in size which is worth at least 10 rupees)
Duration:  1 hour

Wild Shape?
While this spell generally follows the same rules as the druid's Wild Shape feature (see the SRD or Player's Handbook), it differs in that you can only revert as an action, not a bonus action.

You magically assume the shape of a beast matching the piece you use as a material component, which must have a Challenge Rating of 1 or lower and be of no greater size than Large. You can revert to your normal form and end this spell early as an action. This spell also ends automatically if you fall unconscious, drop to 1 or fewer heart points, or die. While you are transformed, the following effects apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your personality as well as your Intelligence, Wisdom, and Intelligence scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's heart points. When you revert to your normal form, you return to the number of heart points you had before you transformed. However, if you revert as a result of dropping to 0 heart points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 heart point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 heart points, you aren't knocked unconscious.
  • 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. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as sentinel, that you've already cast.
  • You retain the benefit of any features from your class, species, 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.
  • 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.
Upcast. You can upcast this spell by expending extra magic points when you cast it.  For every extra point, increase the duration by 1 hour.
3rd-level transmutation
Casting time:  1 action
Range:  Self
Components:  V, S, M (a piece of a beast, at least 1 cubic inch in size, which is worth at least 10 rupees)
Duration:  1 hour

Wild Shape?
While this spell generally follows the same rules as the druid's Wild Shape feature (see the SRD or Player's Handbook), it differs in that you can only revert as an action, not a bonus action.

You magically assume the shape of a beast matching the piece you use as a material component, which must have a Challenge Rating of 1 or lower and be of no greater size than Large. You can revert to your normal form and end this spell early as an action. This spell also ends automatically if you fall unconscious, drop to 1 or fewer heart points, or die. While you are transformed, the following effects apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your personality as well as your Intelligence, Wisdom, and Intelligence scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's heart points. When you revert to your normal form, you return to the number of heart points you had before you transformed. However, if you revert as a result of dropping to 0 heart points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 heart point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 heart points, you aren't knocked unconscious.
  • 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. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as sentinel, that you've already cast.
  • You retain the benefit of any features from your class, species, 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.
  • 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for every spell slot level above 3rd.
Compatible Beasts
Name Size Challenge
%PAGE% Small 1
%PAGE% Tiny 0
%PAGE% Tiny 1/8
%PAGE% Large 1/2
%PAGE% Tiny 0
%PAGE% Medium 1
%PAGE% Large 1
%PAGE% Tiny 0
%PAGE% Large 1/4
%PAGE% Tiny 0
%PAGE% Large 1/4
%PAGE% Large 1/4
%PAGE% Medium 0.125
%PAGE% Tiny 0
%PAGE% Medium 1/4
%PAGE% Small 1/2
%PAGE% Large 0.5
%PAGE% Small 1/8
%PAGE% Small 1/8
%PAGE% Large 1
%PAGE% Tiny 1/8
%PAGE% Large 1/8
%PAGE% Tiny 1/8
%PAGE% Medium 1/8
%PAGE% Small 1/8
%PAGE% Large 1
%PAGE% Large 1/4
%PAGE% Tiny 0.125
%PAGE% Small 0.125
%PAGE% Medium 1/8
%PAGE% Medium 1/4
%PAGE% Large 1
%PAGE% Medium 1/2
%PAGE% Small 1/8
%PAGE% Tiny 1/8
%PAGE% Medium 1/2
%PAGE% Tiny 0.125
%PAGE% Large 1/2
%PAGE% Small 0.25
%PAGE% Medium 1/2
%PAGE% Small 0.25
%PAGE% Tiny 0
%PAGE% Medium 1/8
%PAGE% Large 0.5
%PAGE% Large 1
%PAGE% Small 0.5
%PAGE% Small 0.25
%PAGE% Small 1/8
%PAGE% Medium 0.25
%PAGE% Medium 0.5
%PAGE% Medium 1
%PAGE% Medium 1/4


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]
The material on this page is based primarily on content found in Ocarina of Time, Majora's Mask, and Four Swords Adventures, which are all copyright Nintendo Co., Ltd.