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June 5th, 2026, 20:59 #1
Best practice for coding a Wild Shape Effect without using an extension?
I'm checking in to see if there is a current best practice for coding a 5.5e Druid Wild Shape Effect without using an extension, considering the recent Ruleset changes. For example, I was hoping that the new PC Tags (BSTR, BDEX, and BCON) would work for Wild Shape. However, when using BCON, it also modifies the Hit Points, so we won't be able to use that tag unfortunately. I'm aware of the extensions like Polymorphism, but I'd like to avoid using another extension especially in light of all the extension drama from the latest FGU Ruleset updates. I've also seen the suggestions for using multiple character sheets for each Wild Shape, but that seems overly tedious. FWIW, I do use BCEG currently.
As a reminder, RAW for the 5.5e Wild Shape - Game Statistics states:I've been moderately successful using effects like this for a 10th level Moon Druid:Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.Then using Cast, Damage, Heal, and other Effects to replicate the creature features. The player can compare Skills between the creature and their own and then choose the better one; but it's far from easy and may still compromise RAW.Code:Wild Shape: Brown Bear; TEMPA: [DRUID] [DRUID] [DRUID]; AC: edit; STR: edit; DEX: edit; SAVE: [WIS] constitution; NOTE: Size: Large, Speed 40 ft., Climb 30 ft., Multiattack (one Bite and one Claw)
Is there a better way now? What Effects or methods are people using out there?
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June 5th, 2026, 23:04 #2Immortal
Lesser Deity
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I just have the player adjust the temp hp and AC, ie just have a separate effect for the beasts selected and for any sight effects. I just share the Beast NPC with them and have them drag roll off the NPC for attacks and special abilities. Since I have my PCs roll saves manually they can either save off the NPC or PC as appropriate. With the new base stat change effects you could just change the PC's physical stats to the beast's as part of the effects if you use auto saving throws.
Edit: I just wanted to add the base stat effects, if you are not aware of them, greatly reduce the need for wild shape extensions, since it's easy to temporarily change the stats up and down by adding and removing the effect and you only have to write the effect once.Last edited by Griogre; June 5th, 2026 at 23:09.
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June 6th, 2026, 00:40 #3
I was expecting that as well, but BCON also adjusts the HP accordingly so we can't use the new Base PC Tags (i.e., BSTR, BCON, and BDEX) for Wild Shape. Per RAW, "you retain your...Hit Points" and using BCON changes the Hit Points.
I tried modifying their base stats manually as suggested, but that also modifies the Skills, HP, etc.; and it requires a separate documentation/reference to remember what to change it back to when the Wild Shape is done.
I was just curious if any of the new functionality added could now handle Wild Shape natively, but that doesn't appear to be the case...
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June 8th, 2026, 20:07 #4Immortal
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Bummer. I have had good experience with the share the NPC and let them mod their character's temps and AC. I have the Polymorph and the Old Wildshape (doesn't work anymore) extensions but with 5.5E I've gone back to the sharing the NPC and having them update their character's AC and temps. I hadn't had a chance to use the base stats yet but I can see the problem.
The problem with the polymorph extension is that in 5.5E moon druids can cast spells in wild shape and other druids can hold spell concentration, ie Moon Beam, in wild shape too. This means that the player has to keep swapping back to the character sheet if you need to look at the spells, resolve an attack that turn, or cast a new spell.
The Life Ledger extension has been worked on by Moon Wizard and I think it is working again now. My campaign with the druid has ended but I was looking at it for raising / lowering max hit points and temps for wild shape. The effects don't change the base character sheet stats.
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June 8th, 2026, 20:32 #5
Thanks for the suggestion. I may have to look at sharing an NPC for the Beasts they Wild Shape into. I realize that creates some issues with the Combat Tracker entries for their character and the NPC, but it may be a reasonable trade-off. Either use Effects to temporarily modify the character and deal with RAW compromises (my current method), or share a (prebuilt) NPC stat block and deal with the CT compromises for dual tokens and spell effects.
I'll play around with your suggestion and talk to my players to see what they prefer. If anyone else has any other ideas, feel free to share.
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