the natural weapon listed in the creature's Attack entry, but sometimes a creature has multiple primary natural weapons (e.g. claw, claw, bite), making 1 attack with each of its primary natural weapons (i.e. attack with all its natural weapons (e.g.the creature normally has a claw, a claw, and a bite but wields a one-handed weapon, rendering 1 claw unavailable as a natural attack), making 1 attack with each natural weapon at its full Base Attack Bonus with a -5 penalty with each attack inflicting additional damage equal to half the creature's Strength modifier. attack with all its unoccupied natural weapons (e.g.a longsword, an unarmed strike, a composite longbow), making 1 attack at its full Base Attack Bonus and a second attack at a -5 penalty if its Base Attack Bonus is +6 or greater, a third attack at a -10 penalty if its Base Attack Bonus is +11 or greater, and a fourth attack at a -15 penalty if its Base Attack Bonus is +16 or greater and also. This attack is with the natural weapon in an unarmed creature's Attack entry in the Monster Manual.ĭuring a full attack, which is what a creature gets when using the extraordinary ability pounce ( MM 313), a creature can either. a slam, a bite, or a claw that's not wielding a weapon), making 1 attack at its full Base Attack Bonus that inflicts additional damage equal to the creature's Strength modifier. attack with 1 unoccupied natural weapon (e.g.a longsword, an unarmed strike, a composite longbow), making 1 attack at its full Base Attack Bonus or. Standard Attackĭuring a standard attack a creature can either. Natural attacks are detailed here and here and in the Monster Manual under the headings Attack and Full Attack on page 6 and in the entry Natural Weapons on page 312. This is deliberately the game at its most basic. Keep in mind a vast (maybe even overwelming) number of exceptions exist to modify this very basic summary. There are other wands and staves and rings and rods one could probably get some use out of, but those are the things that stuck out to me the most.I'm going to summarize here. Staff of the Woodlands would also accomplish that nicely, with the added benefit of being useful in melee for when you're out of Wild Shapes. Similarly, a Ring of Animal influence would accomplish many minor Druidic things while allowing you to save the spell slots for Wild Shape healing or other spells. (Though you'd need to spend a bonus action activating that effect before you shifted.)ĭancing Sword would be beneficial for similar reasons.ĭepending on how long a DM is going to say it takes to affix shoes, the Horseshoes of Speed/a Zephyr could come in handy if you shift into something equine.Īn Ioun Stone would also work, assuming the DM doesn't rule that an item orbiting your head counts as equipment that gets shifted.Ī Pearl of Power would be nice for getting back spell slots spent healing yourself in Wild Shape form. Insignia of Claws gives a +1 to attack and damage rolls with natural weapons.Īnimated Shield gives you a shield bonus as though you were wielding it, even though it's hovering near you, and therefore doesn't require a actual hand to use.
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