For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead , or 3 feet of wood or dirt.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level if it doesn't have a challenge rating). The target's game statistics including mental ability scores are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form and it can't speak cast spells or take any other action that requires hands or speech.
The
target's gear melds into the new form. The creature can't activate use wield or otherwise benefit from any of its equipment.