The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into the form of a Beast that you have seen before. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You can use Wild Shape 3 times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Starting at level 2, your forms can have a maximum Challenge Rating of 1/4. This maximum increases to Challenge Rating 1/2 at level 4, and then again to Challenge Rating 1 at level 8. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When you assume a Wild Shape form, the following rules apply:
• You retain your personality, memories, and ability to speak.
• You gain a number of Temporary Hit Points equal to your Druid level.
• 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.
• You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
• Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and
shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.