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Students identify and analyze the characteristics of 3-dimensional shapes—and get a solid grasp of early geometry concepts! 10 big shapes are perfectly related in size, so children can easily compare attributes—and discover what makes each shape unique!
A little masking tape and objects around the house can turn into a fun learning game for toddlers! This GIANT shape sort activity is perfect for teaching shape recognition…with the little cognitive development skill of sorting on the side! This is actually a repeat of an activity I did a while ago.

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giant slot and build shapes I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew.
I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games.
Temporary Note: I am currently waiting to include content from the Wayfarer's Guide to Eberron.
Once the book is complete, physical copies will be released and I will update to address the new content.
Introduction Wild shape is an exciting and versatile Druid ability which giant slot and build shapes lot of people want to use, but which is easy to use badly.
Understanding Wild Shape mostly boils down to understanding what form to take; which forms work, which forms work in specific situations, and which forms just never work.
Remember that you can only Wild Shape twice per short rest, and the DMG's expectation of a normal adventuring day is 6-8 encounters per day with 2 short rests See DMG Page 84: "The Adventuring Day"so a single use of Wild Shape needs to be able to last at least an entire fight on average.
You can heal yourself as a bonus action by burning spell slots, which helps, but it's very expensive compared to what you can get from casting a spell with that slot.
There is a lot of confusion around just click for source rules of Wild Shape and its interaction giant slot and build shapes your racial traits and class features.
I strongly recommend listening toin which Jeremy Crawford spends 45 minutes discussing the minutiae of Wild Shape and its interaction with other stuff.
CR 0 At CR 0 you're not looking for a combat form.
CR 0 includes creatures which aren't dangerous, or are only dangerous in great numbers I.
Instead, look here for forms you want to use for scouting and infiltration.
Flight is typically your best bet for scouting, which makes the Owl the best option.
Underwater, the Octopus is your best bet.
If you need to climb instead of fly for some reason, Spider is a good choice.
If you need to get around unnoticed in a city, Cat or Rat are both good options in case you're spotted.
However, echolocation typically requires a lot of screeching, so you're likely to give away your presence.
Unusable until level 8.
Altogether a decent scout form.
Not good enough for combat, but a great underwater scout form.
Unusable until level 4.
Unfortunately, with no Stealth bonus it may not work as a scout form.
Unusable until level 8.
Crab is strictly better, so Frog is only a good choice where you need to look inconspicuous in the environment.
Someone seeing a crab in a swamp would likely take notice.
Unusable until level 4.
Magical light is easily available, and torches are cheap, so your party shouldn't have giant slot and build shapes with illumination.
If you need to see in the dark, turn into something with better Blindsight or with Darkvision.
Unusable until level 8.
If you get caught, use your ink cloud and run away!
Unusable until level 4, but even at that level it remains a grat underwater Scout.
Unusable until level 8, but even at that level it remains an absolutely fantastic flying scout form.
Unusable until level 4.
Rats have a major in-world advantage because they're a common sight in populated areas, so it's easy to escape notice even if you're spotted by humanoids.
However, this advantage doesn't apply to monsters, cats, expansion and slots people who just don't like rats.
Unusable until level 8.
Unfortunately with no stealth or Dexterity you're very easy to spot.
Flight is generally a better option, but sometimes you need to hang on a ceiling.
Unfortunately, with no special movement types it's not an effective scout form.
dubuque casino waterpark 0 has better scouting options because smaller creatures can more easily access small areas, and all Druids have access to higher CRs to get better combat forms.
Flying Snake is really the only useful option here because it can do so much with a single form.
Unusable until level 8.
Unfortunately, by the time you can get this at level 8 you have access to considerably better options.
At medium size it doesn't really make sense as a Scout form because it can't fit into small spaces, so it doesn't really have an obvious role.
Unusable until level 4.
Keen Smell, but plenty of better options have that.
Oh, and Pack Tactics to back up its mediocre attack.
Plus, since it's a dog, you can probably go unnoticed in civilized areas.
Attach seems tempting, but it makes you extremely vulnerable to being knocked out of Wild Shape.
Circle of the Moon Druids will skip this CR entirely because they have access to considerably better options.
Against single enemies, go for Giant Frog if they're small or smaller, or Velociraptor if they're not.
Against groups, consider Giant Owl, Wolf, or Velociraptor.
Poor AC, poor hit points, poor damage, and Relentless only works once per rest.
Constrict is an absolutely fantastic way to take down single targets, especially if they have trouble passing the escape DC.
Unfortunately it's unusable until level 4, at which point Land Druids will be using Crocodile, and Moon Druids will be using the Giant Constrictor Snake.
You won't be able to use this form until you're fourth level, at which point the Crocodile is strictly better.
Unfortunately, the Elk has both low AC and low hit points.
Unfortunately, poor AC and hit points.
Unusable until level 8, by which point everyone has better options.
Unusable until level 4, at which point you have better options.
Unusable until level 8, at which point you have better options.
Unfortunately the poison DC is very low, and it's unusable until level 4, at which point you have better options.
Decent poison damage, but the DC is low.
Pounce a nice knockdown effect to the Panther's claws, but it doesn't have the damage to compete with other combat forms at the same CR.
The damage isn't great, but it applies a knockdown effect on every hit.
Decent AC for an animal at main street station hotel and casino and brewery CR, but not a ton of hit points.
By level 4 you also have access to forms with swim speeds, so Land Druids can use great options like the Crocodile and Reef Shark.
For single enemies, use the Crocodile.
For multiple enemies, use the Ape.
Several excellent flying options exist at this CR, but Moon Druids have better options at CR 1, and other druids can't select forms with a fly speed.
Because the Ape has human-like hands, you can likely use weapons.
You probably can't use your armor while wildshaped because apes have such wildly different proportions to humanoids.
The bite does decent damage, and until the target escapes you get advantage on your attacks against it.
However, you'll have problems engaging multiple targets.
Unusable until level 4.
The Warhorse works similarly, but does better damage, has better speed, and knocks tagets prone on a charge.
Unusable until level 4.
The damage on the wasp's sting isn't great, but the poison is very potent if your target fails the low save DC to resist it.
Unfortunately it's unusable until level 8, so you'll have better options.
Land Druids will use this, but Moon Druids can use Hunter Shark at level 4 when swimming forms become available.
CR 1 CR 1 is the max for non-Moon Druids, but by the time you reach this point, it may be hard to use these as combat forms.
Enemies will have higher ACs than you can hit reliably without advantage, and will hit you too easily and do too much damage to make Wild Shape an option that you can rely on constantly.
Fortunately, Land Druids get this CR at level 8 when flying forms open up, so the Giant Vulture is the perfect answer to these problems.
learn more here Druids start at this CR, so remember that swimming and flying forms won't be immediately available, but you will hit level 4 before you get access to CR 2.
Against single enemies, the Giant Toad can quickly remove anything of medium size or smaller.
For other fights, the Giant Vulture does great damage, and the Dire Wolf has a nice knockdown effect.
The Giant Spider's web is a fun utility, especially against big enemies with low AC.
Underwater, the Giant Octopus is your only option, but it's also pretty good.
Unfortunately, the Brown Bear's AC is relatively low for the CR, and it doesn't have enough hit points to compensate, so it's very difficult to maintain the form if you're drawing attacks.
A lot of people like bears because the multiple attacks allow you to apply Rage damage twice, but you absolutely won't have enough rages to keep this form viable throughout a full day.
If you insist on using Brown Bear and many people do be absolutely sure to put of Barkskin before you go into combat.
Personally I think the Dire Wolf is a better option since you don't need to risk opportunity attacks to trip things, but the Deinonychus is still a giant slot and build shapes good option.
Keen Hearing and Smell, and good Perception and Stealth for whatever reason.
The Dire Wolf's bite does decent damage, and has a knockdown effect with a decent DC to resist, and with Pack Tactics you should be able to hit reliably.
Altogether, a very solid combat form.
Unfortunately, the Giant Vulture does considerably more damage and has Pack Tactics to back up its attacks.
The Giant Hyena's bite does decent damage, and with Rampage you can chew through groups of weak enemies very quickly, especially at low levels.
Not usable until level 4.
The attack bonus is decent, and the target doesn't get a save to resist its effect.
The target can then either waste an action trying to escape, make attacks at disadvantage to giant slot and build shapes its way out, or attempt to fight while restrained.
In any of those cases, you win.
This is especially true against single enemies where the action economy tips heavily in the party's favor.
Swallowing an enemy is still a great way to eliminate important single targets.
Not usable until level 4.
Thanks to Pack Tactics, the Giant Vulture can reliably hit withs its Multiattack and deal this web page damage.
For non-moon druids, this is the best flying form.
For Circle of the Moon druids, this is the best flying form at 8th level, but becomes obsolete ate 9th level.
The Lion has two attacks, but without Multiattack that doesn't do anything.
Dire Wolf is strictly better.
Dire Wolf is still better.
CR 2 CR 2 is where Wild Shape forms start to really improve in damage output, which lines up with martial characters like Fighters getting Extra Attack.
Flying forms don't open up until level 8, but you'll still be on CR 2 at that point, so if you need to fly, Giant Vulture is still your best bet until level 9, at which point the Quetzalcoatlus will easily outdo the Giant Vulture.
Giant Elk and Sabre-Toothed Tiger are your go-to damage forms, and Giant Constrictor Snake is your single-target striker form.
Underwater the Giant Octopus is still solid.
Unfortunately it only works on prone creatures, so you'll need to be able to consistently knock your foes prone to make best use of your hooves.
To do this, you'll likely need to use hit-and-run tactics to allow you to use Charge every turn.
The Giant Elk's 60 ft.
The Hunter Shark is the only aquatic form at this level, but it's still not significantly better than the Giant Octopus since the octopus can so easily Restrain enemies.
While its claws do 1 point more damage than the Giant Elk's gore, the Giant Elk's AC is 2 points higher and it has considerably better move speed.
The Sabre-toothed Tiger's Pounce combo will do a few points more here than Giant slot and build shapes on the initial attack combo, but if the foe remains prone the Giant Elk is clearly the better option.
CR 3 Ankylosaurus serves as a Defender, while Giant Scorpion is great for holding stuff in place and murdering it.
With multiattack you get two attempts to grapple a target, plus your sting.
Even the scorpion's AC is decent, and with blindsight you can easily handle invisible or obscured enemies.
CR 4 CR 4 is very disappointing.
Stegosaurus is the best new option, but its raw damage output probably can't compete with the Giant Scorpion's ability to hold foes in place and wear them down.
Trampling Charge is decent, especially since you can get a free attack, but the DC is lower than the knockdown effect on the Dire Wolf's bite, so even that doesn't make the Elephant good.
CR 5 Giant Crocodile is your best bet most of the time, but Giant Shark is pretty great underwater.
Against multiple foes, consider the Brontosaurus for its amazing damage output and reach.
It doesn't do anything special beyond the trip effect, but with 20 foot reach it can be a serious threat in an encounter with a lot of enemies moving around provoking opportunity attacks.
The crocodile's tail also provides a nice option for knocking enemies prone.
No fun tricks, but a solid aquatic option.
CR 6 Look at all of these options.
The DC on Trampling Charge is excellent, so you should be able to use it reliably, even if you only manage to do it once per fight.
Elemental Forms Moon Druids get the ability to Wild Shape into elementals.
All of the Elementals in the Monster Manual are CR 5, making food and beverage manager jupiters casino the highest-CR options available to Druid until level 18.
However, this option consumes both of your Wild Shapes uses, which can make it a risky choice if you're not planning to rest soon.
The damage is on par with other elementals, and Whirlwind is fun but not terribly powerful.
Amuzing, but it can't outshine other elementals in most situations.
You can spend your movement walking through enemies to ignite everything in the room, then Dash to ignite whatever you didn't have enough movement to walk over or Slam something that's already on fire.
If your enemies don't douse the fire, they take damage and you win.
If they spend an Action to douse the fire, you used your movement to cost them an action, and you win.
There's not save to avoid the ability or anything.
This is a mountain of flaming bullshit.
Drop it on your foes.
Oh, and if they attack you in melee they take fire damage.
Unarmored Defense and Wild Shape A level of Barbarian or Monk to pick up Unarmored Defense goes a long way for Moon Druids because it applies while Wild Shaped, according to.
However, remember that you use the Unarmored Defense calculation in place of your animal form's default calculation, so your form's "natural armor" won't stack again according to.
Personally I like the Monk's Unarmored Https:// better for a single-level dip because it works on your 20 Wisdom a consistent +5 to AC instead of whatever Constitution score your Wild Shape form has, which will range anywhere from 10 to 20, but typically hangs around 15-16.
If you plan a single level dip, go for Monk.
If you're willing to go for 2-3 levels, there's a lot to be said for Barbarian.
With 20, it matches or exceeds every AC on the table.
However, Barkskin sets your AC to a minimum of 16, which will exceed the AC of almost every form on the table, even with 20 Wisdom. giant slot and build shapes giant slot and build shapes giant slot and build shapes giant slot and build shapes giant slot and build shapes giant slot and build shapes

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