Quote Originally Posted by Tanarii View Post
Since you're not re-attuning the items again (I assume), it's unlikely you're going to be resizing them on the fly while wild-shaping.
Starting out, this is not directed at you specifically Tanarii, you were just quoted because you tried to give a reasonable reason
Spoiler: the full wildshape deets
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Quote Originally Posted by phb66/67
While you are transformed, the following rules apply:
ē Your game statistics are replaced by the statistics of
the beast, but you retain your alignment, personality,
and Intelligence, W isdom , and Charisma scores. You
also retain all of your skill and saving throw proficien-
cies, in addition to gaining those of the creature.
If
the creature has the same proficiency as you and the
bonus in its stat block is higher than yours, use the
creatureís bonus instead of yours. If the creature has
any legendary or lair actions, you can't use them.

ē W hen you transform, you assum e the beastís hit
points and Hit Dice. W hen you revert to your norm al
form, you return to the number of hit points you had
before you transformed. However, if you revert as a
result of dropping to 0 hit points, any excess damage
carries over to your norm al form. For example, if you
take 10 damage in animal form and have only 1 hit
point left, you revert and take 9 damage. A s long as
the excess damage doesnít reduce your normal form
to 0 hit points, you arenít knocked unconscious.
ē You canít cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities of your beast form. Transforming doesnít
break your concentration on a spell youíve already
cast,
however, or prevent you from taking actions that
are part of a spell, such as call lightning, that youíve
already cast.
ē You retain the benefit of any features from your class,
race, or other source
and can use them if the new
form is physically capable of doing so. However, you
canít use any o f your special senses, such as darkvi-
sion, unless your new form also has that sense.
ē You choose whether your equipment falls to the
ground in your space, m erges into your new form, or
is w orn by it. W orn equipment functions as normal,
but the DM decides whether it is practical for the new
form to w ear a piece of equipment, based on the crea-
tureís shape and size. Your equipment doesnít change
size or shape to match the new
form, and any equipment that
the new form canít w ear
must either fall to the
ground or merge with it.
Equipment that merges
with the form has no
effect until you leave
the form.


Spoiler: Magic item deets
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Quote Originally Posted by dmg140
WEARING AND WIELDING ITEMS
Using a magic item's properties might mean wearing
or wielding it. A magic item meant to be worn must be
donned in the intended fashion: boots go on the feet,
gloves on the hands, hats and helmets on the head, and
rings on the finger. Magic armor must be donned, a
shield strapped to the arm, a cloak fastened about the
shoulders. A weapon must be held in hand.
In most cases, a magic item that's meant to be worn
can fit a creature regardless of size or build.
Many
magic garments are made to be easily adjustable, or the:
magically adjust themselves to the wearer.
Rare exceptions exist. If the story suggests a good
reason for an item to fit only creatures of a certain
size or shape, you can rule that it doesn't adjust. For
example, armor made by the drow might fit elves only.

Spoiler: specific beats general
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S p e c i f i c B e a t s G e n e r a l
This book contains rules, especially in parts 2 and 3,
that govern how the game plays. That said, many racial
traits, class features, spells, magic items, monster
abilities, and other game elements break the general rules in
some way, creating an exception to how the rest o f the
game works
. Remember this: If a specific rule
contradicts a general rule, the specific rule wins
.

Exceptions to the rules are often minor. For instance,
many adventurers donít have proficiency with longbows,
but every w ood elf does because of a racial trait. That
trait creates a minor exception in the game.
Other
exam ples of rule-breaking are more conspicuous. For
instance, an adventurer canít normally pass through
walls, but some spells make that possible. Magic
accounts for most o f the major exceptions to the rules.

  • Many class abilities, magic items, & more create rules exceptions. When conflict exists, the more specific one wins.
  • alignment, personality, int/wis/cha scores, skill & saving throw proficiencies,
  • If the creature has a magic item equivalent such as a lair or legendary action, you do not get it.
  • You maintain concentration on any spells you are already concentrating on & can continue to perform actions related to them such as call lightning's strike.
  • Your ability to speak or do things that requires hands is limited based on the form of the creature
  • You can not use any of your special senses (such as darkvision) unless the new form also has that sense.
  • "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so."
  • "Magic item" is unquestionably more specific than the general term "equipment" & thus overrides "equipment" when there is a conflict in the text.
  • "a magic item that's meant to be worn can fit a creature regardless of size or build."
  • " Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.". While it does give an example of armor made by drow only fitting elves, druid is not a racially restricted class & there exists druids of "all races"...

    so the only reason that elf only magic armor would not resize/easily adjust for an elf druid to a common druid form like a bear would pretty much be if it was metal armor.
  • There are magic items that do not do that, but those exceptions are rare to the already uncommon/rare/very rare magic items. That ring of protection might be worn like an ear ring by a cave bear, but wearing a giant's ring like a bracelet is reasonable enough that I'm pretty much certain that there have been magic items like that giant's ring in past editions making it a not very radical possibility
  • While a web of rules like this being used to prove a point is usually an immediate indication that punpun territory is being approached, the lengths to which certain people have shown themselves willing to ignore "DM decides whether it is practical for the new form to wear a piece of equipment " & jump straight to "nope my hands are tied, rules say no" makes the full collection of relevant rules a reasonable presentation to dismiss the bias
  • Don't think people take it too far?... how about suggesting that wildshape nullifies a curse rather than allowing a wildshaped druid to benefit from the curse with or without the resistance effect on a shield of missile attraction?... If that's not enough of an example of lazy gone too far to avoid "well it says dm decides if & I decide no", a house rule along the lines of "I find druids disruptive & would prefer you not play one in my games" may be in order.