About this mod
Complete Wild Shape rework - CR progression, HP/AC/Attribute scaling, full rework of all beast WS forms with new abilities and features. New WS forms, alternative WS colors, and lots of fixes and quality of life additions. All to make a more balanced, interesting and varied experience, more in line with a proper 5e / 5R design.
- Requirements
- Permissions and credits
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This mod is implemented with Compatibility Framework, which ensures full compatibility with other mods that affect progression or add subclasses.
As such, it requires both Compatibility Framework and Community Library, and won't work without it.
It should be safe to install, update and uninstall the mod at any time - make sure to respec your druid characters to level 1 beforehand.
Install with BG3MM as usual.
All modules included here and 5R Druid should be loaded AFTER the main Druid Wild Shape mod.
Community Library should be the first in the load order. Compatibility Framework should be the last.
Compatibility
- Wild Shape spells are removed from their perspective spell lists, and are now added with WS unlock passives.
This allows us to make a different progression between Circle of the Moon and other subclasses - as per 5e; and automatically add it to progression of modded druid subclasses. It should also declutter level up screen from a ton of Wild Shape spells - except that Circle of the Moon will still see all the non-moon WS spells on the druid tab, with moon forms on the subclass tab.
- Wild Shape spell containers, and all entries of this mod are implemented separately from vanilla.
This means that other mods that affect vanilla WS entries won't affect forms, stats and abilities in this mod - unless they make changes specifically to the entries of this mod.
This mod is not meant to be used with any other Wild Shape mods. This is a complete overhaul, and it's balanced as such.
5R Druid / 5R features
This mod is made with 5R Druid features in mind - at least some of them are required for the "full experience" of the mod, as some of the vanilla BG3 stuff is removed, and meant to be replaced with 5R stuff that is integral to WS balance - such as Fount of Moonlight, Primal Strike, and Moonlight Step.
If you would like to play to with the vanilla 5e Druid, some of the 5R features are available with the optional module (in the optional files). It includes:
- changes to WS charges and WS recovery
- Elemental Fury: Primal Strike and Potent Spellcasting
- Increased Toughness
- Wild Resurgence (not available in combat, as it would be too OP with 5e druid)
- Moonlight Step
You can play with the vanilla druid, without anything else, if you want - but it's intended to be played with either:
- 5R features + 5R Circle of the Moon Spells
- 5R Druid, which includes all of that and more
General Changes
- Wild Shape is now available with both standard and bonus action - for ALL druids - you're free to limit yourself to any of these, if you want to adhere to 5e or 5R rules.
- Lunar Mend is extended to spell level 9; available with 2 options of scaling - 1d8 (vanilla 5e scaling), or 2d8 (5R scaling for Cure Wounds / Healing Word and such spells). Available as a selection at level 2.
- Added the ability to use Shove in WS; removed the ability to Throw in WS.
- Added the ability to recast Concentration spells in WS - such as: Moonbeam, Call Lightning, Heat Metal, Sunbeam, Warden of Vitality, Vampiric Touch (as per 5e).
- Implemented a toggle to Auto-Dismiss Wild Shape as soon as combat ends - in case you want to be able to interact in a conversation immediately after the battle. Enables you to play as a druid on your main character.
- Implemented proper CR progression for all forms, different between Circle of the Moon and other circles:
- Circle of the Moon start with CR 1 forms as per 5e - with more and better forms than other druids. They get new forms at level 6 and 9 - at CR 2 and CR 3. All forms get new and better abilities/features at each CR increase - at level 6 and 9.
- Circle of the Moon forms with the cost of 2 WS charges are still unlocked at level 10, as per 5e.
- Other Circles start with CR 1/2, which is a little higher than 5e (so that it's not as awful, and so that they are more consistently behind moon by only 4 levels). At level 6 they get new CR 1 forms (starting Circle of the Moon forms); and some forms get new/better abilities.
- As such, many forms have been upscaled or downscaled to their proper CR - e.g. Panther is available from level 2 (for both moon and non-moon), and Owlbear from level 9 (moon).


- Circle of the Moon forms have 1d10 HD and start with 4d10 + Con modifier.
- Other Circles forms start with 3d8 + Con modifier and upgrade to 1d10 HD at level 6, as they get to CR 1.
- Implemented up to level 20 (if you use mods such as Unlock Level Curve or Expansion).
- Reworked stat blocks (ability scores) for all forms. Besides upscaling/downscaling according to their CR, also fixed outliers (most OP or awful forms), so that they are more balanced against each other. Some forms have stayed the same, and some have been adjusted to where it makes more sense for them as creatures.
- Implemented stat progression for all forms, with increase of their attack ability modifier (Strength or Dexterity) at each CR increase.
- Implemented AC progression for all forms, with +1 AC at each CR increase.
All of this - HP, AC and attribute score changes fall very close in line with 5e stat blocks of creatures, at some points matching exactly for many forms. Though I made some adjustments for some of the forms, to fix outliers or weird stat blocks and such.
I didn't aim to make any form to have an insane amount of HP + AC as some of the animals in 5e have - like the Giant Snapping Turtle, where it's essentially the main and only feature of the form. All the forms in this mod have many other abilities and features - giving them such HP + AC on top would be way too much.
- Implemented proper DC scaling for all abilities in WS. Which is equal to 8 + 2 (Proficiency modifier of the form) + Strength/Dexterity/Constitution modifier. Most abilities use the attack modifier of the form (Strength or Dexterity), with effects such as Poison or Acid - using Constitution modifier (all of this per 5e).
- All forms now deal 2d6 damage, or 2d4 until CR 1, with their base attack - except for the spider forms that deal 1d10 and may apply Poison with their base attacks.
- Removed the scaling damage bonus on attacks in WS - that was Larian's homebrew that was way too much, especially with multiple attacks per turn.
- Removed the second Extra Attack in WS (at level 10) - that was Larian's homebrew as well.
- I want to keep the second Extra Attack as a unique Fighter's feature
- full spellcasters are not intended to have any extra attacks in 5e - and especially not two of them
This bonus damage and second Extra Attack are replaced with better damage values, better and more abilities in WS, proper stat progression, and 5R features such as Primal Strike and Moonlight Step. All of that should be enough, and if it is not - I'll look into more tuning and maybe even gear support - we will see.
Icons and animations
- Reworked all WS icons in the green style that I use for all features that use/affect WS charges, in my other mods for druids.
- Made standard/bonus action indicators for WS spell containers' icons.
- Made many new icons for new/old forms and abilities/features. Made color indicators for all the different WS recolors.
- Fixed / added missing animations:
- Sneaking and jumping animations for all the forms that didn't have them before.
- Giant Eagle - reworked sneaking, idle stance, transformation (in and out), casting animations, and prepare stance for Fly and Dive.
- Blink Dog - reworked the bite animation.
- Displacer Beast - added Claw, Bite, and Pounce animations.
Skill Proficiencies
Added skill proficiencies for all forms, according to 5e - but using player character proficiency modifier, rather than that of the creature.
Proficiency in Survival is added as a replacement for the Advantage on smell, hearing or Perception checks, as it's essentially the same in BG3 - used to find hidden treasures and such.
- Stealth - all critter forms, all spider forms, all wolf forms, all feline forms.
- Survival - all bear forms, all wolf forms, all felines forms, Hyena, Owlbear.
- Perception - essentially all the forms, as they have it per 5e.
- Athletics - Bulette.
Multiclass Support
Provided support for other class abilities, with proper animations - where it makes sense and follows 5e rules.
- Fighter - Action Surge, Second Wind
- Barbarian - Reckless Attack, Frenzied Strike, Diving Strike, Tiger's Bloodlust, Primal Stampede, Magic Awareness
- Monk - Patient Defence, Step of the Wind: Dash, Step of the Wind: Disengage
- Paladin - Smite, Lay on Hands, all auras
- Rogue - Sneak Attack, Cunning Action: Dash, Cunning Action: Disengage, Cunning Action: Hide
WS Critters

- made a separate Critter WS spell container, with Cat and Raven form - and added many new forms of tiny creatures. All of them are now considered as non-combat, simply utility, traversal, and flavor forms - and can be cast as a Ritual.
- rescaled vanilla Raven form as a critter, and added Dire Raven as a proper combat form.
- removed all combat abilities/effects from all of these creatures; as they are now free, they are not meant to be used in combat.
The main utility of a cat form in vanilla BG3 is that it doesn't draw attention of enemies and allows you to sneak into places - which is called by the game as Inconspicuous. Note that not all critter forms share the same utility - dog, squirrel, blue jay and bat - do not. Editing of this requires delving into scripting stuff that I don't want to touch. But I did add a note of that in their descriptions, so that you don't have to remember.
Critter forms are not intended to be used for combat in any way, so they don't receive any THP nor AC scaling (Primal Armour) from 5R Druid.
WS Form changes
Completely reworked all forms' abilities and features.
- All of them are first and foremost designed with 5e core design, and then adapted to BG3.
- A lot of vanilla stuff was reworked or removed, to fit better with 5e, or to make a better implementation and balance.
- Implemented A LOT of new abilities and features, with a progression through the levels - at CR increases - as can be seen on the pictures above.
- Some of the new abilities/features are similar to feats or other classes' features - and as not to make them too oppressive and not to step on other classes' toes too much, they are often more restrictive in some ways - by design.
- Some forms may apply Off-Balanced condition, which I modifier to be removed at the start of the creature's turn - same as knocked Prone.
- Given all of them their proper movement per 5e - so most of them now have 40ft of movement, and some of them - 50ft (or the whole 80ft for Giant Eagle).
- All of this stuff may sound like a lot - and it would be for table top - but here it's meant to compensate for the lack of gearing in WS, and to bridge the gap between wild shaped druids and other classes. And to compensate for some of the vanilla BG3 stuff that was removed.
You can see all abilities on the pictures at the top of the mod page - here I'll mainly list changes, explanations, notes and my thoughts.
Giant Badger
Giant Badger is all about being ferocious and very tanky. Though not as great at protecting allies as a Bear, it's great at soaking hits as a soft tank, while dishing out some in return.
- Claws - removed push (from vanilla)
- Burrow
- reduced range to 30ft, now costs an attack action + the same amount of movement as the distance you travel through
- now deals 1d6 damage, and doesn't knock Prone in aoe - instead it can throw Off-Balance (which makes a little more sense)
- and now can be used as a part of Extra Attack - so it doesn't become worthless after level 5
- added Badger's Rage - which requires you to take damage from an enemy, before being usable
- in previous editions of dnd, Giant / Dire Badger had an ability to Rage after taking damage - and I feel like it's very fitting and thematic, to bring that back; and if we give Rage to any form, it would be this one
- it may sound like a lot - giving an actual Rage as a WS ability - but it also restricts spellcasting and Concentration on spells, which is one of the main things you can do in WS, especially with Circle of the Moon Spells; so it has some drawbacks - and another drawback is the requirement to take damage from an enemy
- added Reckless Attack - which allows you to trade away some of the tankiness for offensive capability, and synergizes very well with Rage, as it allows you to take more hits and draw more aggro - and it plays even more so into the next ability:
- added Retaliation - now that you are more likely to draw attacks to yourself, now you can also attack back
- added Resistance to poison damage, and Advantage on saving throws against being Poisoned
- badgers are resistant to that stuff in real life, and now have the same thing in 5R as well
Bear
Bear has 3 different stat blocks in 5e - Black Bear (CR 1/2), Brown Bear (CR 1), and Polar Bear (CR 2). Since we have progression here, we will reduce it to 2 different forms - Black Bear, and Brown Bear.
Circle of the Moon starts with Brown Bear - as it is CR 1, with all other bear forms available as different colors, simply as visual.
Other Circles start with a smaller Black Bear - as it is CR 1/2, which then upgrades to Brown Bear at level 6, and unlocks all other colors.
One of the main features of a bear in 5e is their Multiattack - but since we have Extra Attack in WS in BG3, all forms now technically have "Multiattack" from level 5. Their other main feature in table top - across dnd, pathfinder, and such - is their grappling ability, which allows them to lock down a target in melee and wrestle with it - but unfortunately, we don't have such a mechanic and a framework (with animations) in BG3. That's also how they actually fight in real life - and I think I can at least simulate the effects a little, and make it more focused on crowd control as well.
As such, bear is focused on protection of allies - as it can draw enemies' attention and hinder their movement.
- added Smash - a single target attack with knock Prone (with a custom animation)
- as Dire Wolf can knock Prone, it only makes sense for a bear to be able to, as well
- added Maim - a single target attack that reduces movement speed by half, and if they are Prone - applies Maimed, which completely restricts their movement
- as it reduces movement by half, and knock Prone also takes half the movement to stand up, it should already remove the whole movement of the creature; but unfortunately, that's not how it works in BG3 - here, standing up from Prone only consumes half of the remaining movement, leaving them with 1/4 of their movement still; Maim is used to fix that - as it doesn't prevent them from standing up from Prone, but they won't be able to move after that; and since they cannot move - it makes sense they would have Disadvantage on Dexterity saving throws as well
- I also wanted to add more synergy between the abilities
- reworked Goading Roar - now Threatening Roar
- it no longer does that weird thing it does in vanilla - where it applies an actual mind-control effect, which forces the enemy to attack you, and can even force some spellcasters to come down and strike you with their staff, which didn't make any sense whatsoever and was, honestly, hilariously dumb
- now, it applies an aura effect around you, without a saving throw, which imposes Disadvantage on enemy's Attack Rolls against creatures other than you; this draws more aggro to you, as they prefer an easier target - and even if they make an attack against your ally - they will be more likely to miss
- it is now a bonus action, and once per SR
- added Sentinel: Snare - one part of the Sentinel feat
- this provides some synergy with Threatening Roar, when enemies try to move out of it
- and it gives even more of a protective role to this form, as you can prevent enemies from reaching your allies
- added Disarm
- as disarm is a pretty OP thing in both 5e and BG3, I wanted to make it more restricted - so it requires the target to be Prone (which also makes some thematic sense), and it also deals less damage as a part of this design/balance
- but I don't want it to be rarely useful - only against humanoids with weapons - so I make it apply a debuff on a hit, which makes it useful against all kinds of creatures - and not be just some worthless 1d6 damage attack when disarm doesn't succeed
Giant Boar / Deep Rothe
These two forms have the same set of abilities. It was already hard enough to come up with new abilities for them, that made sense - and it's even harder to differentiate them in any way. So I decided to keep them the same.
- added Charge - available for CR 1/2, for non-moon Boar / Deep Rothe
- can only hit 1 creature - the first one in the way, or the target
- can't charge through enemies, unless you don't choose a target - then you can manage to charge through one target in the way, at some weird angles
- target must be at least 10ft away
- deals some 1d6 additional damage
- added Charge: Prone and Charge: Push - available from CR 1
- both of them share the same cooldown of once/turn
- both of them work the same as Charge, and besides dealing bonus damage, can either knock the target Prone, or push it 10ft away
- added Charge Through - available from CR 2
- can charge through all enemies in the way
- can deal damage to all of them, and throw them Off-Balance (Dexterity saving throw)
- can be used as a part of Extra Attack (and on the same turn as Charge: Prone / Charge: Push)
- added Boar's / Rothe's Frenzy
- grants all the benefits and restrictions of the usual Rage, except for Resistance to damage
- allows to use Frenzied Strike with a bonus action
Wolf / Dire Wolf
Wolf / Dire Wolf is all about teamwork and coordination with allies - now not only with melee allies, as I'm removing Pack Tactics and replace it with more active and interesting features, in the same theme.
- removed Pack Tactics
- this feature really only makes sense for the actual creatures that had life experience of working/hunting together with their own kind. It doesn't make sense for a druid that transforms into a wolf to suddenly get an understanding of that, and to somehow, automatically, without any further actions, get Advantage on all attacks while close to allies - allies that are not even wolves themselves
- in dnd, Pack Tactics is a feature that is commonly given to packs/hordes of small low level enemies, to simplify and theme them around working together
- while in real life, an example of such tactics would be something like a pack of wolves - that sends some members to draw attention of their prey in the front, while the others can flank or attack from the back
- as such, I replace it with other abilities/features that simulate the same theme and focus on working together as a team (or as a pack), but in a more active and interesting way, than an automatic passive
- removed Exposing Bite
- it was simply way too much - being able to land a guaranteed crit, especially from an ally (with a Smite and such) - it's not something that should be so freely available in dnd (you won't find such effects in table top)
- it didn't even make much thematic sense as to why it would be limited to once per SR, and with such a cooldown it wasn't as engaging to play with - it simply reduced the form to using this one ability, and then transforming to something else
- added Distracting Bite
- deals less damage than the usual attack - as a drawback for not having a saving throw
- differently from Pack Tactics, it works with ranged attacks from allies - making this form better in a team with ranged characters, than before
- and it makes thematic sense, as it simulates Pack Tactics the other way around - as you distracting foes for your team
- added Lunging Bite at CR 1 (knock Prone attack)
- I like the abilities which knock Prone to be more restricted to stronger, larger forms - so it's only available to Dire Wolf
- added Pack Hunter - which is essentially a part of the Sentinel feat
- it simulates Pack Tactics in another way - as you can exploit an opening when an enemy is distracted on your allies
- it has the same restriction of not working with allies which have the Sentinel feat (or this Pack Hunter feature), and I added this check for
Pack Hunter to Sentinel, as well
- removed Inciting Howl, as it didn't really do much - and used it to make a proper ability, see below
- added Call the Pack - the ability to summon two wolves for 10 turns
- they don't have a lot of HP, but can avoid attacks with the Disengage: Bonus Action
- they can Distract enemies for you and your team - playing even more into the theme of Pack Tactics - but now with an actual pack
- they are also available either as usual wolves, or as green wolf spirits - if you like the theme of summoning wolf spirits or fey, and such - it's purely a visual difference
Winter Wolf - CR 3
Winter Wolf has all the same abilities as Dire Wolf, except for Call the Pack - that is replaced with Cold Breath from 5e
- Cold Breath
- reduced its damage down to 4d6 from 4d8 in 5e
- and implemented the Recharge 5-6 function, as breath abilities have in 5e - you roll a d6 at the start of each turn, and on a roll of 5 or 6, gain the ability to use it again
- Resistance to cold damage
- made a custom bright white fur and blue eyes, and added cold breathing VFX
Hyena / Giant Hyena
It's similar to a wolf - as they are pretty similar in real life. I added more difference past CR 1 - as wolf becomes even more teamwork focused, hyena becomes more ferocious itself.
- added Distracting Bite - same as wolf
- added Lunging Bite at CR 1 - same as wolf
- added Rampage at CR 2
- it's actually one of their features in 5e, but here I made it to work off of critical hits as well
- added Relentless Assault
- you know how some frenzy beasts are shown in the movies/games - snapping their jaws, trying to reach their target - this is what it is
Web Spider
First spider form - that is focused on web abilities, disruption and crowd control.
- made Arachnid Jump function as the usual Jump in BG3 (with a movement cost) - and made it scale off of Dexterity, instead of Strength; applies to all spider forms
- Venomous Bite now deals only 1d10 piercing damage, with no poison damage - and can Poison a target, which DC scales off of the spider's Constitution, so it's = 11; applies to all spider forms
- added Enweb - ranged single target web ability, similar to how it functions in 5e - and even more so in 5R (with Dexterity ST)
- it only costs an attack action - so it can be used with another attack on the same turn
- I don't think it's fair implementing it with the Recharge 5-6 as in 5e, as I don't think it's all that strong
- has a custom projectile and VFX
- added Pulling Web - an ability to pull a target with a bonus action, similar to Shove
- it scales off of spider's Strength, which is not that high - so it has a somewhat lower DC - but it's also only a bonus action
- it always succeeds on an object or ally, same as Shove
- has a custom VFX
- reworked Web - now Expel Web, which creates a somewhat smaller web surface than previously, with a very short - practically melee - range; costs an action, and is available only once per SR
- added Cocoon - completely reworked the vanilla Cocoon from ranger's companion
- made it melee range, and require a target to be Enwebbed. The condition is pretty strong, so it shouldn't be as freely available - and I also wanted to create some synergy between the abilities.
- now can be used as a part of Extra Attack - and on the same turn as Enweb
- reworked Cocooned condition - made it properly work without Incapacitation, without resistances, and made it properly restrict actions, bonus actions, and reactions
- the condition is removed with fire damage, or any damage higher than 4 - so that it works with the Spider Swarm and Infested condition
- at CR 3 it upgrades to Infested Cocoon, which also applies Infested
- made a custom VFX for the spell and the condition
- added Captured Prey passive feature - you deal an additional 1d6 damage when attacking a Cocooned target
- added Spider Swarm - ranged attack with two instances of damage, which applies Infested for 3 turns
- it doesn't deal a whole lot of damage - it is mainly used for disruption, as it forces 2 Concentration saving throws on a hit, and then continues dealing 1d4+1d4 damage for the next 2 turns - and that's A LOT of Concentration saving throws
- only available once/turn, so it doesn't make the form completely ranged
- I also made this Infested not spread to attackers (to our allies), or on a target's death, and made it harm the enemy spiders
- condition is removed with any fire damage
Venom Spider - CR 1
Second spider form, which can spit venom, and combine melee and ranged abilities - becoming especially great at it as it becomes Phase Spider at CR 2.
- Venomous Discharge - now functions similar to Ice Knife spell, with a ranged attack against the main target, and explosion in aoe with Dexterity ST. It deals 1d8 + dex modifier damage to a target (same as basic ranged attack with a bow), and additional 2d4 in aoe - same as Arrow of Acid
- can Poison the main target, same as base attack
- only available once/turn, so it doesn't make the form completely ranged
- reworked Web - now Expel Web, same as for Web Spider
- added Resistance to poison damage
Phase Spider - CR 2
Third spider form, which excels at combining melee and ranged abilities, as it can use Phase abilities to move around the battlefield.
Inherits all the abilities and features of the Venom Spider.
- Residual Venom - after using Venomous Discharge, your next melee attack deals an additional 1d8 poison damage
- this creates the in-and-out playstyle, where you have to combine melee and ranged attacks, and plays really well with the next ability:
- Phase Step - essentially a Misty Step, with a lower range
- this allows you to get in and out of melee - to use Venomous Discharge without Disadvantage (from being in melee)
- Phase Shift - implemented an ability to actually shift between the planes - sort of how Blink spell does, but in a much different way, since it doesn't transform you into a globe of light, and doesn't restrict all of your actions and movement. It allows you to have more control over it - as you can choose when and how to use it.
- you stay as a Phase Spider, and still retain all of your abilities and movement, and gain the ability to Fly (as it is possible on the Ethereal Plane). You become completely unaffected and Invisible from the Material Plane, and can only use spells and actions that affect yourself or others on the Ethereal Plane (in case you have multiple druids in the Phase Spider form in there), mainly for Cure Wounds and such
- while on the Ethereal Plane, your next melee attack is made with Advantage - as you can ambush the target and shift back to the Material Plane; since it lasts until the end of your next turn, you can use Phase Shift defensively, and then offensively on the next turn, with an attack
- I wanted to make it more available for Phase Spider, as a part of their nature - rather than once per SR, but since it's a pretty strong ability (even stronger than in 5e), it had to be a little more limited than with a bonus action every 2 turns as it is in 5e - that would be way too OP
- so I implemented the Recharge 5-6 function for it, that creature's breath abilities have in 5e - you roll a d6 at the start of each turn, and on a roll of 5 or 6, gain the ability to use it again; which is actually pretty similar to how Blink spell works - except you don't automatically get shifted to the Ethereal Plane, and can choose when and how to use it
- I also made a custom VFX for the spider, while on the Ethereal Plane, and had to spend like a week to figure out and properly implement such an insanely complicated feature (and VFX), fuck my life I guess haha
Panther
Panther is focused on avoidance, and has a sneaky playstyle, similar to that of a rogue - going in and out of melee, and in and out of Hiding.
- made it have proper 50ft of movement per 5e (which is very important for the whole playstyle)
- added Agile Jump - that scales off of Dexterity, instead of Strength
- this means Panther will have the same Jump range as Saber Tiger
- and this affects Pounce: Jump as well
- added Claws attack, to have slashing damage if needed
- added Hide: Bonus Action and Mobile: Evade Opportunity Attack part of the Mobile feat
- these together make the form function very similar to how it does in 5R, especially with the further changes to Pounce and "sneak attack" damage
- Mobile allows you to avoid attacks of opportunity without spending a bonus action on Disengage, and as such can be used together with Hide: Bonus Action on the same turn - but it doesn't work against multiple enemies, so you have to be careful and strategical with your movement
- added Disengage: Bonus Action at CR 2
- this allows you to avoid attacks of opportunity from ALL enemies, but with a cost of a bonus action, which doesn't allow you to use Hide: Bonus Action on the same turn - so there's some sense to have both Mobile and Disengage: Bonus Action, to be used differently
- implemented Pounce properly per 5e - as a single target attack (rather than saving throw), but without the 5e range requirement
- instead of the range requirement, made it cost movement equal to the distance to the target
- made Pounce available as a Pounce: Jump, with a shared cooldown of once/turn
- this combines Pounce and Jump action, with a cost of a bonus action - as Jump action does in BG3
- this allows you to use it from further range - especially from Hiding, or from out of combat
- removed Jugular Strike (from vanilla), Jugular Bite and Ambush (from the previous version of the mod, that is from 5e), and integrated them into Pounce and base attack, similar to 5R
- now, you can deal bonus damage with any attack that is made with Advantage - which includes attacks against a Prone target, or from Hiding; which is similar to how you could deal more damage with Jugular Bite against a Prone target, or with Ambush from Hiding - so that extra damage is still here, and actually around the same, but is now more streamlined, without having to make additional attacks, and without having to spend a bonus action - freeing it up for other stuff, like bonus action Disengage or Jump, or Lunar Mend, or some recasting spells, and so on
- so the playstyle is still the same as in the previous version of the mod - going in and out of melee, in and out of Hiding, but now it allows you to deal this bonus damage with Advantage from other sources as well
- this is all very similar to rogue's Sneak Attack, except it doesn't work from having an ally engaged in melee with a target; and it's available more than once/turn
- removed knock Prone from Pounce, and implemented it as Ambush Predator feature, at CR 2
- now it can only knock Prone from Hiding - which is a little more limited and better for balance, as it allows to facilitate having more features
- I also like to limit knock Prone abilities to stronger, larger forms, but I also feel like this fits well here, as an ambush
- this also may allow you to deal bonus damage twice per turn - first with Pounce from Hiding, and then with any attack against the Prone target
- added Jugular Bite again, but different - which can only be used against a knocked Prone target, and instead of dealing the bonus damage (from Advantage), it applies Bleeding
- it's more of a sidegrade, but I really felt like adding some variety to abilities
- removed Prowl (from vanilla), since it was an actual magical Invisibility, which didn't make any sense for a panther as an animal to have, and especially not with a Concentration
- replaced that with a proper Stealth Proficiency, and Stealth Expertise at CR 2 - and Shadowmeld ability at CR 3
- Shadowmeld allows you to become even more stealthy (but not Invisible) when you stay in place - lay in ambush, and such; also made it usable with a simple click, same as Hide action
- added Uncanny Dodge - to give a somewhat fragile Panther form a little more avoidance and survivability, and as it fits well
- and fixed it - so that it works properly as a Reaction - the fix for rogues is available here as well
Also increased its Bounds, so that targeting is less obnoxious (and it's easier to click on enemies, and not yourself).
Saber-toothed Tiger - CR 2
Saber Tiger has some of the same features as Panther - but instead of having the sneaky in-and-out playstyle, you stay and fight, and are much better at dealing with multiple enemies.
- removed Enhanced Jump (as it was ridicilous and allowed to fly across the entire screen) - now it functions as usual Jump (and with Saber Tiger's Strength it's still great)
- added Claws attack, to have slashing damage if needed
- removed knock Prone from Bite attack (from vanilla), as it was ridiculous, especially with the vanilla 3 attacks per turn
- added properly implemented Pounce - as a single target attack, with a knock Prone, but without the 5e range requirement
- instead of the range requirement, made it cost movement equal to the distance to the target
- made Pounce available as Pounce: Jump and Pounce: Strike, with a shared cooldown of once/turn
- Pounce: Jump combines Pounce and Jump action, with a cost of a bonus action - as Jump action does in BG3; this allows you to use it from further range - especially from Hiding, or from out of combat
- Pounce: Strike allows you to use it in melee, without having random jumping around that happens when you use it melee
- removed Jugular Strike (from vanilla), and Jugular Bite (from the previous version of the mod), and streamlined it in the same way as for Panther
- this allows Saber Tiger to have bonus damage from Hiding as well, but without the Hide: Bonus Action it's usually not used more than once per fight (from out of combat)
- instead, Saber Tiger can knock Prone with Pounce (without Hiding), to get this Advantage - and deal bonus damage as was usual with Jugular Bite before
- removed Shred Armour - I don't like having effects that affect stats directly, as it's not how it's usually done in 5e (due to the Bounded Accuracy)
- added Shred - cleave ability in a cone, against up to 3 targets, to which it applies Bleeding
- it doesn't deal much damage, but combined with Bleeding it should be alright
- has a custom VFX
- added Primal Roar - with a custom animation
- removed Animalistic Vitality, as constant regeneration doesn't make many sense - not for the animal, nor in 5e
- added Feline Deflection - which is essentially the 5R Defensive Duelist feat - which I'll release at some point as well
- it effectively gives the Saber an additional 4 AC - but only against melee attacks, and at the cost of a Reaction
- if you've ever seen cats fight, you've probably seen them use paws to deflect and avoid attacks - this is what it is
Also made it more massive, as it was pathetically small for a saber-toothed tiger before.
Also increased its Bounds, so that targeting is less obnoxious (and it's easier to click on enemies, and not yourself).
Dire Raven - CR 1
Dire Raven has a unique playstyle - focused more on disruption, rather than dealing damage by itself.
- added Flyby - an ability to fly around the battlefield, without provoking attacks of opportunity
- this is a feature that's given to some birds in 5e, which is very fitting here, and allows the raven to use it's disrupting abilities where it's needed
- and since raven is not very tanky - it can be used to fly in and out, and stay safe
- added Flurry - the ability to Distract foes (the same as wolf), but here it's a base attack with 1d6 damage
- since it doesn't make much sense for a raven to deal the same 2d6 damage as other more powerful forms - this is the base attack of this form
- Rend Vision - another disrupting ability, which is a little stronger, but requires a saving throw
- added a saving throw, since Blinded condition is fairly strong, and reduced its duration to 1 turn
- so you have a choice between the guaranteed Distract on a hit, or less guaranteed but stronger Blind
It doesn't really work without the full set of abilities, so I made it a CR 1 form - which is also a little more true to 5e, where flying forms get unlocked at level 7. But since flying is not quite as OP as it is in table top, there's no reason to limit flying forms to such a level for Circle of the Moon as well.
Becomes the Storm Raven at CR 2.
Storm Raven - CR 2
Storm Raven has all the Dire Raven abilities - and a focus on lightning theme.
- Beak Attack - empowered by lightning, Storm Raven deals 1d6 piercing + 1d6 lightning damage with the base attack - now 2d6, same as other forms
- Rend Vision - does 1d6 piercing + 1d6 ligthning damage as well
- Flurry - still does 1d6 piercing damage, as it's not focused on dealing damage, but rather on distracting the target
- there's still a choice between the abilities - as Rend Vision is only once/turn, and now you have to decide between using Beak Attack or Flurry
- can cast Call Lightning
- not much different from having Moonbeam in WS from Circle of the Moon Spells - and as recasting is already possible in WS, it doesn't really change much - but makes Call Lightning more available, which is nice and fits the theme
- has Resistance to lightning damage
- Lightning's Flurry - the ability to summon two Lightning Ravens - that literally come down with a bolt of lightning (custom VFX, custom model, all that)
- they have the same Flyby and the ability to Distract foes with Flurry - so it improves this form's disruption abilities even more
- their Flurry deals 1d6 lightning damage, and they are immune to lightning damage as well - you can strike with Call Lightning right on top of them
- Evasion - to give a somewhat fragile raven form a little more avoidance and survivability, and as it fits well for a flying creature
Giant Eagle - CR 2
Giant Eagle is somewhat similar to Dire Raven - as it also can fly around without provoking attacks of opportunity - but it's more focused on actually dealing damage and on hard crowd control.
- Flyby - an ability to fly around the battlefield without provoking attacks of opportunity
- as even Giant Owl has it in 5e, it still works for the Giant Eagle here
- Dive - which is essentially a Fly action + Pounce that can knock Prone, with a requirement of 20ft to a target
- here I actually added the 20ft requirement, as Giant Eagle can freely fly around due to Flyby - and due to having the whole 80ft of movement per turn - and since it actually makes sense for a dive - as sort of a charge from the air
- Multiattack - an ability to strike twice, against a knocked Prone or Restrained creature
- it only takes 1 attack action, so it's not the actual multiattack from 5e
- Gale - the ability to knock Prone and push back all creatures in the line
- changed it from the cone to a line, to fit the VFX
- it's not usable as a part of Extra Attack - so it's not usable together with Multiattack; the ability to knock Prone and push multiple creatures with one ability is already powerful enough
- Evasion - to give it a little more avoidance and survivability, and as it fits well for a flying creature - the same as for raven
Had to make the whole set of proper animations for Giant Eagle, as it was not available to players in the vanilla game in any way, and has been pretty scuffed. There's still some clunky stuff, but for the most part it should be smooth now.
Dilophosaurus - CR 2
Dilophosaurus is now a smaller and dexterous form, focused on acid abilities and combining melee and ranged attacks, going in and out of melee.
- Pounce - available in a 20ft version, and a melee version (with a custom animation) - which allows you to use it in melee, without having random jumping around that happens when you use it in melee
- ideally, I would like to come up with some other ability to replace this, and leave it for Alioramus
- reworked Corrosive Spit, now Acid Spit - it's a ranged attack (as it should be), with 1d8 + dex modifier damage (same as basic ranged attack with a bow), and 2d4 bonus damage at the end of the target's next turn (similar to Acid Arrow spell), and it can also Blind the target for 1 turn (Constitution ST), DC scales off of Constitution, so it's = 11
- added Acid Spray - breath aoe in a cone, 2d6 damage with half on a save (Dexterity ST); may also Blind affected creatures for 2 turns (Con ST), DC scales off of Constitution, so it's = 11
- also implemented the Recharge 5-6 function - that creature's breath abilities in 5e have - you roll a d6 at the start of each turn, and on a roll of 5-6, gain the ability to use it again.
- added Residual Acid - after using Acid Spit or Acid Spray, your next Bite attack deals additional 1d6 acid damage
- this creates the in-and-out playstyle, where you have to combine melee and ranged attacks
- added Disengage: Bonus Action - this allows you to get in and out of melee - to use Acid Spit without Disadvantage (from being in melee)
- added Resistance to acid damage
Alioramus - CR 2
Alioramus is a new dinosaur form - stronger and larger than Dilophosaurus - similar to how Panther and Saber Tiger are. It's focused on bleeding and wounding effects.
- Bite - applies Bleeding for 1 turn on a hit (no saving throw)
- Blood Scent - you gain Advantage on attacks against Bleeding targets
- Pounce - available in a 20ft version, and a melee version (with a custom animation), which allows you to use it in melee, without having random jumping around that happens when you use it in melee
- Ravage - melee attack, usable only against a Prone target; applies Ravaged debuff; applies Bleeding
- Ravaged - makes target take additional 1d6 damage from the next 2 attacks, and has a frozen duration (reduced by 1 turn with each attack); works on immune to bleeding creatures; removed by healing
- Blood Frenzy - you get a temporary bonus action attack ability, when you attack a target with half or less HP (or when it gets reduced to that HP as a result of your attack)
Owlbear - CR 3
Owlbear is great at dealing with crowds of enemies - with many aoe abilities.
It is now a CR 3 forms - as per 5e, and as it was way too strong for level 6 in vanilla, compared to other forms. I also didn't want to downscale it to CR 3 by removing any of the abilities and disrupting the synergy between them.
In some ways it's nerfed from vanilla - as Crushing Flight doesn't knock Prone in aoe anymore, which was pretty OP; and doesn't deal single target damage in aoe - which was a bug in vanilla - that made it deal obnoxious amounts of damage. But I'm giving it more synergy between the abilities, make them more convenient to use, and easier to make use out of.
- reworked Crushing Flight
- reduced the range to the usual Jump, scaling with Strength - so you can't fly across the whole map with it, that was a little too much
- implemented it as a proper Pounce per 5e, same as for Panther and Saber Tiger - as a single target attack, with an attack action cost. It can still knock the main target Prone, but instead of the aoe knock Prone, it now applies Off-Balanced condition, which is a little weaker debuff, and allows for more synergy with the new Rupture
- it still costs an additional bonus action, as it includes a Jump action, and does a little more than the usual Pounce
- completely reworked Rupture
- first off, it now costs an attack action - so it can be used with another attack on the same turn, and right after Crushing Flight or Smash
- it's no longer an aoe around the owlbear - which didn't really fit with the animation and VFX, with owlbear attacking in front of itself, and somehow dealing damage and pushing enemies behind it - way out of range of the impact - which didn't make any sense
- you can now target ground in front of you, or under you - and it will affect everything in and around it, which is MUCH, much more convenient to use and direct, and it can affect more enemies, more easily (without having to be surrounded by enemies), and without affecting allies that stand nearby - if you direct it away from them
- also reworked VFX so that it's an actually heavy hit, that throws CHUNKS of the ground OUT, and not just throws some pathetic pebbles into the air
- it deals damage in aoe, and additional damage to knocked Prone creatures - by Crushing Flight or Smash
- and instead of a push, it can apply Off-Balanced, same as Crushing Flight - and if they already are Off-Balanced, it will knock them Prone - so the aoe Prone is still here, but it's now achieved with two abilities, with two saving throws (though the second one is at Disadvantage), which is a little more balanced than before, but also gives you a chance to apply Off-Balanced twice
- it is usable only once/turn, so it has to be combined with other abilities
- added Smash
- since I made the same ability for a Bear, it only makes sense for Owlbear to have it as well
- but the actual reason it is here - is because it synergizes with Rupture, so you don't have to get out of melee to use Crushing Flight + Rupture every turn; you can get into melee with Crushing Flight, then Rupture, and then use Smash + Rupture instead
- removed Enrage, as Owlbear is already pretty loaded with abilities, and as it didn't even function as the actual Rage
- so I replaced it with Screech - that can Daze all nearby creatures, including allies (Constitution ST), and Frighten enemies (Wisdom ST), once per SR
- it's such an iconic feature of owlbears in their lore - their piercing, dazing screech - so I was surprised it's not their actual ability; so here it is
- Daze can be combined with Will-targeting spells from allies, as it applies Disadvantage on Wisdom saving throws
I also reduced the size of this form by about 15%, so it's not as massive and clunky, and so it has less issues with pathing and Crushing Flight usage. It is still a little bigger than a bear.
Blink Dog - CR 3
Blink Dog is a new form - that has a variety of different Blink abilities, and a passive that represents their focus on hunting Displacer Beasts.
- Distracting Bite and Pack Hunter- the same as wolf
- blink dogs are described to have coordinated hunting tactics and such - so it fits
- Blink Step - essentially Misty Step, that in addition gives you Advantage on the next attack after using it
- so it can be used defensively and offensively, and the limitation that your next immediate action has to be an attack simulates the sudden ambush after a blink
- Flicker - a Reaction that allows you to blink in place, in the moment of danger - which imposes Disadvantage on the attack, and on all attacks until the end of your next turn (you will continue blinking with each attack)
- this is very similar to 5R Defensive Duelist - or Feline Deflection that I made for Saber Tiger
- I initially wanted to make Blink Escape - which would allow you to use Blink Step as a Reaction, along with imposing Disadvantage on the attack - but that proved difficult to implement with the limitations that we have; but this works just as well, as blink dogs are even described to have such an ability in their lore; at some point I may come back to this and implement Blink Escape as well
- Blinking Evasion - this is just the basic Evasion, with added blinking VFX
- Displacement Sense - as blink dogs are supposed to be great at hunting displacer beasts, I think it fits well - they may use their insane fey sense of smell, or some such, I dunno
- but the unfortunate thing is that displacer beasts that we have in vanilla BG3 don't have an actual RAW Displacement (seriously, Larian?), so this doesn't actually do anything for them, lol - for now at least, until that's fixed with mods (maybe by me at some point); but it works for Blur, in case any enemies in the game have that
Displacer Beast - CR 3
Displacer Beast - new form, implemented as a more natural beast/fey form, rather than vanilla illithid (larian made for some reason). Implemented proper displacement from 5e - no illusions, magical copies, or spells. More focus on natural evasiveness, displacement, and tentacles.
- added Tentacle Whip - an attack with extra reach.
- added Bite and Claw attacks - as piercing and slashing damage if needed, with proper animations.
- added new passive Whip and Tear - "You deal an additional 1d6 damage with attacks made with Advantage. Additionally, you have Advantage against enemies with 30% or less HP with your Claw and Bite attacks". - Implemented the same "sneak attack" bonus damage that Panther and Saber Tiger have, and also added some focus on finishing enemies in close-range (as per some lore/trivia about Displacer Beast hunting tactics).
- added Elusive Whip - "You can make an Opportunity Attack when an enemy comes within range of your tentacles." - In combination with the extra reach of Tentacle Whip, functionally it is very similar to Polearm Master feat.
- added Bonus Action: Disengage - which enables the use of Elusive Whip with a unique ambusher playstyle, where you constantly retreat and bait enemies into opportunity attacks.
- added new passive Whip and Trip - "When you make a Tentacle Whip attack from Hiding or while Invisible, or as an Opportunity attack, you can knock the enemy Prone." - Now it all comes together, as you bait enemies into opportunity attacks, knock them Prone, and follow up with attacks with bonus damage with Advantage.
- added Bonus Action: Hide - which facilitates the use of Whip and Trip in a slightly different way, though there's much less incentive to play with a "sneaky" playstyle than for a Panther, since there's no Pounce and Mobile to pull it off. Tentacle Whip has some reach and should be possible to use from Hiding, though.
- added a proper 5e Displacement - which basically works like Blur (Disadvantage on attacks against you), which is disabled upon being hit, and refreshed at the end of your turn.
- added Evasion (which Displacer Beast in 5e also has).
Bulette - CR 3
The most tanky form - at least if you're using 5e version (without THP), as it has 20 Constitution. In some ways similar to Owlbear and Earth Elemental - and focused on aoe abilities.
I've decided to rescale it as a CR 3 form, after all. It is a little stronger and tankier than other forms, but doesn't have as many abilities/features. The difficulty of its use due to the size and clunkiness should balance it off.
- Bite - reduced damage a little from 5e, but with 2 attacks per turn it's still the same DPR as in 5e.
- Deadly Leap - reduced damage from 5e, as otherwise it would be completely OP, especially considering that it can knock Prone in aoe.
- reworked Corrosive Phlegm (from BG3)
- it's not something Bulette has in 5e, but there may very well be different bulette kinds, I guess
- not just reworked, but actually replaced the projectile ability with acid breath, as I think it makes more sense, and fits better with the form and animations - and made a fitting VFX for it
- and implemented Recharge 5-6 function, that creature's breath abilities have in 5e - you roll a d6 at the start of your turn, and on a roll of 5 or 6, gain the ability to use it again
- it creates an Acid surface in the same cone, that reduces AC of those who stand in it
- added Tremorsense
- implemented in a rather simple form, for now - as we don't have proper Invisibility rules and such in BG3, without mods
- so at some point I will come back to it and will implement it properly, to be used alongside mods that fix Invisibility, See Invisibility, Blind Sense, and all that
But of course, the most iconic feature of bulette - the ability to burrow is not implemented yet. Currently, the problem is that we don't have a proper resurface animation to unburrow - the one we have is using Deadly Jump animation, to erupt from the ground - but that has to be a separate action, on a separate turn, and has to be targeted (but you can't target where to burrow to, and where to land at the same time), and as such it would require implementation of being burrowed (which is also a little scuffed), but I'll prob handle that at some point.
Elementals
Not reworked as of yet - so these forms do not fit with the balance of all the other forms, for now.
I'll make some tweaks in the near future, and a complete rework further down the line. I'd recommend to ignore these forms until then.
For now,
- added proper weapon proficiencies
- added proper resistances and immunities to damage types and afflictions, as per 5e
Special thanks
- ShinyHobo for making BG3 Modder's Multitool and easing the process of making mods so much
- Norbbyte for making Script Extender
- Rox for taking these awesome screenshots at the top
- Syrchalis for allowing me to use icons from their druid mods
- Kalle for showing me the ropes at the very early stages of this mod