About this mod
Rework of Wildshape charges, working multi-class skills in Wild Shape, swapping from Wild Shape to Wild Shape directly and more
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Syrchalis' Druid Mod Collection
- Druid Quality of Life - Huge quality of life improvements and bugfixes for druids
- Druid Perfection - Added depth, multi-classing benefits and features for druids
- Druid Wildshape Items - Items that work in Wild Shape
- Druid Wildshape Viability - Wild Shape overhaul, dozens new spells, specialized Wild Shapes
- Druidic Duality - Harness the versatility of the druid class, regardless which subclass you choose
- Other Mods from Syrchalis


Wildshape Charge Rework
- All druids only gain a single Wild Shape Charge - Circle of the Moon Druids get a second at Level 10
- Wild Shape is now a ritual spell
- Additionally, Druidic Initiative makes Wild Shapes not cost a charge in the first turn of combat
- For Circle of the Spores Druids Symbiotic Entity does not cost an action in the first turn of combat in addition to not consuming a Wildshape Charge
- Lunar Mend now scales with your Wisdom Modifier, starting at 1.5x and ending at 4x for rank 6 (it is still weaker than 'Heal')
- Wild Shapes still require an action, unless you are Circle Of The Moon, in which case you can choose to consume an action or bonus action

Lunar Adaptability
- Circle of the Moon Druids gain Lunar Adaptability, allowing them to swap from one Wild Shape directly to another
- This does not cost a Wildshape Charge, only a bonus action, however
- When doing so, your health percentage is preserved - no free heals
- You can swap from myrmidons to animal shapes but not vice versa, this is due to issues with the myrmidon weapons

Multi-Classing
- All abilities of Barbarian, Fighter, Paladin Rogue and Monk up to Level 3 work flawlessly in Wild Shape
- This includes Wildheart abilities, Rage, Frenzied Strike, Magic Awareness, Wild Magic Surges, Action Surge, Second Wind, Smite, Cunning Actions, Sneak Attack, Bonus Unarmed Attack, Flurry of Blows, Patient Defense, Step of the Wind (both variants), Deflect Missiles, Deflect Missiles (Return), Flurry of Blows (Way of the Open Hand versions) and Stunning Strike
- Dragonborn Breath Attacks can also be used in Wild Shape
- More will be added, prioritizing synergistic abilities and lower levels

Shillelagh
- Scales to 1d10 at Levels 5 and 1d12 and 10
- Scales with whichever mental ability (INT/WIS/CHA) is your highest
- Now also works on Spears, Javelins and Maces
- When wielding a versatile weapon and nothing in the off-hand, deal +1 extra damage
- Now lasts until long rest
Notes: The versatile weapon change is to give any sort of reason to use a versatile weapon in two hands. +1 Damage is the exact same overall bonus as increasing the dice size by one (e.g. from 1d6 to 1d8) to mirror how versatile weapons work. This is needed because Shillelagh overwrites the weapon's die, so a staff wielded in one hand has the same die as one wielded in both hands.
Long rest duration has the issue that shillelagh inventory-binds the weapon, meaning you would need to wait until a long rest to be able to trade any weapon you used shillelagh on. However, I have added a 'Dispell Shillelagh' spell that you can use to remove the effect. (similar to my Cancel Banishment/Binding etc. spells from the Level 4/5 rebalances). When you wield a weapon with shillelagh the spell will appear on the right 'temporary' hotbar.


Summons
- Druid summons gain +1 to attack rolls, starting at 16 Wisdom, +2 at 18 Wisdom and so on (uses INT or CHA if those are higher)
- Undead gain the same benefit reduced by -1
- Druid summons also gain +1 Spell Save DC starting at 18 Wisdom up to a maximum of +4 at 24 Wisdom (does not use INT/CHA)
- Flaming Sphere now deals damage when summoned and at the end of its turn, rather than relying on enemies ending their turn near it
Frequently Asked Questions and General Knowledge
Any compatibility notes or load order advice?
- If you are using Unlock Level Curve it must be loaded before this mod as it overwrites all Wild Shapes and will overwrite the changes to Cat Wild Shape
- It is always recommended to use Compatibility Framework
- Load Community Library as one of your first mods (top of the list, lowest number) and Compatibility Framework as one of the last mods, with most mods inbetween the two

I have an issue with the mod not working properly, what now?
If you have an issue with my mod, many problems are solved by going through regular troubleshooting steps. Alternatively you can search the comments for keywords (CTRL+F) to find answers.
General Troubleshooting:
- Are you using BG3MM? If you are using Vortex, highly consider using BG3MM instead - Vortex is a mod manager that encompasses many many games, it cannot be developed to suit every need of every game. BG3MM is made specifically for Baldurs Gate 3, with all settings, bugfixes and options you could want.
- Try different load orders: Move the mod to the top of your list (below dependencies and other similar mods, e.g. ImpUI), if that doesn't work, try moving it to the bottom of the list
- Check for Dependencies: - most of my mods have no dependencies, but Compatibility Framework can solve a lot of mod interaction problems
- Test in Isolation: Remove all other mods and see if the issue persists
- Check comments: Go to the comments page and see if anyone has similar issues - maybe they already found the problem, or sometimes an issue arises, it is known and you just have to wait for an update
- Write a bug report: Only write a bug report if you have done the above steps. Bug reports are not there for me to 1 on 1 troubleshoot your mod issues. If you write a bug report, adhere to the basics of how to write a bug report, or I will delete it
How do I report a bug?
First, bug reports are to report bugs with the mod, not to report compatibility issues with other mods or to troubleshoot your personal problems with getting the mod to work.
To write a bug report, head to the "bugs" tab and go through the following steps:
- Describe the issue - what happens, when does it happen, in which section of the game, what fight, what enemy, what dialog, etc.
- Describe the intended behavior - how does what happens differ from what you expected?
- Reproduction - What steps have to be taken to make the issue occur? Does it only happen in a specific mod configuration? Only in a specific order of actions?
- Troubleshooting done - What steps have you taken to try to fix the issue on your end?
- Visual Evidence - Provide screenshots or short videos, sometimes those can say a lot more than words or show something you struggle to describe
If a bug report fails to contain the above, it will be deleted. Sometimes it is not possible to provide all of the above - I can identify those situations (e.g. a hard to reproduce bug).
Since I started modding BG3, almost every bug report lacked vital information that could have been provided from the start if some effort was put into it and I had to question that information out of the reporter. That is time wasted on my part that I could have spent fixing the issue instead.
Can you add/remove/modify a section of your mod just for me or upload it as a seperate version?
No.
Only if you are willing to pay me at an hourly rate. My mods take usually between 20 and 200 hours to make. Depending on what you are asking it can take several hours to create.
Additionally, every upload of a mod takes me a few minutes, due to the poor interface of the mod websites, writing changelogs and modifying images/description can add up to an hour. A seperate version doubles the normal workload from the moment I create it for EVERY future upload from that point onward. Every change, bugfix or new feature has to be mirrored into the new version and the entire upload process has to be repeated.
Are you willing to pay for that? Because I do not get anything out of a seperate version personally, it is just more tedious work for me.
Remember, at the end, we modders mod for ourselves first and only then decide to share our creations - which means putting work into something we don't intend using ourselves goes against the entire spirit and motivation of modding - motivation that has to be substituted somehow (e.g. by money).
We are not a company that creates a product for profit. We are passionate players that create and modify parts of the game and share it, so others can benefit from our work as well. Often players forget this and treat modders like they treat the company that developed the game.
You payed a company money to provide you a working product, with certain features advertised, you are entitled to certain things in that relationship.
With modders, you didn't do anything for us, we did something for you by going through the effort of making an account, uploading our work, modifying and bug-fixing our work to make it usable for people other than ourselves, creating mod images, descriptions, thumbnails etc. to show what the mod does - all work we wouldn't have done if we kept the mod to ourselves.
Why write this and risk sounding hostile?
I have gotten too many comments by people demanding things, asking in a not-so-polite manner for features or changes or just lacking the slightest hint of self-reflection. Or self-proclaimed balance experts that insist only their idea of what the mod should be is valid.
Comments like asking me to change the name of my mod (that over 50.000 people use) for one person because they refuse to use BG3MM and the in-game mod manager sorts mods alphabetically, in order for their load order to work. If that wasn't outrageous enough, the request was wrong, as the current name already put it in the correct order and renaming it would have resulted in a wrong load order.
They weren't hostile, but the sheer lack of thinking before making such a request is reflected regularly in comments and I am not thrilled to deal with it on a daily basis.
What about feedback and ideas?
Lets end this section on a positive note: I enjoy receiving constructive feedback and ideas. Many features of my mods were born entirely out of questions, feedback and ideas from users here on Nexus Mods. Even saying you feel like something isn't quite as it should (too strong/weak/situational) is useful, as long as you can accept if I don't see it that way, or that it may be that way in your mod setup, but maybe doesn't apply to the majority of users.
It can absolutely happen that a feature of my mods is entirely too strong or weak in your game - when for most people it is perfectly balanced. So is the nature of modded games. Without in-game mod settings it is impossible to balance mods in a way they fit perfectly into every setup. Even with settings it can be tricky (see my RimWorld mods for example).
That said, feel free to ask for things that add to the mod. Features many would enjoy, that do not impact the already existing features of the mod.
To clarify - take my Druid Wildshape Items mod as example. It took by far the most time to create of all of my mods. Regularly I have someone asking - and I will paraphrase to bring my point across: "Hey, can you make a version without all the cool stuff you spent 200 hours on and just with the vanilla items working in Wild Shape? Also maintain and update that version. Also I'm not paying you or giving you anything in return. Thanks."
It may not be what they wrote, but it is what they meant and what it comes down to if I was to entertain the idea.
All I'm asking for here is, think a second before you write something in the comments what you are actually asking off of me.