Baldur’s Gate 3: Druid guide
The Druid class is now playable in Baldur’s Gate 3. After discussing the race, background, and spell choices for your character, it’s time to talk about shapeshifting abilities. Here’s our Baldur’s Gate 3 Druid guide to help you with Wild Shape, the class’ animal transformations.
Baldur’s Gate 3: Druid guide – Animal transformations via Wild Shape
In Baldur’s Gate 3, the Wild Shape animal transformations become available once your Druid reaches level 2. You have two Wild Shape charges that can be replenished with each short rest.
Now, after turning into an animal, you’ll have an HP bar that’s separate from your character’s default humanoid form. If you wish to cancel the effect, you can click on the “Dismiss Wild Shape” button on the panel. Anyway, depending on the subclass (Circle) that you choose, you can have four or five of these animal forms.
Wolf (18 HP)
- Bite: 2d6 + 3 Piercing damage.
- Inciting Howl: Increases the movement range of allies on their next turn.
- Exposing Bite: 1d4 + 3 Piercing damage while distracting a target. If it hits, the next attack against the target will be a critical.
Spider (20 HP)
- Venomous Bite: 1d8 + 3 Piercing damage; chance to poison.
- Web: Ensnares creatures. The webbing is also flammable, so it’ll synergize well with flame-based attacks.
Badger (13 HP)
- Bite: 2d4 + 2 Piercing damage.
- Claws: 1d4 + 2 Slashing damage; chance for the target to get pushed away.
- Burrow: Digs underground only to reemerge at a chosen spot; nearby creatures might be knocked down.
Cat (2 HP)
- Claws: 1 + 2 Slashing damage.
- Meow: Attracts enemies toward you.
Bear (30 HP)
- Claws: 2d4 + 4 slashing damage.
- Goading Roar: Taunts enemies so they attack you.
- This is only available if you pick the Circle of the Moon subclass.
Deep Rothé (23 HP)
- Gore: Deals 11 Force damage towards enemies with Lesser, Medium, or Greater Toughness.
- Charge: Charge forward and attack any hostile creature in the way.
Dire Raven (13 HP)
- Beak Attack: You peck at an enemy and deal 2d4 + 2 Piercing damage.
- Rend Vision: Attack a creature’s eyes. They take 1d6 + 2 Piercing damage; the target is also blinded.
Owlbear (65 HP)
- Claws: 8-25 Slashing damage from attacking and pushing enemies 5ft back.
- Enrage: Increases your Strength by two and can invoke Fear on nearby creatures for one turn. Lasts for three turns.
- Rupture: 3-20 Bludgeoning damage. Ruptures the earth in a huge AoE attack. Requires a Strength saving throw. If they save, target takes half damage.
Panther (45 HP)
- Bite: 6-24 Piercing damage. Bites a target.
- Prowl: Turns you invisible, and you get an additional 1d8 damage on the first attack. Invisibility ends if you attack, cast another spell, take an action, or take damage.
- Pounce: 5-24 Piercing damage. Leap at a target and bite them. Knocks them prone, but requires a Strength saving throw.
- Jugular Strike: 8-26 Piercing damage. Lunge at an enemy’s throat. If they’re prone, you deal an additional 4-14 Piercing damage.
Once you unlock the Owlbear and Panther, your Druid will become unstoppable. They’re very tanky and can take a lot of hits, while also having incredible abilities. However, you don’t need to rely on it always since the other Wild Shape forms have their own uses.
The Wolf is great for boosting the movement of allies. Meanwhile, both the Spider and Badger forms are decent for crowd control effects. Lastly, the Cat can prove to be hard for enemies to detect. Plus, it’s a cat, and cats are cute and awesome!
In any case, since I mentioned the Druid’s subclasses, let’s talk about the Circle of the Moon, the Land and the Spores.
Baldur’s Gate 3 is available on Steam.