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.
Best Druid Wild Shapes in Baldur’s Gate 3
In the early game of Act One and Two, your best Wild Shapes will be the Owlbear and Panther. They’re very tanky and can take a lot of hits, while also having incredible abilities. Owlbear has more than 60 HP and has several strong attacks to deal with enemies. However, you only unlock Owlbear at level 6. The best early Druid Wild Shape is Wolf or Bear. Bear is the one I prefer because you get a lot of health and deal great damage, but Wolf has some cool abilities that can benefit your allies.
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!
Once you make it to Act Three and unlock the final Wild Shapes, you’ll be unstoppable. Just as a warning, the Myrmidons all take two Wild Shape charges. As a level 12 Druid in Act Three, I’m currently really enjoying the Sabre-Toothed Tiger, Dilophosaurus, and occasionally a Myrmidon. The Myrmidon you should choose depends on the current situation and what your enemies are vulnerable to.
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 that you choose, you can have four or five of these animal forms. You’ll unlock more as you level up.
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.
Sabre-Toothed Tiger (62 HP)
- Bite: 7-26 Piercing damage. Bites a target.
- Shred Armor: 7-22 Slashing damage. Rips into a target’s weaknesses, reducing their AC by 1.
- Jugular Strike: 12-34 Piercing damage. Lunge at a creature’s throat. If the target is Prone, you deal an additional 6-16 Piercing damage.
Dilophosaurus (74 HP)
- Bite: 7-32 Piercing and Acid damage. Bites a target.
- Pounce: 7-26 Damage. Leaps at a target to bite it and knock it Prone.
- Corrosive Spit: 3-26 Acid damage. Sprays a target with corrosive fluids that slowly melts away its AC.
Fire Myrmidon (90 HP)
- Main Hand Attack: 9-19 Slashing and Fire damage. Makes a melee attack with equipped weapon.
- Myrmidon’s Immolation: Ignite with incandescent, primordial flames that Hasten you.
- Cinderous Swipe: 11-31 Slashing and Fire damage. Create a blooming cone of fire as you swipe at a foe. Requires a DEX saving throw, and if succeeded, take half damage.
- Scorching Strike: 10-29 Slashing and Fire damage. Lash out with a blazing strike and possibly Burn your target.
- Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Fly: Fly to a target position
Water Myrmidon (90 HP)
- Main Hand Attack: 9-21 Piercing and Cold damage. Makes a melee attack with equipped weapon.
- Hiemal Strike: 10-31 Piercing and Cold damage. Pierce a creature with your frost-rimed trident and Chill it.
- Explosive Icicle: 3-24 Cold damage. Hurl three tridents forged of glistening ice that pierce targets and create ice surfaces on impact.
- Healing Vapors: 5-40 Healing. Exude water vapour with your general elemental dampness, healing nearby creatures.
- Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Fly: Fly to a target position
Air Myrmidon (90 HP)
- Main Hand Attack: 9-23 Bludgeoning and Lightning damage. Makes a melee attack with equipped weapon.
- Invisibility: Manipulate the currents of the air to make yourself undetectable.
- Ragin Vortex: 2-16 Bludgeoning damage. Spiral the wind into a choking maelstrom that inflicts damage per turn and Silences creatures.
- Electrified Flail: 10-33 Bludgeoning and Lightning damage. Clout a foe with your lightning-suffused flail and Stun them.
- Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Fly: Fly to a target position
Earth Myrmidon (103 HP)
- Grounded Thunder Strike: 6-24 Bludgeoning and Thunder damage. Wallop a foe with a fist of stone and thunder, knocking them Prone.
- Muck to Metal: Harden your slippery body into a substance like steel, increasing your AC by 2, but reducing your movement speed by 6m.
- Burrow: 2-16 Bludgeoning damage. Let the ground swallow you up, only for you to re-emerge in a terrific burst of earth, damaging nearby foes. Requires a DEX saving throw.
- Sludgy Sling: 2-16 Bludgeoning damage. Overwhelm creatures with painfully heavy sludge, miring the area around yourself in thick mud. Requires a DEX saving throw.
- Elemental Warp: Surrounded by silver mist, you teleport to an unoccupied space you can see.
Baldur’s Gate 3 is available on Steam.
Published: Aug 22, 2023 12:31 pm