Baldur's Gate 3

File information

Last updated

Original upload

Created by

Kalleculated and ShadyDax

Uploaded by

ShadyDax

Virus scan

Safe to use

About this mod

With this mod we enhance, fix and rebalance the Wild Shape - and expand it with more forms, abilities and features - all with the aim of making it a more balanced, interesting, and varied experience, bringing it closer to 5e - where it's possible and makes sense.

Requirements
Permissions and credits
Translations
  • Russian
  • Mandarin
  • Korean
  • French
Changelogs
Since some people asked and as this mod became such an endeavor, I would really appreciate your support.

This is a passion project, and a result of a huge time and effort commitment. Me being a druid main myself, across many different games, and being dissatisfied with the state of druids in BG3, I had to learn modding, just to make this mod happen. With all of this, I'm mainly focused on making stuff that I personally would be interested and enjoy playing with - so I care a lot about balance and a proper design (and that's also the reason why sometimes it can take a lot of time).

Your support allows us to allocate more spare time for development of this and other mods in the future - for all of us to enjoy. So if you do, thank you so much.

INSTALLING


The mod should be safe to install, update and uninstall - just make sure you respec your druid(s) beforehand.

Install with BG3MM as usual, and make sure that Mod Fixer is installed - or stuff WILL break, as with all the mods.

Always keep this mod load order with the optional addon files, or stuff WILL break:
  • Druid Wild Shape Overhaul
  • Ritual Addon
  • Vanilla Only Addon

LATEST UPDATES CHANGES

V0.6.1 - Patch #6 compatible

- Fixed the ability to speak with animals as a druid in Wild Shape. There are some instances where it gives you unique dialogue.
- Made Panther and Saber Tiger hitbox a little smaller, should be easier to click on enemies now.
- Cleaned up and rewritten all the WS templates, it should resolve any other issues we are or aren't aware of. Hopefully there won't be any issues, in case I missed anything.

I'm currently in the process of rewriting the whole description, with all of the changes and details. Should come before any other updates, unless there's some crucial bug I would have to fix.

V0.6 - Patch #6 compatible

Fixes:
- Fixed common actions (Jump, Hide, Disengage, Dash) for all forms - removed duplicate abilities, fixed the hotkeys
- Fixed Saber Tiger attack bonus
- Fixed Winter Wolf attack bonus
- Fixed Rage damage bonus
- Fixed the animation of dropping WS, for all forms
Added multiclass support:
- Fighter - Action Surge, Second Wind
- Barbarian
Reckless Attack (as a reaction) - doesn't work for abilities like Crushing Flight and Pounce, it will allow you to use it, but won't do anything, so don't waste it. I'll come back to it in the future, if it's possible to fix this
Frenzied Strike - implemented as a proper ability on the hotbars, using your normal attack
Diving Strike - will implement in the same manner as Frenzied Strike in the future, for now it's just a 2d4
Tiger's Bloodlust - same thing as Diving Strike, for now it's 2d4
Primal Stampede
Magic Awareness
- Monk
Patient Defence
Step of the Wind: Dash, Disengage
- *Stunning Strike - coming later in the same manner as Frenzied Strike
- Paladin - Divine Smite (as a reaction)
- Rogue - Sneak Attack (as a reaction), Cunning Action: Dash, Disengage, Hide
Other changes:
- Added Warden of Vitality to the list of usable recastable Concentration spells in WS
- Added many icons for new abilities and forms - thanks to Syrchalis for sharing a lot of them.
- Removed the WS bear container, now they all are in the main one.
- Many other minor fixes/updates and polish, as usual.


V0.5.1

  • I have FINALLY found him - HAMSTER FORM - added as a Critter WS. Rejoice.
  • And on that note, I decided to add a little extra - more alternative forms: Brown Crab (along with the White one), Grey/Brown Cat and Green Dilophosaurus. Just as a small update.

V0.5

  • Reworked Panther and gave it a new and unique playstyle, similar to rogues:
    • Rescaled and made available from level 2 for moon (as CR 1), and non-moon (as CR1/2).
    • Added Claw attack, and fixed damage numbers for all the abilities (per 5e).
    • Pounce works as it’s supposed to - as a Claw attack with a possible knock Prone (per 5e).
    • Reworked Jugular Strike - now it’s a Jugular Bite, with a proper damage and usable as a bonus action, only on Prone enemies (per 5e).
    • Added in Hide and Disengage as a bonus action.
    • New ability - Ambush. Works as a Pounce - makes a Claw attack, but instead of knocking Prone, makes an additional 1d10 Bite attack. Only usable from Hiding or Invisibility, and counts as a Sneak Attack for rogues - and deals additional sneak dice damage, if you have any (taken from 5e mm and reworked).
      • You can use it repeatedly during the same fight, going in and out of Hiding, with a bonus action Hide - and it will be about the same damage and opportunity cost as a Pounce with Jugular Bite. So you can choose between them, depending on circumstances and your approach.
    • New ability - Ambush: Jump. The same as Ambush, but has an additional cost of a bonus action, and allows you to make a Jump as a part of attack - so it has a much further reach.
      • Since bonus action is restored upon entering combat, you can always use it to initiate a fight out of Hiding. Comfortably. You’re welcome.
    • Added proficiency and Expertise in Stealth, at CR 1 (level 2 for moon / level 6 for non-moon), along with all other proficiencies for other forms. Expertise in Stealth is there to support the new sneaky playstyle with Ambush.
    • Increased movement speed to 50ft (per 5e) - so you can use Pounce/Ambush and move around more freely, especially if you want to Hide in combat.
    • As a note: I would like to differentiate Panther between moon and non-moon a little more, besides them having different stats and damage numbers - so, likely by adding some additional feature/ability for Panther at level 6 (moon) / level 10 (non-moon). At first I thought about Hide in Plain Sight - but with it being an actual Invisibility, it didn’t make a lot of sense. And if we get rid of Invisibility part, and leave it with just +10 to Stealth - at this point it would probably be better to just stay out of line of sight. So if you have any good thematic ideas, please share in the comments.
    • Just a reminder, that Prowl was removed, due to it being an actual magical invisibility - that didn’t make much sense - in favour of this rework, with an actual stealth and a playstyle around it.
  • Updated Saber Tiger:
    • Made Saber a little bigger (x1.2) - so now it actually looks massive and strong, as it should be - so it's more awesome now.
    • Rescaled and made available from level 6 (as it's a CR 2 creature - according to 5e).
    • Added Claw attack as a default option - as it does more damage, leaving Bite as an option (per 5e).
    • Fixed damage numbers for all the abilities, according to 5e.
    • Removed knock Prone effect from a Bite - it should've been just a part of a Pounce ability, to begin with. Having 2-3 attacks per turn with a knock Prone is simply too much, and would be just silly.
    • Added in the updated Pounce - as a Claw attack, with a possible knock Prone (per 5e)
    • Added in the updated Jugular Bite - with a proper Bite damage and usable as a bonus action, only on prone enemies (per 5e).
    • Added a Bleed effect for Bite and Claws attacks - as a little buff for the form, since we took out the knock Prone on a Bite, and it would be nice to offset that a little.
    • I'm considering adding a separate bleed cleave ability (similar or equal to what we have with a Tiger's Enrage for barbarians) - maybe along with a custom Enrage ability. And make Animalistic Vitality as a part of that Enrage, so it will actually make more sense, rather than being an infinite regeneration. Still figuring out the proper design, so it's more unique and interesting, and ideally goes well with those Tiger Barbarians - so it would be better if it's actually a little different. Let me know what you think, maybe you have some ideas.
  • Updated Owlbear's Enrage - now it's not tied to barbarian's Rage Charges (and Owlbear doesn't get any), and instead it's a once-per-combat ability. So now it's more consistent with other similar abilities and doesn't cause any issues:
  • It has been completely scuffed with multiclass barbarian - as it actually affected normal Rage charges, allowing you to regain them, and also use them for normal barbarian Rage, while in the Owlbear form. Considering that you get 3 charges per 1 WS, it’s 9 additional charges per long rest, along with normal 3. So it's 12 per long rest instead of normal 3. That's insane.
  • And it has been kind of lame, even by itself. It's not a real Rage and it also has a Screech ability (aoe fear) tied into it. I'm considering removing this ability altogether and replacing it with just a Screech ability - or maybe keeping it, and adding a custom Owlbear's Rage resource, separate from barbarian's. I can also buff Rupture, but make it only available during this rage. Let me know what you think or if you have any other ideas.
  • Updated Phase Spider’s movement abilities. So now you have the whole range of movement on the Ethereal Plane.
    • Ethereal Jaunt now works as a normal movement - it only requires movement, and allows you to avoid obstacles and restrictions (and attacks of opportunity).
    • Added in Ethereal Jump - as a combination of Arachnid Jump and Ethereal Jaunt - so you can jump as usual, but on the Ethereal Plane.
  • Reworked Venomous Discharge for Venom and Phase Spider. Now it's a proper single target ranged attack, with an explosion in aoe (Dexterity Save), so it works similar to Ice Knife spell - according to 5e (no idea, why it wasn’t done this way to begin with - even for NPCs). If it hits the main target, it also applies Poisoned debuff.
  • Reworked Corrosive Phlegm for Bulette in the same way, and added it in. It's also a proper single target ranged attack (but usable only once-per-turn), with an explosion in aoe (Dexterity Save), and leaves behind an Acid surface. If it hits the main target, it also applies Acid debuff.
  • Updated Winter Wolf's Cold Breath - now it's once-per-turn and deals 2d6 cold damage. As once-per-combat it was kind of lame. Will take another look at it in the future.
  • Added Feline Grace passive for all the cat forms - that reduces the falling damage.
  • Poison / Cold resistances for Venom Spider / Winter Wolf are now passives.
  • Flyby for Dire Raven is now a passive.
  • Updated all the elemental Myrmidon forms with proper weapon proficiencies and resistances (according to 5e). So now they are properly resistant or immune to Bludgeoning, Slashing, Piercing, their own element and Poison damage. Along with immunities to being Poisoned, Bleeding, Prone, Petrified, Paralyzed (all according to 5e and myrmidon NPCs in the game - it seems Larian just forgot to add this stuff for WS, as with a lot of things, /sigh). It is also done as a passive.
    • Elemental Myrmidons will get another look in the future, of course - in regards to their abilities/balance/etc. For now it's just fixes.
  • Added immunity to being Poisoned for Venom Spider.
  • Added immunity to Simple Toxin for Venom Spider, Phase Spider and Phase Spider Queen (so they are no longer affected by their own toxic blood - so that's a fix).
  • Added Skill Proficiencies for all the WS forms, all according to 5e (with Survival being added as a replacement for their Advantage on smell / hearing Perception checks). If I have not forgot anything:
    • Stealth: all critter forms, all spider forms, Panther, Saber Tiger, Wolf, Dire Wolf, Winter Wolf.
    • Survival: Wolf, Dire Wolf, Winter Wolf, Worg, Hyena, Bears, Owlbear, Panther, Saber Tiger, Worg.
    • Perception: almost all the forms (according to 5e).
    • Athletics: for huge forms, such as Bulette and Phase Spider Queen.
  • Fixes/updates for many other minor things/abilities, descriptions, and general polish, as usual.


KNOWN ISSUES

  • After dropping the WS, all the abilities and spells get added to the hotbar and make a huge mess. Thankfully, there's a fix.

Keep in mind that all balance changes are a subject to change, and will eventually be tuned accordingly with the 5e, and first and foremost, with the balance/scaling of the game itself.




A little note - the list of changes it not completely up to date, I'll have to rewrite it, so it's more structured and clear, soon.

General changes:

  • Moon druids now can choose to use WS either with a standard or a bonus action (per 5e).
  • Lunar Mend has been buffed and now adds a Wisdom Modifier for healing (so it is similar in power to Cure Wounds).
  • Shove action now works in WS.
  • Reckless Attack now works in WS.
  • Barbarian Rage now works in WS, with animations.
  • Concentration spells now can be re-casted in WS - with animations (Moon Beam, Call Lightning, Heat Metal, Sunbeam).
  • You can now see and swap prepared spells in WS.
  • Added a Multiattack for appropriate forms - at level 5 (as you get a second attack in WS). Should deal around the same damage as two normal attacks, and you get an ability to make a third attack after it at level 10 (when you get a third attack in WS). Will have additional effects (like Owlbear already has a Push + Prone), to compensate for a little lower damage.
  • Reworked HP scaling for (almost) all the WS forms - now it's more consistent and faithful to 5e. It is based on HD and it's exponential. It is overall a buff for many forms. All the forms will get in time (only a couple left).
  • Descriptions for many forms and abilities have been rewritten and provided with more information and links to abilities (ongoing process for all the forms)

Current WS changes:

  • Cat and Raven form are now considered as utility forms, and can be cast as ritual spells (free to use out of combat). They now have their own spell container, as many more critter forms have been added, see below.
  • Wolf / Dire Wolf has been reworked. Added a rescaled Wolf form at level 2 non-moon druids. Dire Wolf has been rescaled and added at level 2 for moon / level 6 for non-moon druids. They now get a Lunging Bite (knock Prone) at level 2, and Exposing Bite as an upgrade at level 6. Inciting Howl is a bonus action now. Wolf / Dire Wolf form is now grey, and white model has been repurposed for a Winter Wolf - see below.
  • Polar Bear got proper Polar Bear stats from 5e. Non-moon druids also get it at level 6 - see below. Goading Roar is a bonus action now. Will get more abilities soon.
  • Giant Spider has been reworked and a lot of new spider forms have been added, see below.
  • Dire Raven has been reworked - it is a proper combat form now, with HP and AC scaling. It has a unique playstyle focused around attacking and blinding the enemies, and freely flying around the battlefield - as it has a Flyby feature now, that makes it immune to attack of opportunity (a feature for many birds in 5e). It is a level 4 for moon / level 6 for non-moon. (It is also the first form with actual scaling in terms of stats, since it relies more so on AC than HP, we decided to give it this sort of scaling.)
  • Reworked Panther and gave it a new and unique playstyle with bonus action Hide and new Ambush ability:
    • Rescaled and made available from level 2 for moon (as CR 1) and non-moon (as CR 1/2).
    • Added Claw attack, and fixed damage numbers for all the abilities (according to 5e).
    • Pounce works as it's supposed to - as a Claw attack with a possible knock Prone (according to 5e).
    • Reworked Jugular Strike - now it's a Jugular Bite, with a proper damage and usable as a bonus action, only on Prone enemies (according to 5e).
    • Added in Hide and Disengage as a bonus action
    • New ability - Ambush. Works as a Pounce - makes a Claw attack, but instead of knocking Prone, makes an additional (1d10) Bite attack. Only usable from Hiding or Invisibility, and counts as a Sneak Attack for rogues - and deals additional sneak dice damage.
      • You can use this repeatedly during the same combat, going in and out of Hiding, with a bonus action Hide - and it will be about the same damage and opportunity cost as a Pounce + Jugular Bite. So you can choose between them, depending on circumstances and your approach.
    • New ability - Ambush: Jump. The same as Ambush, but has an additional cost of a bonus action - and allows you to make a Jump as a part of the usual attack - so it has a much further reach.
      • Since bonus action is restored upon entering combat with this, you can always use it to initiate combat out of Hiding. Comfortably. You're welcome.
    • Added Proficiency and Expertise in Stealth, at CR 1 (level 2 for moon / level 6 for non-moon), along with all other proficiencies for other forms. Expertise in Stealth is here to support the new sneaky playstyle with Ambush.
    • Increased movement speed to 50ft (according to 5e) - so you can use Pounce/Ambush and move around more freely, especially if you want to Hide in the combat.
    • As a note: I would like to differentiate Panther between moon and non-moon a little more, besides them having different stats and damage numbers - so, likely by adding some additional feature/ability for Panther at level 6 (moon) / level 10 (non-moon). At first I thought about Hide in Plain Sight - but with it being an actual Invisibility, it didn't make a lot of sense. And if we get rid of Invisibility part of it, and leave it with just a +10 to stealth - at that point it would be better to just stay out of lines of sight. So if you have any good thematic ideas, please share in the comments.
  • Updated Saber Tiger:
    • Made Saber a little bigger (x1.2) - so now it actually looks massive and strong, as it should be - so it's more awesome.
    • Rescaled and made available from level 6 (as it's a CR 2 creature - according to 5e)
    • Added Claws attack as a default option - as it does more damage, leaving Bite as an option.
    • Fixed damage numbers for all the abilities, according to 5e.
    • Removed knock Prone effect from a Bite - it should've been made as a part of a Pounce ability, to begin with. Having 2-3 attacks per turn with a knock Prone is simply too much, and would be just silly.
    • Added in the updated Pounce - as a Claw attack, with a possible knock Prone.
    • Added in the updated Jugular Bite - with a proper Bite damage and usable as a bonus action, only on prone enemies.
    • Added a Bleed effect for Bite and Claws attacks - as a little buff for the form, since we took out the knock Prone on a Bite, and it would be nice to offset that a little.
      • I'm considering adding a separate bleed cleave ability (similar or equal to what we have with a Tiger's Enrage for barbarians) - maybe along with a custom Enrage ability. And make Animalistic Vitality as a part of that Enrage, so it will actually make more sense, rather than being an infinite regeneration. Still figuring out the proper design, so it's more unique and interesting, and ideally goes well with those Tiger Barbarians - so it would be better if it's actually a little different. Let me know what you think, maybe you have some ideas.
  • Removed Owlbear from non-moon druids progression (now they have a Polar Bear instead).
  • All the Owlbear's abilities have been fixed. Enrage ability no longer frightens allies. Crushing Flight now works as it's supposed to - basically, as a Pounce - with a single target attack and aoe Prone (instead of doing that damage in aoe - that was incorrect coding). Rupture now does a correct amount of damage (2d8 instead of 4d8, and 1/2 on a save instead of 1/4). So it's not as busted as before.
  • Fixed Saber Tiger's Animalistic Vitality so it heals a correct 2d8 HP.

Added forms:

  • Critter forms: rat, squirrel, frog, small spider, crab, raven, bat - all of these are similar to the cat form, and have their own spell container. More forms will get added with time.
  • Black Bear - level 2 non-moon; Polar Bear - level 6 non-moon.
  • Alternative bear forms: black, brown, grey - level 2 for moon and have the same scaling as Polar Bear (so it's just a visual alternative). For non-moon druids - level 6, at which point their Black Bear also gets scaled up to Polar Bear level. All of them are in a separate spell container for now.
  • Alternative Brown Owlbear form.
  • Giant Boar - level 2 moon. Will get proper stats and new abilities soon.
  • Hyena - level 2 non-moon ; Giant Hyena - level 2 moon / level 6 non-moon. They have a similar scaling and the same progression as wolf forms, with all the same abilities.
  • Worg - level 6 for moon. They have a Lunging Bite and a (5e) Rampage Passive (that restores half your movement and gives you a Bite ability with a bonus action, on a kill).
  • Winter Wolf - level 8 moon. It's a 5e form that is basically an upgrade to a Dire Wolf at later levels. It has all the same abilities and stats - but also has a Frost Breath ability, along with resistance to cold damage.
  • Wolf Spider - level 2 non-moon. A starting form for non-moon druids, has a weaker Web ability.
  • Giant Spider - level 2 moon / level 6 non-moon. Web-focused spider with Web and Cocoon - cc abilities.
  • Venom Spider - level 2 moon / level 6 non-moon. Poison-focused spider with a ranged spit venom attack. Can Poison enemies with melee (at level 2), and with ranged venom (at level 6). Also has poison damage resistance.
  • Phase Spider - level 6 moon. Phase-focused spider - that can teleport around, and has a weaker ranged venom attack (less damage and doesn't apply Poison).
  • Giant Eagle - level 6 moon. Can fly around and push enemies back with the wings. Many animations are still scuffed, we plan to fix them in the future.
  • Spider Queen - level 10 moon - costs 2 WS charges. Has all the abilities of all other spiders, besides better stats. Might get another update in the future, which will give it unique abilities, instead of just having all the abilities.
  • Bulette - level 10 moon - costs 2 WS charges. A very tanky form, similar to Owlbear - and has a similar aoe ability with the Deadly Leap (which is basically a Crushing Flight + Rupture). Reworked the Corrosive Phlegm ability - now it's a once-per-turn ranged attack, with an aoe explosion and Acid surface. Burrow will be added when (and if) we figure out how to implement it.
  • WIP - Werewolf - level 8 moon. Doesn't have a proper scaling and abilities. Will be an optional form in the future. (We might make this a scaling form for level 2 to 12 for the Shifter class).
  • WIP - has been taken out, until it gets properly implemented and finished - Young Red Dragon - level 12 moon. Obviously, dragons shouldn't be a WS form and certainly not at such a low level. This will require a lot of rebalancing and fixes for animations -  and will be an optional form in the future.

Custom icons and enhanced descriptions will be done as we implement all the other stuff.

Our overall plans for this mod:

  • All the current forms will get a proper rescaling and progression, according to their CR and a druid subclass. Which means they will be obtained at a more appropriate levels - both for moon and non-moon druids.
  • Some forms will naturally be unique to moon-druids (such as Owlbear), and they will have a better progression. Non-moon druids will receive a rescaled version of that progression - they will still receive better forms like Dire Wolf at level 6, and still retain a faster pace of progression compared to 5e overall.
  • All the current and new forms will be properly rebalanced to compare better against each other, before the addition of stat/item scaling.
  • More forms will get added (from what we have in the game) - from combat WS to alternative colors, and more critter forms.
  • More custom forms will get added as we find a person / more people that work with models/animations and retexture. This process takes a lot of time - while retexturing is a bit more simple. As an example, with just a retexturing (and maybe a little model work), we plan to add: Honey Badger, Tiger, Jaguar, and similar, from what we already have in the game.
  • Then we will do a proper rebalance to account for the scaling of the game (since we are getting a lot of powerful items in this game, and WS should somehow keep up with that - so we will either add a proper stat scaling and buff WS at later levels, or add more equipment that works with WS (we have some cool ideas for that) - or even both.
  • After that, some of the dark shapes might get added or at least properly balanced - such as Displacer Beast, Aberrant Shape, etc. We might make it connected to tadpole powers, or separate.
  • And we will also continue to add more compatibility with other classes, so their abilities/attacks also work in WS. Same goes for tadpole powers. And more fixes to come.

Please bear with us, this is a lot - and we cannot do everything at once. If you have more suggestions or ideas, please share - so we can add them here.





5e vs BG3 Implementation design/balance philosophy


Some people want the game to be as close to 5e as possible, and for druids especially it means A LOT of things would be different. With the way WS progression in 5e is designed, you're supposed to go through different animal forms as you level, getting stronger by gaining access to better and stronger forms - while leaving all the old ones behind, in the dust - even if they were cool or have been your favorite - as they do not scale with level, do not get stronger and you're basically getting punished, if you do not stick to the form that is "meta" at that level.

The way Larian set it up, on the other hand, is arguably WAY better - all the forms get a proper scaling (in the form of getting more HP, extra attacks, additional damage and abilities), which means that all the forms should (ideally) be relatively viable as you level. But some of the forms act like a straight upgrade, of course - like an owlbear for bears, or a saber tiger for a panther - but it's mostly due to them just getting more, or just better abilities. And of course, balance is not perfect - which is why we want to address that by making some changes to the scaling, progression and abilities - so they keep up better, and so you have more options as how to approach different situations/encounters, or whatever your favorite playstyle/form is. So if you like playing as spiders or cats, for example, you no longer feel forced to play as what the currently best form is instead, or don't feel too punished for playing whatever you like.

So we will rebalance/rescale everything where it's appropritate, add more abilities that early forms get as they level, and add more new forms, that can act as an upgrade for them at later levels.

We have considered making everything as faithful to 5e as possible, of course - meaning that WS would be super strong at the start of the game, with the Multiattack that bears, for example, get - just as it is in 5e - but eventually falling off at a level 5-6, as all the martial classes usually get their extra attack, and as there's no especially cool form that you get at that level. It would also mean that yes, you wouldn't get any especially cool form - that being Owlbear - at that level, or at all - since Owlbear is not actually available for druids in 5e. And if it was, it would be a level 10 form, being a CR 3 creature - so you would get it at the end of the game, spending almost the entire time playing just as a Brown Bear, or a Dire Wolf - while it progressively gets weaker, until level 8 when you get a Polar Bear - only a slight upgrade. And then at level 10 (if we allow it), Owlbear- so you can finally get to use some cool forms, right at the end. That wouldn't be too much fun, considering how the game is limited to only 12 levels. So it is easy to see, why Larian changed the progression and pacing of getting new forms. And considering how insane the scaling in this game is, with all the powerful items that we get (and as WS should still remain somehow comparable that, without the access to all the magical stuff), it is easy to see why they've also added some crazy abilities/forms like our Owlbear.
So we would like to stick with the way the game itself is scaled, and keep the progression and faster pacing of getting new forms - so it is better balanced, and it is more fun to play with more stuff. But of course, going off of 5e where it's possible.

Multiattack vs Wild Strike (Extra Attack)

Multiattack is what some animals/creatures get instead of having the Extra Attack, like a fighter would, in 5e. The difference is that not all animals/creatures get it, and that it usually specifies, if you can only make one attack with claws, and one attack with a bite, for example. While with Extra Attack you can always do a few normal attacks, however you want. In BG3, Larian changed it for druids, so instead of having Multiattack (for some forms), you have extra attacks, like a fighter would - so you just attack with claws/bite 2-3 times - and it works for all the forms.

We assume they've changed it due to it's really poor scaling (as it's extremely strong for some forms early on), and because it's hard to balance against forms that only get 1 attack. And because the game uses completely different scaling for the WS.

But the game still has this ability, if only for the other animal-npcs. Even though it's implemented kind of wrong (since they made it as an ability that makes all the attacks at once, so it doesn't allow you to choose different targets or move between attacks, as it should) - it still has a really cool animation. So we added it - mostly because it's cool - but if we added it as it is, without changing anything, it would be completely unbalanced with the rest of the game, so we scaled it to the normal damage of your attacks - so if the multiattack does two attacks, it would do the same damage, as two normal attacks. Enjoy the cool ability that basically does nothing different, except it has a cool animation! We will see if we could do anything else with it in the future, we have some ideas.

At some point we could probably make a completely faithful to 5e implementation of it - as an optional version - with all the correct numbers on it, and without Extra Attack. But that would require a complete rebalance of all the shapes - since all the custom abilities, made by Larian would have to get scrapped, and replaced with stuff that you get per 5e (which is a lot less). And this, combined with a much less exciting progression, in our opinion would be a huge downgrade, even if more faithful to 5e. So it is not a focus of the mod, but might get added as an option for the 5e purists in the future.





We currently refrain from adding most Monstrosities , since for Druid these forms just don't make much sense (without looking at our Owlbear). It might get added as an optional module, or as a part of expansion on the Illithid theme (same as Displacer Beast). However, when we finish with the Wild Shape of druids, we plan on making a subclass or a standalone Shifter class, which will focus purely on shapeshifting and obtaining different forms, without any spellcasting. These forms will be tiered like spells, and for that the majority of Monstrosities as well as some other Fiends (e.g. Vrock) and other creatures will get added, where they make sense.