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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.

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Changelogs
Installation

Install with BG3MM as usual. 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.

All modules included here and 5R Druid should be loaded AFTER the main Druid Wild Shape Overhaul mod.

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. Make sure you have Compatibility Framework at the bottom of the load order.

Compatibility

This mod is not meant to be used with any other Wild Shape mods, and won't be compatible - unless it is specifically made to work together with this one.
This is a complete overhaul and is balanced as such.

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 5R - and automatically add it to progression of new modded subclasses. It should also declutter level up screen from a ton of Wild Shape spells - except 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 in this mod are implemented separately from vanilla.
- This means 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.

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 is 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 here (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 (here in the optional files) + 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, if you want to adhere to 5e or 5R rules.
- Lunar Mend is extended to spell level 9, if you use spells which expand progression and level cap.
- Lunar Mend is now available with 2 options of scaling - 1d8 (vanilla 5e and BG3 scaling), or 2d8 (5R scaling for Cure Wounds / Healing Word and such). You can select it at level 2. - Keep in mind that 5R Druid removes Lunar Mend and replaces it with other features.
- Added the ability to 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 at the end of combat - in case you want to be able to interact in a conversation immediately after the battle. This enables you to play as a druid on your main character.
- Implemented proper movement speed for all forms, as per 5e - so most of them now have 40ft of movement, and some of them - 50ft.

CR Progression

- Implemented proper CR progression for all forms, different between Circle of the Moon and other subclasses - as per 5e.
- Circle of the Moon start with CR 1 as per 5e, with more and better forms than other druids. And unlock new forms at level 6 and 9 - of CR 2 and CR 3.
- Other subclasses start with CR 1/2, which is a little higher than 5e - so it's not as terrible to play, and is more consistently behind moon by only 4 levels. And unlock new CR 1 forms at level 6.
- All forms get new and better abilities and features at each CR increase - at level 6 and 9.
- As such, all forms have been rescaled to their proper CR - as an example, Panther form is now available from level 2 for both moon and non-moon, and Owlbear from level 9, unique for moon.


- Reworked all stat blocks (ability scores) for all forms - according to their CR. Also fixed outliers - most OP or terrible forms, so that they are more balanced between each other. Some forms remained 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.
- Implemented proper HP progression for all forms, according to their Hit Dice and Constitution modifier:
- Circle of the Moon forms have 1d10 HD and start with 4d10 + Con modifier.
- Other Circle forms have 1d8 HD and start with 3d8 + Con modifier, and upgrade to 1d10 HD at level 6 / CR 1.
- Implemented up to level 20, if you use mods such as Unlock Level Curve or Expansion.

All of this - HP, AC and ability score progression falls very close in line with 5e stat blocks of creatures - at some point matching exactly, for many forms. Though I made some adjustments for some of the forms, to fix outliers or some weird stat blocks and such.

I didn't aim to make any form to have an insane amount of both HP and AC, as some of the animals in 5e have - like the Giant Snapping Turtle, for example - where it's essentially the main and only feature of the form. All the forms in this mod have many other abilities and features, and giving them such HP and AC would be too much.


Attacks / Damage / DC

- Implemented proper DC scaling for all abilities in WS - as per 5e. It 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, and effects such as Poison or Acid use Constitution modifier, as per 5e.
- All forms now deal 2d6 damage, or 2d4 before CR 1, with their base attacks. Except for the spider and frog forms, which deal 1d10 and inflict Poison.
- Removed the vanilla BG3 scaling damage bonus to attacks in WS. That was Larian's homebrew that scaled 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 usually 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 - which should be more than enough to compensate.

Icons and animations

- Reworked all WS icons in the green theme - for visual clarity, and of much higher quality. All features that use / affect WS charges in my other mods use the same theme.
- Made standard action and bonus action indicators for WS spell containers icons, at the bottom left.Made color indicators at top right 
- Made color indicators for all the new WS recolors, at the bottom right.
- Fixed / added animations:
    - All the missing sneaking and jumping animations.
    - Giant Eagle - reworked all animations - sneaking, idle stance, transformation, casting, and prepare stances 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 - so that it scales. Proficiency in Survival is used 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 StampedeMagic 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


As WS doesn't have as much utility in BG3 as it does in table top dnd -- with all the creativity allowed there -- some little forms like cat and raven are kind of left in the dust, especially as they cut into your combat WS resource. All while Find Familiar is a ritual spell, and doesn't cost quite as much as it does in table top  - and allows for essentially the same scouting utility, and ability to fit through tiny spaces. As such, small WS forms are not really used much, which is a shame. I want to make it more usable, and free from thinking if it's worth spending a WS charge.

- Made a separate Critter WS spell container, with Cat and Raven form. Added many new forms of little creatures. All of them are now considered non-combat, simply utility, traversal and flavor forms - and now can be cast as ritual, free out of combat.
- Made a separate Raven form as a critter, and added Dire Raven as a proper combat form.
- Removed all the combat abilities/effects from all these creatures.

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". All critter forms share the same ability - except for the dog, squirrel, blue jay and bat. Fixing that involves delving into scripting of stuff that I don't want to touch - but I added a note of that in their descriptions, so you don't have to remember.

As critter forms are not intended to be used for combat in any way, they don't receiver any THP nor AC scaling from 5R Druid.

Wild Shape - abilities / features


All forms have been completely reworked.
- Almost all vanilla abilities are replaced, or reworked - to fit better with 5e design and balance, or make a better and more interesting implementation.
- All the new abilities / features are first and foremost designed with 5e design, and then adapted to BG3.
- All the new abilities / features unlock with progression through the levels - at CR increases - as can be seen on the pictures at the top.
- Some of the new abilities / features are similar to feats or features of other classes, and as not to make them too oppressive, and not to step on other classes' toes too much, they are often more restrictive - by design.
- Some new abilities may apply Off-Balanced condition, which is different from vanilla - and is removed at the start of the creature's turn, same as Prone.

All of this may seem like a lot - and it would be for table top dnd - but here it's meant to compensate for the lack of gearing in WS, and 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 - here I'll mainly:
- list changes
- give 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, and dishing out some in return.

- Claws - removed push (from vanilla).
- Burrow
- now costs an attack action, and can be used as a part of Extra Attack - so it doesn't become worthless after level 5.
- now deals 1d6 damage, and doesn't knock Prone in aoe - now can throw Off-Balance - which should make a little more sense.
- now has range of 30ft, and costs the same amount of movement as the distance you travel through.
- added Badger's Rage
- requires you to take damage from an enemy, before becoming usable.
- in previous editions of dnd, Giant / Dire Badger had an ability to Rage after taking damage. 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 sounds like a lot - giving an actual Rage ability, but it also restricts spellcasting and Concentration, 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.
- I plan to rework this feature, make it different from the barbarian's Rage, and make it a more consistently present feature of the form.
- added Reckless Attack
- allows you to trade away some of the tankiness for some offensive capability, and gives some synergy with Rage - as it would draw more aggro.
- added Retaliation - you can make an opportunity attack after getting hit by an enemy.
- now that you are more likely to draw attacks with Reckless Attack - now you can attack back as well.
- added Resistance to Poison damage, and Advantage on saving throws against being Poisoned
- badgers are resistanct to this 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).
- All druids, except for Circle of the Moon - start with Black Bear, which becomes stronger at level 6, and unlocks Brown Bear.
- Circle of the Moon - start with Brown Bear, with Black and Polar Bear available as different colors, simply as a visual.

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.

The other main feature of bears 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 - which is also how they fight in real life. Unfortunately, we don't have such a mechanic and animations in BG3. Such a feature would simulate tanking pretty well - and I think we can at least simulate the effects a little, and make Bear form more focused on crowd control as well.

As such, Bear is focused on protecting allies, drawing attention, and hindering enemies.

- added Smash - a single target attack, can knock Prone.
- 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, reduces enemy's movement speed by half. If the target is Prone - applies Maimed, which completely negates their movement, and gives them Disadvantage on Dexterity saving throws. This doesn't prevent them from standing up from Prone (or it would be a Stun).
- replaced Goading Roar with Threatening Roar
- Goading Roar in vanilla did a really weird thing - as it applied an actual mind-control effect, which forced an enemy to attack you - and could 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, Threatening Roar applies an aura effect around you - without a saving throw - which imposes Disadvantage on enemy's Attack Rolls against your allies; 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.
- now costs a bonus action, and used once per Short Rest
- added Sentinel: Snare - one part of the Sentinel feat
- this provides some synergy with Threatening Roar, if enemies try to move out of it.
- this gives even more of a protective role to this form - as you can prevent enemies from reaching your allies.
- added Disarm - single target attack, requires an enemy to be Prone, deals only half damage, and attempts to Disarm them; if it doesn't succeed, it applies Weak Grip
- as disarming is pretty OP in both 5e and BG3, I wanted to make it more restricted - so it requires the target to be Prone (and make some thematic sense, as you step on their arms or someth like that), and deals less damage.
- but I don't want it to be completely useless without disarming - and only usable against humanoids with weapons - so it can apply Weak Grip, without a saving throw, which is useful against all sorts of creatures.

- I plan to come back to this form and make Threatening Roar a more consistently present feature, and expand a little on the focus of protecting allies.

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 would make sense - and it's even harder to differentiate them in any way. So I decided to keep them the same - except for the different damage type.

- added Charge - available from CR 1/2
    - 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 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 can 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

- I plan to come back to this form, and make them different from each other, with moe unique features, and without Frenzy.

Wolf / Dire Wolf

Wolf form is all about team work and coordination with allies - hunting as a pack. 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 is not very engaging, and doesn't make much sense as an automatic passive feature; I replace it with active abilities that actually simulate it
- removed Exposing Bite
- an ability to guarantee a crit is a little too much, especially from an ally, with a Smite and such - and it's not something that should be so freely available in dnd.
- it didn't make much thematic sense, as to why it would be limited to once per SR - and with such a cooldown it wasn't engaging to play with - it simply reduced the form to using this ability, and then transforming to something else.
- added Distracting Bite
- deals only half damage, and applies Distracted on a hit - without a saving throw
- different from Pack Tactics, it works with ranged attacks from allies - making this form better in a team with ranged characters than before
- added Lunging Bite - at CR 1 - single target attack, can knock Prone
- I would like knock Prone abilities to be restricted to stronger, larger forms - so now it's available only to Dire Wolf, different from vanilla 5e.
- added Pack Hunter - which is one part the Sentinel feat
- it simulates Pack Tactics in a different way - you can exploit an opening when an enemy is distracted by your allies.
- it has the same restriction as Sentinel feat - it doesn't work with allies that also have Sentinel feat or this feature; I also added a check for this ability to the Sentinel feat.
- replaced Inciting Howl
- as it didn't to much and didn't make much sense
- added Call the Pack - used the howl animation / VFX / SFX
- replaced Inciting Howl with Call the Pack
- you summon two wolves for 10 turns. They don't have a lot of HP, but can avoid attacks with Disengage: Bonus Action.
- they can Distract enemies - playing even more into the theme of Pack Tactics - but now with an actual pack.
- I also made an alternative VFX, if you would like to summon green wolf / fey spirits rather than usual wolves - purely a visual difference.

Winter Wolf - CR 3

Winter Wolf has all the same abilities as Dire Wolf, except for the Call the Pack - that is replaced with Cold Breath from 5e

- added Cold Breath
- deals 4d6 damage (rather than 4d8 from 5e)
- has a Recharge 5-6, as breath abilities have in 5e - you roll a d6 at the start of each turn, and on a roll of 5 or 6 you gain the ability the use it again.
- added Resistance to Cold damage
- made a custom bright white fur and blue eyes, and added cold breathing VFX

Hyena / Giant Hyena

This form is very similar to a wolf - as they are pretty similar in real life. It's hard to come up with something more. I added more difference from CR 1 - as wolf becoems 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 - When you land a critical hit or reduce a creature to 0 HP with an attack, you regain half your movement, and can make an additional attack with a bonus action.
- this is actually their feature from 5e, but I also made it to work off of critical hits.
- 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 - focused on web abilities, disruption and crowd control.

- Arachnid Jump
- now functions as the usual Jump in BG3, with a movement cost.
- now scales off of Dexterity, instead of Strength.
- this applies to all spider forms.
- Venomous Bite
- now deals 1d10 piercing damage, with no poison damage
- now can Poison a target
- added Enweb - ranged single target web ability, similar to how it functions in 5e, and even more so in 5R (with Dexterity saving throw)
- only costs an attack action - so it can be used with another attack on the same turn.
- has custom projectile and VFX
- added Pulling Web - an ability to bonus target with a bonus action, similar and opposite to Shove
- it scales off of spider's Strength, which is not that high - so it has a somewhat lower DC, but it only costs a bonus action
- it always succeeds on an object or ally, same as Shove
- has custom VFX
- reworked Web - now Expel Web
- creates smaller web surface than before, with a very short range; costs an action, and 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.
- can be used a 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. Removed with fire damage, or any damage higher than 4 - so that it works with the Spider Swarm and Infested conditions.
- the Cocooned condition is pretty strong, so it shouldn't be as freely available - and I also wanted to create some synergy between the abililties, as you enweb the target more and more
- made custom VFX for the spell and condition.
- added Infested Cocoon - upgrade at CR 3
- also applies Infested condition.
- added Spider Swarm - ranged attack with two instances of damage, which applies Infested for 3 turns.
- it doesn't deal much damage - it's 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 per turn, so it doesn't make the form completely ranged
- I also made Infested condition not to spread to attackers (our allies), or on target's death, and made it harm eneme spiders.
- the condition is removed with any fire damag.

Venom Spider - CR 1

Second spider form - which can spit venom, and combines melee and ranged abilities - becoming especially great at it as it becomes Phase Spider at CR 2.

- added 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
- the way it was implemented in vanilla - with an attack roll against each target in aoe - is not how things work in dnd, except perhaps for cleave abilities, which make attack rolls against 2 enemies.
- only available once per 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

Venom Spider form becomes Phase Spider at CR 2. Becomes even better at combining melee and ranged abilities, as now it can use Phase abilities to move around the battlefield.

- added 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 for maximum damage.
- added Phase Step - essentially a Misty Step, but with lower range
- this allows you to get "in and out' of melee - and use Venomous Discharge from range without Disadvantage.
- added Phase Shift - an ability to actually shift between the planes, sort of how Blink spell does, but in a much different way - as it doesn't transform you into a globe of light, doesn't restrict all of your actions and movement, and can be used intentionally.
- different from Blink, you can choose when and how to use it.
- when you Phase Shift - you stay as a Phase Spider, and retain all of your abilities and movement, and gain ability to Fly (which is possible for everyone 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 Plant (in case you have multiple druids in the Phase Spider form there).
- while on the Ethereal Plane, your next melee attack will be 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 shifting between the planes more available for Phase Spider, as a part of their nature - rather than once per SR, but since it's a pretty strong ability, it had to be a little more limited than as it is for Phase Spider in 5e - with a bonus action every 2 turns. That would be way too OP.
- So I implemented Recharge 5-6 function, which Breath abilities of creatures 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 instead of automatically getting shifted, you gain the abiity, and can choose 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 figuring out and properly implementing such an insanely complicated feature (and VFX), fuck my life I guess haha.

Panther

Panther is focused on avoidance, and has a unique sneaky playstyle, similar to a rogue - going in and out of melee, in and out of Hiding.

- now has 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 as alternative, deals the same 2d6 damage
- added Hide: Bonus Action and Mobile: Evade Opportunity Attack part of the Mobile feat
- these two 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 from the attacked target, without having to spend 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 strategic with your movement.
- added Disengage: Bonus Action at CR2
- this allows you to avoid attacks of opportnuity from ALL enemies, but with a cost of bonus action - which doesn't allow you to use Hide: Bonus Action on the same turn. So there's some sense to having both Mobile and Disengage, to be used differently.
- Pounce
- implemented properly as per 5e - as a single target attack, but without the 5e range requirement
- instead of the range requirement, made it cost movement equal to the distance to the target.
- removed knocked Prone, added it back with Ambush Predator at CR2 - when used from Hiding
- added Pounce: Jump
- alternative use of Pounce - with shared cooldown of once/turn
- combines Pounce and Jump action, with additional cost of bonus action
- this allows you to use it from further range - especially from Hiding, and from out of combat
- added bonus 1d6 damage to all attacks, when made with Advantage
- this functions similar to Sneak Attack - and includes attacks against a Prone target, or from Hiding.
- this creates the playstyle of going in and out of Hiding - to gain Advantage and deal bonus damage.
- added Ambush Predator feature - at CR2
- now Pounce can knock Prone from Hiding - which is a little more limited, better for balance, and allows us to have more features.
- now if you Pounce from Hiding, you will be able to deal bonus damage twice per turn - first with a Pounce, and then against a knocked Prone target.
- reworked Jugular Strike into Jugular Bite - now can only be used against a knocked Prone target, and instead of dealing bonus damage with Advantage, it applies Bleeding.
- just a minor ability, alternative with less damage and better for disruption - that's additional Concentration save and Disadvantage on Constitution saving throws.
- removed Prowl (from vanilla)
- since it was an actual magical Invisibility, which doesn't make any sense for a panther to have (as an animal), and especially not with Concentration.
- added Stealth Proficiency as per 5e
- added Stealth Expertise at CR 2
- now you can be sneaky with an actual Stealth
- added Shadowmeld at CR3
- 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 a little more avoidance and survivability, and as it fits well
- and also fixed it - so that it works properly as a Reaction - the fix for rogues is available here as well

- also increased its Bounds, to make targeting less obnoxious - 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 the sneaky playstyle, it can stand and fight, and is much better at dealing with multiple enemies.

- removed Enhanced Jump
- it was ridicilous and allowed to fly across the entire screen; with Saber Tiger's high Strength it should be still be great
- added Claws attack - to have slashing damage as alternative, deals the same 2d6 damage
- removed knock Prone from Bite attack (from vanilla BG3) - as it was ridicilous, especially with the vanilla 3 attacks per turn
- added Pounce
- implemented properly as per 5e - as a single target attack, but without the 5e range requirement
- instead of the range requirement, made it cost movement equal to the distance to the target.
- added Pounce: Jump
- alternative use of Pounce - with shared cooldown of once/turn
- combines Pounce and Jump action, with additional cost of bonus action
- this allows you to use it from further range - especially from Hiding, and from out of combat
- added Pounce: Strike
- allows you to use Pounce in melee, without having random jumping around - which happens when you use Pounce in melee.
- has shared cooldown with Pounce.
- removed Jugular Strike (from vanilla)
- added bonus 1d6 damage to all attacks, when made with Advantage
- this functions similar to Sneak Attack - and includes attacks against a Prone target, or from Hiding.
- without Hide: Bonus Action, it won't be used as much - mostly from out of combat.
- instead, Saber Tiger can knock Prone with Pounce, without Hiding - to get this Advantage, and deal bonus damage the same as with Jugular Bite before.
- removed Shred Armour - I don't like having effects that affect stat directly, as it's not how it's usually done in 5e, due to Bounded Accuracy
- added Shred - cleave ability in a cone, against up to 3 targets, and applies Bleeding
- it doesn't deal much damage, but combined with Bleeding it should be alright.
- has new VFX.
- removed Animalistic Vitality - as constant regeneration doesn't make much sense - not for the animal, nor in 5e
- added Primal Roar - with a custom animation
- added Feline Deflection - which is essentially the 5R Defensive Duelist feat
    - 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-toother tiger before
- Also increased its Bounds, to make targeting less obnoxious - easier to click on enemies, and not yourself.

Dire Raven - CR 1

Dire Raven is focused on avoidance and disruption of enemies, 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 fitting here, and allows raven to use disruptive abilities where it's needed
- and since raven is not very tanky - it be used to fly in and out, and stay safe
- added Flurry - the ability to Distract enemies, same as Wolf form - but here it's a base attack with 1d6 damage, more than once per turn
- 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 disruption ability
- added a saving throw and reduced duration to 1 turn, since Blinded condition is fairly strong
- you have a choice between the guaranteed Distract on a hit, or less guaranteed but stronger Blind

It doesn't really work well without the full set of abilities, and flying creatures are limited to a later point in 5e, so I made it a CR 1 form.


Storm Raven - CR 2

Dire Raven becomes Storm Raven at CR2 - with all the same and better abilities, and focus on lightning theme.

- Beak Attack - becomes base attack
- empowered by lightning, Storm Raven now deals 1d6 piercing + 1d6 lightning damage
- Rend Vision - now also does 1d6 piercing and 1d6 lightning damage
- Flurry - still does 1d6 piercing damage, as it's not focused on dealing damage, but more on distracting the target.
- Rend Vision is only once/turn, so you have to decide between Beak Attack and Flurry as your second attack.
- added Call Lightning
- not much different from having Moonbeam in WS as Circle of the Moon, and re-casting spells is already possible in WS - so it doesn't really change much, but makes Call Lightning more available, which is nice if you lose Concentration, and fits the theme.
- added Resistance to Lightning damage
- added Lightning's Flurry - ability to summon two Lightning Ravens, that literally come down with a bolt of lightning, with custom VFX
- they have the same Flyby and Flurry abilities - which improves this form's disruption even more.
- their Flurry deals 1d6 lightning damage, and they are immune to lightning damage - you can strike Call Lightning right on top of them.
- added 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 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 crowd control.

- added Flyby - ability to fly around the battlefield, without provoking attacks of opportunity
- added Dive
- 
which is essentially a Fly action + Pounce that can knock Prone
- and has a requirement of having at least 20ft to a target - as Giant Eagle can freely fly around with Flyby, and has the whole 80ft of movement as per 5e; and since it makes sense for a dive ability.
- added Multiattack - ability to strike twice, only against a knocked Prone or Restrained creture
- added Gale - ability to knock Prone and push back all creature in a wide line
- changed it from the cone to a line, to fit the VFX
- it's not usable as a part of Extra Attack and takes the whole action - so it's not usable together with Multiattack
- added Evasion

Had to make the whole set of proper animations for Giant Eagle, as it was not available for players in 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.

- added Pounce
- available in a 20ft range version, and a melee version (with a custom animation) which allows 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
- now it's a ranged attack, 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 Recharge 5-6 function which is used for Breath abilities of creatures in 5e - 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 pit 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 for maximum damage
- added Disengage: Bonus Action - which allows you to get in and out of melee, and 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 form - 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 as 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 - it was giving more Strength, which is not great in 5e due to Bounded Accuracy.
- so I used it to make 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 - 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, 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 also gives you Advantage on the next attack after using it.
- the Advantage on the next attack has a limitation - your next immediate action has to be an attack, before you move - this 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, perhaps.
    - but the unfortunate thing is that displacer beasts 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 - that larian made for some reason. Implemented proper Displacement from 5e - no illusions, magical copies, or spells. More focus on natural evasiveness, displacement, and tentacles.

- Tentacle Whip - an attack with extra reach.
- Bite and Claw attacks - for piercing and slashing damage alternative, added proper animations.
- added 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.
- essentially the same "sneak attack" bonus damage as Panther and Saber Tiger
- 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, this is essentially the same as Polearm Master feat.
- added Bonus Action: Disengage - which enable the use of Elusive Whip, with a unique ambushing playstyle, where you constantly retreat and bait enemies into opportunity attacks.
- added Whip and Trip - When you make a Tentacle Whip attack from Hiding or while Invisibile, or as an Opportunity Attack, you can knock the enemy Prone
- now it all comes together, as you can Disengage, bait enemies into opportunity attacks with Elusive Whip, knock them Prone, and follow up with attacks at Advantage, and bonus damage.
- 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 no Mobile to pull it off.
- Tentacle Whip has some reach and it should be possible to use from Hiding, though.
- added proper 5e Displacement
- this basically works like Blur - gives Disadvantage on attacks against you
- disabled upon getting hit, and refreshed at the end of your turn.
- added Evasion - which Displacer Beast also has per 5e

Bulette - CR 3


Bulette - new and 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 exactly 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.
- 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.
- implemented Recharge 5-6 function which is used for Breath abilities of creatures in 5e - you roll a d6 at the start of each turn, and on a roll of 5-6 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. That is a little more difficult to implement, as we cannot combine Burrow In and Burrow Out animations into one ability, as they have to be used separately. But then we also don't have a function to keep the Bulette underground after burrowing. I know of some workarounds, so I'll prob handle it 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