Wild shape was the magical ability that allowed druids to transform themselves into animals, beasts, and other magnificent creatures found across the Realms and beyond.[1][2]
Powers[]
Druids could take on their wild shape form twice per day, until they rested their body for a limited time. They could only take on the form of a beast that they had seen in person,[1] or were otherwise familiar with.[2] Once transformed, druids could retain their wild shape form for one or more hours, depending on the power they possessed. They could revert to their natural form at will, a process that was near-instantaneous, or when knocked unconscious or slain.[1]
During their wild shape transformation, druids maintained their natural personality and intellectual characteristics. They acquired the same inherent strength and physical characteristics of their new form, and kept any abilities unique to their race, provided their wild shape form could accommodate them.[1]
While most druids could not cast divine magic while in their wild shape form, the most powerful of their ranks developed the means to do so.[1]
Druids that had achieved some means of undeath could not utilize their ability to wild shape, except in uncommon circumstances that involved tapping into necromantic energies.[3] Two such entities were the misanthropic lich Lossarwyn[4] and the Eldathyn ghost named Hullack.[5]
Wild Shapes[]
Animal and Beast Forms[]
Most druids could wild shape into beasts of the wild, acquiring additional and more menacing features as they improved their druidic powers. Novice druids could transform into small animals[6][7] like cats, badgers, spiders,[8] or ravens,[9] or more powerful beasts like wolves and crocodiles. Veteran druids could even take the form of giant eagles.[1]
Avengers could take on additional forms, such as those of a baby wyvern, fire salamander, or even a sword spider.[10]
Some more benevolent druids could take on the form of good beasts or celestial creatures, such as blink dogs, giant owls, pegasi, and unicorns.[11]
Other Forms[]
While most druids could only take on the forms of various animals and beasts, some developed techniques that went beyond them. These druids learned how to wild shape into the forms of magical beasts,[12][13] fey beasts,[14] swarms of insects,[15] plants (such as shambling mounds), elementals,[7][2][16] aberrations,[17] small- or medium-sized dragons,[18] or even colossal-sized animals.[19]
Druids from different druidic circles could manipulate their wild shape ability in distinct ways. Circle of Spores druids could awaken fungal spores from their body, while old members of the Circle of Stars in the Dalelands took on the form of constellations made manifest.[20]
Druids of the Fangshields could wild shape into the forms of other humanoids, like dwarves, elves, and humans.[21]
Practitioners[]
Certain followers of Talisid, leader of the celestial guardinals and the Five Companions, gained the ability to wild shape.[22]
Divine initiates of the deity Horus-Re were also capable of wild shaping into the form of a hawk.[23]
Hierophant druids of different deities were able to temporarily transfer their wild shape power to others.[24]
The vermin keepers that dwelt within the Underdark could wild shape into various vermin, such as arthropods, arachnids, insectoids, and their larval forms.[25]
Notable Practitioners[]
- Belvyre, a Circle of the Land druid who took the form an adorable red-furred cat.[26]
- Galvin, a Harper druid from Mulhorand who could wild shape into a monstrous darkenbeast,[27] and even cast magic while in that form.[28]
- Turlang, the massive treant of the High Forest that could transform into larger animals.[29]
Magical Items[]
Certain enchanted items—referred to as wild arms and armor―allowed an individual to retain the item's beneficial properties, even in wild shape form.[30]
Wild shape amulets allowed druids to wild shape into mightier creatures, as if they possessed more potent druidic powers.[31]
Necklace of Nature's Teeth were a variety of jewelry that allowed druids to take on additional wild shape forms, depending on the type of animal whose teeth were used in its formation.[32]
Rumors & Legends[]
It was said by some that druids' power to wild shape originated from an enigmatic nature spirit known as the Primal Beast.[14][33]
Appendix[]
Appearances[]
- Adventures
- Referenced only
- Shadowdale: The Scouring of the Land • Curse of Strahd
- Novels
- Red Magic
- Comics Books
- At the Spine of the World 3
- Video Games
- Baldur's Gate series
- Films & Television
- Honor Among Thieves
- Organized Play & Licensed Adventures
- Elemental Evil (City of Danger • Cloaks and Shadows)
External links[]
Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.
- Wild Shape article at the Baldur's Gate 3 Community Wiki, a community wiki for Baldur's Gate 3.
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 66–67. ISBN 978-0-7869-6560-1.
- ↑ 2.0 2.1 2.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 35–37. ISBN 0-7869-2886-7.
- ↑ Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 25. ISBN 0-7869-3433-6.
- ↑ Jeff Crook, Wil Upchurch, Eric L. Boyd (May 2005). Champions of Ruin. (Wizards of the Coast), p. 84. ISBN 0-7869-3692-4.
- ↑ Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 179. ISBN 0-7869-3697-5.
- ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 115. ISBN 0-7869-2889-1.
- ↑ 7.0 7.1 David Eckelberry, Mike Selinker (February 2002). Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers. (Wizards of the Coast), p. 11. ISBN 0-7869-2653-8.
- ↑ Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.
- ↑ Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 88. ISBN 0-7869-5016-4.
- ↑ BioWare (September 2000). Designed by James Ohlen, Kevin Martens. Baldur's Gate II: Shadows of Amn. Black Isle Studios.
- ↑ James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), p. 42. ISBN 0-7869-3136-1.
- ↑ Andy Collins, Bruce R. Cordell (July 2002). Epic Level Handbook. (Wizards of the Coast), p. 62. ISBN 0-7869-2658-9.
- ↑ Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 216. ISBN 0-7869-3697-5.
- ↑ 14.0 14.1 Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 83. ISBN 0-7869-5016-4.
- ↑ Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). Player's Handbook 2. (Wizards of the Coast), p. 91. ISBN 0-7869-5016-4.
- ↑ Andy Collins, Bruce R. Cordell (July 2002). Epic Level Handbook. (Wizards of the Coast), p. 58. ISBN 0-7869-2658-9.
- ↑ Richard Baker, James Jacobs, and Steve Winter (April 2005). Lords of Madness: The Book of Aberrations. (Wizards of the Coast), p. 178. ISBN 0-7869-3657-6.
- ↑ Andy Collins, James Wyatt, and Skip Williams (November 2003). Draconomicon: The Book of Dragons. (Wizards of the Coast), p. 105. ISBN 0-7869-2884-0.
- ↑ Andy Collins, Bruce R. Cordell (July 2002). Epic Level Handbook. (Wizards of the Coast), pp. 52–53. ISBN 0-7869-2658-9.
- ↑ Jeremy Crawford (November 17, 2020). Tasha's Cauldron of Everything. (Wizards of the Coast), pp. 37–38. ISBN 978-0786967025.
- ↑ Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 41. ISBN 0-7869-3697-5.
- ↑ James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 65–66. ISBN 0-7869-3136-1.
- ↑ Thomas M. Reid, Sean K. Reynolds (Nov. 2005). Champions of Valor. (Wizards of the Coast), p. 30. ISBN 0-7869-3697-5.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 49. ISBN 0-7869-1836-5.
- ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). Underdark. (Wizards of the Coast), p. 46. ISBN 0-7869-3053-5.
- ↑ AJ Mendez, Aimee Garcia (January 2021). “At the Spine of the World 3”. At the Spine of the World #3 (IDW Publishing) (3)..
- ↑ Jean Rabe (December 1991). Red Magic. (TSR, Inc.), p. 304. ISBN 1-56076-118-0.
- ↑ Jean Rabe (December 1991). Red Magic. (TSR, Inc.), p. 175. ISBN 1-56076-118-0.
- ↑ Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 30. ISBN 0-7869-2835-2.
- ↑ Andy Collins, Eytan Bernstein, Frank Brunner, Owen K. C. Stephens, John Snead (March 2007). Magic Item Compendium. (Wizards of the Coast), pp. 236–237. ISBN 978-0-7869-4345-6.
- ↑ Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 167. ISBN 0-7869-1964-7.
- ↑ Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), p. 164. ISBN 0-7869-1964-7.
- ↑ Mike Mearls, Rob Heinsoo, Logan Bonner, Robert J. Schwalb (October 2009). Primal Power. (Wizards of the Coast), p. 34. ISBN 978-0-7869-5023-2.