If you play a druid, then you probably know the tug-of-war between using spells and using your Wild Shape. This tightrope act only grows more pronounced if you’re playing a Circle of the Moon druid, since you’ll often be using your Wild Shape in combat, rather than offensive spells—especially at lower levels. Because of this, you want your uses of Wild Shape to really count.
Let's take a look at how Wild Shape works for the 2014 version of druids and Circle of the Moon druids, and how can you get the most bang for your buck when transforming into Beasts!
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DM Note: Learning Wild Shapes
A druid can only transform into creatures with the Beast creature type using their Wild Shape feature, and even then can only take the form of a Beast they’ve seen before.
Xanathar’s Guide to Everything includes a valuable guide on how to help druids who have just gained the Wild Shape feature determine what Beasts they’ve seen before. The tables in this book describe which Beasts are commonly found in each biome within the many worlds of D&D. A druid that grew up in that environment has likely seen all of the common Beasts listed on that table—even if they can’t transform into all of them yet since they’re still only 2nd level.
If a druid grew up in one environment but has been adventuring in a different one for several years, that druid has likely seen many of the low-level (Challenge Rating 1 and below) Beasts in that environment, too.
This isn’t a hard and fast rule, but a loose guideline. As a DM, you should work directly with your druid player to determine what Beast shapes they know. If your player has a particular Beast they want to transform into (that follows the rules of Wild Shape), you should let them!
Reminder: Read the Rules
Wild Shape has a few fiddly rules that new druid players (and their DMs) should be familiar with. Before reading this article, I suggest that you read the Wild Shape feature in its entirety, even if you think you’re reasonably familiar with it. Some notable restrictions to remember when choosing your Beast forms are:
- You can only transform into a Beast of a specific CR or lower, based on your druid level. See the table under Beast Shapes.
- You can’t transform into Beasts that have a swimming speed until you become a 4th-level druid, and you can’t transform into Beasts that have a flying speed until you become an 8th-level druid.
- When you transform into a Beast, you can use either its proficiency bonus or your own, whichever is higher, as long as both you and your Beast shape are proficient in the same skill. For instance, if you transform into a Beast that's proficient in Perception, and you're also proficient in that skill, you can use either your proficiency bonus or its own.
- A creature of CR 4 or lower has a proficiency bonus of +2, while a creature of CR 5 through 6, the highest any druid can transform into, has a proficiency bonus of +3.
Wild Shape Options
This guide breaks down your Wild Shape options into two categories: combat and exploration. Combat Beast forms are best utilized by Circle of the Moon druids, and can be used to engage foes in melee combat. Exploration Beast forms may be unoptimized for combat but have abilities that allow them to move swiftly, making them excellent for travel or are incredibly small or silent, making them useful in situations where stealth is paramount. Knowing a few forms from each category is vital to being a versatile druid.
The list of Beast shapes below only includes a cherry-picked selection of excellent options for use with Wild Shape. If you want an expanded list of Beast forms that your druid could potentially transform into, check out this list of Wild Shape options from the Basic Rules, organized by challenge rating. Just don’t forget the restrictions on Wild Shape described in the section above!
Circle of the Moon Wild Shape CRs
When a Circle of the Moon druid gains the Wild Shape feature at 2nd level, they gain the ability to transform into Beasts with a challenge rating of 1 or lower. Then, at 6th level, they can transform into a Beast with a challenge rating as high as their druid level divided by 3, rounded down.
This translates into CR 2 at 6th level, CR 3 at 9th level, CR 4 at 12th level, CR 5 at 15th level, and CR 6 at 18th level. However, they still have to obey the restrictions on swimming and flying speeds.
Combat Beast Shapes
While Circle of the Moon druids are the most effective Wild Shape brawlers, using Wild Shape during combat is an effective tool for any druid who is looking to gain hit points, expand their movement options, and get access to new attacks, all with a single action.
Challenge Rating 0 - 1/2
Unless you're a Circle of the Moon druid, you'll be using your Wild Shape to transform into sub-CR 1 Beasts until the 8th level. Here are some combat Wild Shape options for Beasts that fall into this tier:
- Ape (CR 1/2). A climbing speed and a ranged attack option can be a good way to remain evasive before you get access to creatures with flying speed.
- Crocodile (CR 1/2). Once you get access to creatures with swimming speed, the crocodile can be effective because of its Stealth and Bite attack. Its Hold Breath ability allows it to stay submerged and ambush prey, while its Bite can grapple and restrain targets, making it effective for controlling enemies in water.
- Boar (CR 1/4). At low levels, this wild hog can pump out serious damage with a charging Tusk attack, and its Relentless trait lets it endure a lethal blow, giving it more hit points than it seems.
- Giant wolf spider (CR 1/4). At low levels, the relatively high AC, climbing speed, and paralytic poison makes this creature a top-notch Beast form. Even at higher levels, it can be a useful exploration Beast shape.
- Reef shark (CR 1/2). Pack Tactics and a good Bite attack make the reef shark one of the better options for aquatic combat when druids get access to Beasts with a swimming speed.
- Warhorse (CR 1/2). The warhorse can deliver a powerful attack with its hooves, has a great running speed, and can use its trampling charge to knock targets prone.
- Wolf (CR 1/4). Pack Tactics and the ability to knock a target prone with its Bite make the wolf a solid choice for a land-based combat form. Unfortunately, it's hit points are quite low, but its AC of 13 can help make up for its squishiness.
Challenge Rating 1
Though Circle of the Moon druids gain access to this power level of creatures at 2nd level, druids of other circles only gain access to it at 8th level.
- Brown bear. The brown bear's Multiattack feature, which includes both a Bite and Claw attack, makes it an excellent damage dealer.
- Dire wolf. There’s no denying it: wolves are cool. Dire wolves are incredibly powerful, too, with high hit points, AC, and Pack Tactics. Their damage isn’t the best, but they have great staying power.
- Giant hyena. This Beast suffers from low AC, but makes up for it with lots of hit points and a killer ability: Rampage. If you’re facing lots of small enemies, like goblins or kobolds, you can chew through hordes of foes like candy.
- Giant octopus. This is a situational creature, used best while in water, and only available once you can transform into swimming creatures at 4th level. If you’re in this precise situation, though, the octopus’s high-DC, auto-grappling Tentacle attack is amazing.
- Giant toad. Once you reach 4th level, this swimming Beast is powerful on both land and in water. Its Standing Leap makes it highly mobile, and Bite attack allows you to both poison and swallow foes, which lets you temporarily take single enemies out of the fight.
- Giant vulture. With Pack Tactics and Multiattack, the giant vulture is likely the strongest option for non-Circle of the Moon druids, once they get to 8th level and can use Beasts with a flying speed.
Challenge Rating 2
Even though a Circle of the Moon druid can transform into CR 2 creatures as early as 6th level, you won’t be able to turn into a Beast that can fly until 8th level. Don’t worry, your patience will be rewarded!
- Giant constrictor snake. This massive snake is a top-notch grappler, which lets you help with crowd control. Its high damage and hit points are noteworthy, too.
- Hunter shark. An attractive option for Circle of the Moon druids when they get access to swimming creatures. The hunter shark's Blood Frenzy ability grants it an advantage on melee attack rolls against any creature that doesn't have all its hit points, making it a relentless predator against injured foes.
- Quetzalcoatlus. Once you reach 8th level, this flying pterosaur is death on wings. Despite its low hit points, its Flyby trait, Dive Attack, and ridiculous 80-foot flying speed make this creature deadly and hard to kill.
- Saber-toothed tiger. This prehistoric feline possesses passable hit points and AC, but has potent Stealth skills and a nasty Pounce trait. Taken together, the saber-toothed tiger form makes you a wicked ambush predator.
Challenge Rating 3
There are only three CR 3 Beasts in D&D, but they’re all powerful in their own right.
- Ankylosaurus. This dinosaur is massive, fairly tanky, and its Tail attack packs a serious punch. It’s noteworthy for having a 10-foot reach and a knockdown effect.
- Giant scorpion. While not as durable as the ankylosaurus, the giant scorpion’s poison packs a serious punch, and its grappling claws are great for immobilizing enemies.
- Killer whale. Though only usable underwater, the killer whale has blindsight out to 120 feet. Incredible!
Challenge Rating 4
In terms of combat abilities, there’s not much to be impressed by here. The elephant is somewhat powerful, but its best use might be as an exploration form.
Challenge Rating 5
Circle of the Moon druids gain access to Elemental Wild shape at 10th level, allowing them to transform into CR 5 elementals five levels early. Bear in mind that it uses both of your uses of Wild Shape, so make it count. All of the elementals are excellent, but the fire elemental is the clear winner when it comes to raw damage—unless you’re fighting creatures that are resistant to fire, like most devils and demons, of course. The water elemental might be your best bet, then.
- Brontosaurus. Turning into a freaking brontosaurus is fun on its own. Even if it weren’t, its 20-foot attack reach is jaw-dropping.
- Giant crocodile. This massive reptile is one of the strongest Beasts in the game. Use its jaws to lock down single foes, and its tail to knock others prone. Passable AC and high hit points and a swimming speed are just icing on the cake.
- Giant shark. It’s cool to turn into a shark, and it’s powerful. If nothing else, it’s a free 126 hit points, which is nothing to sneeze at. Its Bite attack isn’t thrilling, but it does do a good chunk of damage.
Challenge Rating 6
- Mammoth. The mammoth is the only option at CR 6, but it's a good one. It’s got a bunch of hit points, its Trampling Charge trait is great for knocking down and damaging enemies, and your whole party can ride on your back. Even though there’s not much in the way of variety here, this Beast is fun to play as.
Exploration Beast Shapes
Most of these forms are CR 1 and lower, and are most useful to druids that aren’t of the Circle of the Moon. However, there are a few choice forms available only to Circle of the Moon druids, since they’re of a higher CR than other druids can transform into.
- Cat (CR 0). There’s nothing better than being a kitty cat! You’re small, common enough in cities as to be unremarkable, and you have a bonus to Dexterity (Stealth) checks. If you’re willing to be petted by passing strangers, this is a great stealth form. (Likewise, the tressym is a flying cat that can see invisible creatures, making it a great choice once you reach 8th level—with your DM's permission, of course!)
- Octopus (CR 0). Once you reach 4th level and gain access to Beasts with a swimming speed, this clever critter is a great amphibious stealth form.
- Owl (CR 0). Once you reach 8th level and gain access to Beasts with a flying speed, the humble owl is small, stealthy, and perceptive even in the dark, making it a top-notch scout.
- Spider (CR 0). If you’re scouting, you want to be small and unnoticeable. No one will notice a spider. You may only have 1 hit point, but your climbing speed can help you get around anywhere.
- Draft horse (CR 1/4). This horse can move quick, and one or two allies can ride on your back with ease. (You can carry up to 540 pounds in this form.)
- Reef shark (CR 1/2). This form offers incredible maneuverability underwater.
- Giant eagle (CR 1). Once you reach 8th level and gain access to Beasts with a flying speed, the giant eagle is your top choice for a flying creature. It’s a fantasy staple, thanks to J.R.R. Tolkien, and it can easily carry one human wizard and two halflings on its back. Its wicked 80-foot flying speed rocks, too.
- Elephant (CR 4). This form is only available to Circle of the Moon druids, but the sheer size of the elephant makes it useful for covering long distances. Your entire party can ride on your back, and you can carry a whopping 1,320 pounds in this form.
- Air elemental (CR 5). If you’re a Circle of the Moon druid, you can spend both uses of Wild Shape to transform into this living gust of wind. The ability to fly and squeeze through tiny spaces is excellent, and it’s useful in combat, too.
Using D&D Beyond to Build Your Druid
D&D Beyond is an official toolset you can use to easily create characters for Dungeons & Dragons. Our free character builder will walk you through the character creation process. All you need to do to get started is create a free D&D Beyond account. You don't need to purchase anything to create your character — the Basic Rules of the game are free to access and integrated into the character builder. Happy Wild Shaping!
James Haeck (@jamesjhaeck) was formerly the lead writer for D&D Beyond. They have contributed to a number of D&D releases, including Waterdeep: Dragon Heist, Explorer's Guide to Wildemount, and Critical Role: Call of the Netherdeep. They are living their best druid life in in Seattle, WA with a veritable jungle of houseplants.
This article was originally published on October 18, 2019, and was updated on January 3, 2024.
It does seem like only having a single CR6 beast available is a shortcoming for the Moon Druid. This would be available at level 18, so presumably you're getting into high-powered/capstone features for classes and subclasses. Having only the one choice seems like a poor way to ring in such a high-level achievement.
When you transform into a beast, you can use either its proficiency bonus or your own, whichever is higher as long as both you and your beast shape are proficient in the same skill. For instance, if you transform into a beast that's proficient in Perception, and you're also proficient in that skill, you can use either your proficiency bonus or its.
Are you sure ? It is not the logic that was implemented in D&D Beyond. A druid never gets to add the +4 proficiency bonus to perception of a Giant Octopus to his own (better or worse) wisdom modifier.
After a nearly 1-year struggle to understand Wild Shape mechanics, I'm really interested in any kind of official wording that would help clarify the subject ; especially after all the confusion that has already been brought by contradictory feedback on twitter !
I will be using this article for the weekend's holiday campaign where I will dawn my antlers as a parabear druid with a splash of barbarian.
The Giant Elk is worth a look, in my opinion.
If you are a druid with a sentient magic item, what happens to it when you shift? Can it meld with you if it is sentient? If it does, does it still maintain its consciousness or is it basically put into hibernation?
The giant elk seems pretty good once you reach 6th level as a CR2 option. :-)
It's a great combat option! I prefer saber-toothed tiger, but they're more or less equal in my opinion.
PHB, Wild Shape, bullet one: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
You have all your own proficiencies AND those of the beast. If you have a proficiency on a saving throw or ability check you retain it, regardless of what ability score it is based upon, and you use your bonus to determine success, even for Str, Dex, and Con saving throws and ability checks, unless the beast has the same proficiency and a higher bonus than yours. However, certain situations in the game are not saving throws or ability checks, and therefore you use the beast's speed, type of movement, resistances, immunities, Str, Dex, or Con score to determine those capabilites while in that beast form. An example would be if you were carrying a load. In that instance you would use the beast's Str score and not your own. If you were breaking a grapple as a dire wolf, that's an Athletics or Acrobatics ability check, so you would use your own bonus if you have either proficiency because the dire wolf isn't proficient in those abilities. If you don't have either proficiency, you would use the dire wolf's +3 Str bonus and not your own Str or Dex bonus. If you have Stealth proficiency and are trying to sneak by a group of orcs while in dire wolf form, you'd use either its +4 Stealth bonus or your own, whichever is higher.
Crag Cats are a good CR 1 beast that has one pretty nasty feature of Spell Turning.
Just putting this out there: CR1 Large Beast, Crag Cat. +7 Stealth, permanent nondetection, darkvision, and SPELL TURNING!
this goes back t my earlier comment that polymorph unlike wildshape does not state in the spell description that you need to of seen the animal or even know what it is in order to polymorph a person into one. Theres no way anyone outside of a well studied wizard would know what a t-rex or giant ape looks like. But it goes by CR rating not personal knowledge. Fey creatures do not die of old age so one could argue they have been around long enough to see all manor of creatures or that they are transforming u not into a t-rex but into something that looks similar to one and u r just using the creatures stat block. Even if a pixie hadn't done it we had other casters in the party who could do the same thing.
I know this interpetation has some supporters ; but it is neither my understanding of RAW, nor what was implemented in DnD Beyond when wild shaping (check the "extra" tab of provided characters!), nor what is described in this article, nor what Jeremy Crawford describes in this Sage Advice segment of Dragon Talk.
I think the confusion comes from the fact that the "subtotal" used on monster stat blocks has no name given in the rules.
When the rules say "you retain [...] proficiencies, in addition to gaining those of the creature" ; I read it as "I gain the dire's wolf Perception and Stealth proficiencies (and then apply my proficiency bonus normally)", while you read it as "I gain the dire's wolf +4 Perception and +5 Stealth proficiencies". There is room for DMs to rule it both ways, however I'd love the official rule intent to be clarified someday - hence my question, as I like to see DnD Beyond as an official rule source, and this kind of contradiction (i.e between the article, and the wild shape stats given by the "extra" tab) doesn't help.
My jungle-shaman lizardman druid sure loves his Deinonychus form :)
I’m surprised no one has mentioned the Flying Snake (https://www.dndbeyond.com/monsters/flying-snake), or the powerful synergy between Wild Shape and the Mage Armor spell.
LizardFolk
He's male so lizardMAN
Lizardfolk refers to folk who are lizard like, so lizard folk
I just need to reiterate how powerful a crag cat can be in ANY spell-casting arena or stealth mission. That it can naturally avoid even Truesight just by... BEING... is astounding by itself, but advantage on single-targeted magic saving throws with the spell being REFLECTED upon save?
I've turned into a crag cat and started scooting my butt across the main villain's carpet just to DARE them to toss a disintegrate on me.
Thank you for your reply :-)
"Roll a Deception check to bluff via butt scoot."
*Rolls*
"Natural 20, 23."
"The Mage's eye twitches as you maintain eye contact while scooting your nethers along her gilt rugs and rare furs; her fingers flex spasmodically as a green mist begins to coalesce."