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
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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.
Allosaurus?
Cave Bears are pretty good for combat/exploration. Swim Speed, Darkvision and pretty beefy.
Gotta say, Moon Druids and Wildshape Druids never really appealed to me. I mean, I could play a level 20 Moon Druid and wild shape into a beast of CR 5, ooorrr... I could play an 8th level bard/wizard/sorcerer who can Polymorph into the highest possible CR beast, the T-Rex. Literally the only thing that makes Wild Shape better than Polymorph is the Moon Druid capstone that allows you to continually wild shape to refill your HP. That's it. So... Is there something I'm missing, or are Druids surpassed in every possible way by other classes leagues earlier?
I think it would be fun to play as cranium rats or a swarm of them, because technically you can play as them because they are beasts, although you could reasonably say that a druid can't because cranium rats are controlled by mind flayers. they have great magic abalities, though.
Disadvantages for Druid Wild Shape when compared to Polymorph:
Advantages for Druid Wild Shape when compared to Polymorph:
Also note that Druids have Polymorph, too. They don't miss out on the bard/wizard/sorcerer fun.
Edit: forgot concentration and duration
I see you, James. I see you.
People keep making this "correction," but it is based on paraphrasing the rules and gets it exactly wrong. You had it right-er the first time, as born out by https://www.sageadvice.eu/2018/05/06/shapechange-spell-is-your-characters-proficiency-bonus-a-class-feature/ and https://www.sageadvice.eu/2015/01/23/wildshape-with-proficiency/ . It is pretty clear that RAW, shapechanged (and wild shaped, since shapechange and wild shape share rule text) your proficiency bonus is retained as a class feature.
The twooperative clauses of wildshape are:
1) "You retain the benefit of any features from your class, race, or other source..." This includes proficiency bonus, see above.
2) "You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature...." If druid knows Athletics, and Spider knows stealth, then wildshaped druid-spider is proficient in both Athletics and Stealth. And we all know how to calculate skill bonuses, attribute modifier (beast's for physical, druid's for mental) + proficiency bonus (druid's).
3) "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." This does not say that scores are only interchangeable if you share a proficiency, read it one hundred times and it will never say that. What it does say is that you always calculate skills per step 2 above, unless doing so would cause you to have a lower result for something you and the beast are both proficient in. Case in point... Clawfoot Raptor has a +5 in Perception despite only having a +1 Wisdom bonus, so there's some sort of misc. "raptor" bonus to perception in its statblock. A theoretical level 2 moon druid with 12 wisdom wildshaped into a raptor would normally have a +3 to Perception per the normal calculation, but if that druid is proficient in perception, he's allowed to use the raptor's higher "special raptor calculation" perception.
Death from black widow bite is extremely rare and almost exclusively in the very young, very old or very sick.
A black mamba would be a poisonous snake, CR 1/8.
Thanks for joining in, I felt quite alone questionning this rule interpretation :)
It looks like we perfectly agree on skills, but your "You had it right-er the first time" makes me wonder about attacks.
My current reading (inspired by your second quote) is that you don't gain the beast's weapon proficiencies : only skills and saving throws. As druids (usually) lack proficiency in natural weapons, you end up attacking with the raw number displayed in the stat block (because "Your game statistics are replaced by the statistics of the beast"), instead of applying your own proficiency bonus on top or your strength modifier ; DCs (such as the scorpion's sting attack) following the same logic.
Am I getting something wrong ?
It is always up to the DM, but it is to stop someone from saying "Oh I saw this is a book, or article, or inline post from someone who made a homebrew..." and having stuff that may be game breaking. I believe in polymorph, the highest one can go is T-Rex, but as soon as you get polymorph, T-Rex is game breaking. Late game maybe not.
I guess just to clarify while these are stats in game for certain creatures, it doesn't mean it is what you have access to.
Well, most druids won’t have seen one unless they were from Chult or a nearby area.
it says if both have proficiency
I’ve seen two sides to this. If in wild shape and anti magic sort of thing effects you, do you revert back to your original form or do you get stuck in the animal form?
One of my players is a first-time druid who lived in a forest, so I gave her a choice of three forest animals at first. She loved being a wolf and biting goblins' heads off. I'm just wondering if that was the right thing to do.
That's a totally reasonable thing to do, especially if she doesn't feel limited by her selection. It could actually become a fun game mechanic for her to meet new animals and recall their forms. Also, give her the chance to remember three forest animals that can [swim/fly] that she saw in her past when she reaches 4th [swim] and 8th [fly] level.
An epic boon that allows them to turn into a giant ape. Nice.
Best Wild Shape options for “Level 2-20” Druids
- EDITED to make it readable in 1 sitting, added scout & flying notes (100% my final edited list, Feb 9 2020)
With release of "Explorers Guide to Wildemount" I will add CR1 Moorbounder & CR3 Bristled Moorbounder
Remember Limits: Using 5E Core, Official Supplemental & Adventurer's League Content * No “2-Headed” and/or “Infernal”, not in nature Beasts
Ok I did some solid research, are these the "Best" options, for Non-Moon & Moon Druids per CR level up to CR1 max? Can anyone see anything I missed something or got anything wrong?
To start for level 2, CR1/4 Wild shaped, druid vs level 2, non-wild shaped, druid in combat:
I say for my picks, up to CR5 & Elemental Wild Shape (EPIC BOON for Level 20 included) its:
TLDR my reasoning 1:
Plus Deinonychus is medium so it works in indoor areas designed for "M sized" humanoids, its bipedal & has grasping hands (see google images of the dino)
To compare "BROWN BEAR", "Ice Spider" & "DEINONYCHUS": As they a the best CR1 beast forms for non-flying/non-swimming.
Bear Has: Size: L, multi-attack =2 +6 hit (1d8+4 & 2d6+4, avg total = 19) Climb ability, Natural AC 11, Str +4, Dex +/-0, Con +3 , HP 34 or 4d10+12
Dino Has: Size: M, multi-attack =3 +4 hit (1d8+2 1d8+2 & 1d8+2, avg total = 18), DC12 pounce, Natural AC 13, Str +2, Dex +2, Con +2, HP 26 or 4d8+8
DEINONYCHUS: Medium Beast, CR1, Has no flying or swimming abilities suitable for level 2 Moon Druid
Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8) Max 40
Speed 40ft.
STR 15 (+2) DEX15 (+2) CON 14 (+2) INT 4 (-3) WIS 12 (+1) CHA 6 (-2)
Skills: Perception +3
Senses: passive Perception 13
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
ACTIONS
Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. 1 one target. Hit: 6 (1d8+2) slashing damage
If the druid has wild shaped into Beast A and then after a while, but before the time on Beast a runs out, shapes directly into Beast B, what happens when the timer on Beast B runs out? Does he revert to Beast A or to his non-beast self?
If he reverts to Beast A, does he keep the remaining time on Beast A's timer?
No, using Wild Shape while already using Wild Shape ends your first usage of the feature.
Thanks!