nyuuzyou/wikis huggingface dataset:
Wild Shape table (Druid)

This is a list of all Wild Shape forms available to Druids, some exclusive to Circle of the Moon Druids.
==Wild Shape Forms==
{| class="wikitable sortable" style="width: auto; margin-left:0px; text-align:center"
! style="text-align:left" | Creature
! style="text-align:center" | Level Learned
! style="text-align:center" | Base AC
! style="text-align:center" | Dex Mod to AC
! style="text-align:center" | AC
! style="text-align:center" | HP (Base)
! style="text-align:center" | HP (At Level 12)
! style="text-align:center" | STR
! style="text-align:center" | DEX
! style="text-align:center" | CON
|-
| style="text-align:left" | 
| 2
| 10
| +0
| 10
| 13
| 48
| 14
| 10
| 15
|-
| style="text-align:left" | 
| 2*
| 12
| +0
| 12
| 30
| 111
| 19
| 10
| 16
|-
| style="text-align:left" | 
| 2
| 10
| +2
| 12
| 2
| 2
| 6
| 15
| 10
|-
| style="text-align:left" | 
| 2
| 11
| +3
| 14
| 20
| 74
| 14
| 16
| 12
|-
| style="text-align:left" | 
| 2
| 12
| +2
| 14
| 18
| 97
| 17
| 15
| 15
|-
| style="text-align:left" | 
| 4*
| 14
| +2
| 16
| 13
| 13
| 6
| 14
| 8
|-
| style="text-align:left" | 
| 4
| 10
| +0
| 10
| 23
| 48
| 18
| 10
| 14
|-
| style="text-align:left" | 
| 6
| 12
| +2
| 14
| 45
| 68
| 14
| 15
| 10
|-
| style="text-align:left" | 
| 6
| 14
| +1
| 15
| 65
| 112
| 20
| 12
| 17
|-
| style="text-align:left" | 
| 8*
| 12
| +1
| 13
| 67
| 89
| 18
| 13
| 15
|-
| style="text-align:left" | 
| 10
| 13
| +1
| 14
| 74
| 96
| 19
| 13
| 17
|-
| style="text-align:left" | 
| 10*
| 16
| +2
| 18
| 90
| 108
| 18
| 14
| 14
|-
| style="text-align:left" | 
| 10*
| 18
| +0
| 18
| 103
| 124
| 18
| 10
| 17
|-
| style="text-align:left" | 
| 10*
| 14
| +4
| 18
| 90
| 108
| 13
| 18
| 15
|-
| style="text-align:left" | 
| 10*
| 16
| +2
| 18
| 90
| 108
| 18
| 14
| 16
|}
* * Only available to Circle of the Moon Druids.
Wildheart

Wildheart is one of the Subclasses of Barbarian. These Barbarians are attuned with nature and the beasts that live in it. Their rages resemble the animals that inspired them.
__NOTOC__
== Subclass features ==
; 
: You can use the 1st Level Spell Speak with Animals without expending spell slots.
: 
; Bestial Heart
: Choose a Bestial Heart from the table below. From here on out, every time you gain a level in Barbarian, you may replace your current Bestial Heart with a different one as an optional choice.
Bestial Hearts	Description 	Grants
Bear Heart 	While Raging, you can use Unrelenting Ferocity, and have Resistance to all damage except psychic damage. 	
Eagle Heart 	While Raging, you can use Diving Strike. Foes also have on Opportunity Attacks against you, and you can use as a bonus action.	
Elk Heart 	While Raging, you can use Primal Stampede, and your Movement Speed increases by 4.5m / 15ft. 	
Tiger Heart 	While Raging, you can use Tiger's Bloodlust, and your jump distance increases by 4.5m / 15ft. 	
Wolf Heart 	While Raging, you can use Inciting Howl, and your allies have on melee s against enemies within 2m / 7ft of you. 	
; Appearance
: Choose 1 (Optional)
File:Barbarian Bear Piercings 1.png|upright=1.5|thumb|left|Bear Piercings
File:Barbarian Eagle Piercings 1.png|upright=1.5|thumb|left|Eagle Piercings
File:Barbarian Elk Piercings 1.png|upright=1.5|thumb|left|Elk Piercings
File:Barbarian Tiger Piercings 1.png|upright=1.5|thumb|left|Tiger Piercings
File:Barbarian Wolf Piercings 1.png|upright=1.5|thumb|left|Wolf Piercings
; Animal Aspect
: Choose an Aspect of the Beast from the table below:
Aspects of the Beast	Description
 	Your carrying capacity is doubled, and you have on s.
 	You gain Resistance to fall damage, and throwing Camp Supplies targets.
 	Your movement speed increases by 3 m / 10 ft while standing in water-based surfaces. On slippery surfaces, you also have on s against being knocked prone.
 	You see in the dark up to 12m / 40 ft, and gain on s.
 	Grant yourself and nearby allies (18 m / 60 ft) +1.5 m / +5 ft permanent movement speed.
 	If you're , or at the start of your turn, you have a 50% chance to begin Raging without expending a Rage Charge.
 	grants you equal to twice your barbarian level.
 	You add an additional Strength modifier to s against or targets, and gain proficiency in Survival.
 	You and nearby allies (18 m / 60 ft) add your Dexterity modifier as a bonus to your s.
 	When you attack a or target, you inflict on them.
; 
: You have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
; *
: You have on s against plants that are magically created to impede your movement.
; *
: Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
*Denotes a feature that is not listed anywhere, but is nonetheless granted.
You may select an additional Aspect of the Beast to benefit from, in addition to your current Animal Aspect.
==External links== 
*
Category:Subclasses
Williams

Fist Wililams is a human member of the Flaming Fist who guards the gallows in the Lower City.
== Involvement ==
=== Act Three ===
Williams can only be found guarding the gallows outside of the Basilisk Gate Barracks if is executed. When talked to, he will believe the propaganda and state "good riddance".
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
* 
* x2
* 
* 
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Category:Members of the Flaming Fist
Category:Fighters
Willing Mind

== Dialogue ==
When placed on the Mind-Archive Interface within the Mind Flayer Colony, the Slack-Skinned Head will cough then speak.
* Pardon! Wouldn't do to phlegm all over Lord Gortash during my first performance, would it?
* Acoustics are a little of in here. Which is... where, exactly?
----
Reply "An illithid colony. But don't worry—just your brain is here.
* Right. A jester, are you? You must be vying for the lord's patronage too.
* He heard me singing in Beggar's Rest. Said he needed someone to 'give voice to lost knowledge'.
* A little over my head, being honest, but the lord has gold. I trust he knows his business. Now—I'd best warm up.
Reply "Are you some kind of performer?"
* Just a serving girl with notions—'til I met Lord Gortash.
* He heard me singing in Beggar's Rest. Said he needed someone to 'give voice to lost knowledge'.
* A little over my head, being honest, but the lord has gold. I trust he knows his business. Now—I'd best warm up.
Reply "Never mind that. Tell me about this Lord Gortash."
* He heard me singing in Beggar's Rest. Said he needed someone to 'give voice to lost knowledge'.
* A little over my head, being honest, but the lord has gold. I trust he knows his business. Now—I'd best warm up.
Reply [Bard] "What did you plan on singing? It ought to be remembered."
* Huh, oddly sentimental. Or mayhaps you’re just looking for an edge on the competition, eh? No fooling me. Patience, you’ll hear it when Lord Gortash does.
----
Reply "No need. I think you got the part."
* Truly? Hah! And my ma said the singing would come to naught. Thank you. Thank you.
Reply "Go ahead. I'm sure you'll be performing soon."
* I have just the thing prepared—my ma used to sing it when I'd come crying about monsters. Wish me luck!
Reply "Snap out of it—and look around you."
* ...
* Could do with a bit of natural light, all right. But you know these nobles—odd as fae folk.
* Now, I need to prepare. Wish me luck.
----
When spoken to again:
* The owlbear bore Auril's icy ire.
Willinx Jindlebee

Willinx Jindlebee is a necromancer of the Cult of Myrkul found in Act Two. She can be found in the Moonrise Towers Prison after the party has launched their assault on the cult.
__notoc__
== Involvement ==
Willinx will always be hostile when encountered. Along with her allied necromancers and , she flanks the army of undead that greet anyone that trespass into the prison.
Winning the battle awards Soldier backgrounds with the inspiration "A Bone To Pick."
Unlike the Zealots, Adepts, and other members of the Cult of the Absolute, it appears Willinx and the other Mistresses of Souls are fully aware of what the Absolute is and the religious hoax they're perpetrating. This greater understanding (and accompanying disdain) is shared by the other high-ranking Myrkulite necromancers serving General Thorm, with bemoaning the weak servility of the infected she's presented with, and using the player character's worm-infested status as an expletive.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
*
==Notes==
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Category:Followers of Myrkul
Category:Wizards
Willow

Willow is a human child who can be met inside the Felogyr's Fireworks in Lower City of the Baldur's Gate, in Act Three of the game, while following through the quest Investigate the Suspicious Toys.
== Involvement ==
Willow participates in the cutscene that triggers upon first speaking to , the shopkeeper of the Felogyr's Fireworks. Avery checks the girl's knowledge of proper usage of fireworks. After Willow answers correctly, he also proclaims a warning about his establishment not being liable for any injuries caused by not following the rules.
While the party members remain in the fireworks shop, Willow might run outside and return back to the first floor. If spoken to, she tells the party that she is charmed by the smell of the pyrotechnics.
== Related quests ==
* 
Category:Humans
Category:Humanoids
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Children
Wim

Brawler Wim is a Goblin Brawler in Moonrise Towers in Act Two. 
== Involvement ==
Wim is located on main floor just outside the throne room, with and .
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in Moonrise Towers
Category:Characters in Act Two
Category:Followers of the Absolute
Winged Horror

Winged Horror are Flying Ghoul creatures that can be encountered at the Last Light Inn, Mind Flayer Colony and in The High Hall.
== Involvement ==
Though most are naturally hostile, a group of three neutral winged horrors can be encountered along the upper ramparts of Moonrise Towers at . These particular flying ghouls lament their hunger, remarking that dead bodies have been poured into the tunnels below the tower rather than being fed to them, as they were promised.
The player character can pacify them with a , use Illithid Persuasion to convince the ghouls to eat one another, or attack them outright.
== Combat ==
=== Attacks and abilities ===
== External links ==
Category:Creatures
Category:Races
Category:Non-playable races
Category:Undead
Winstra Hullhollyn

Lady Winstra Hullhollyn is a Lady of Baldur's Gate, present at the ceremony of ordaining as an Archduke of the city.
== Involvement ==
Before the ceremony she sits among other patriars on the pews in central nave of the Audience Hall.
After the ceremony ends, Lady Winstra stays in the central nave of the Audience Hall, engaged in casual conversation with , discussing the after-ceremony soiree. She expresses hope that Gortash will throw much more interesting parties than ever did. She is also outraged that most events has been cancelled due to the threat of the Absolute's army approaching the city. If spoken to, Lady Winstra calls Ravengard a dullard and says that in her opinion Gortash has much more charisma.
If choosing to confront Gortash, the party can find Lady Winstra along with all other invited guests and their retinue slaughtered in the Audience hall.
== External links ==
* 
Category:Characters
Category:Characters in Wyrm's Rock Fortress
Category:Characters in Act Three
Category:Humanoids
Category:Humans
Winter Gala Doublet

==Gallery==
file:Sweetly Tailored Outfit Human Body1 Front Model.webp|Body Type 1 Front Human|alt=Winter Gala Doublet Human Front
file:Sweetly Tailored Outfit Human Body1 Back Model.webp|Body Type 1 Back Human|alt=Winter Gala Doublet Human Back
file:Sweetly Tailored Outfit High Elf Body4 Front Model.webp|Body Type 4 Front High Elf|alt=Winter Gala Doublet High Elf Front
file:Sweetly Tailored Outfit High Elf Body4 Back Model.webp|Body Type 4 Back High Elf|alt=Winter Gala Doublet High Elf Back
Wisdom

Wisdom is an ability score, and the primary ability of Clerics and Druids.
Wisdom affects your Animal Handling, Insight, Medicine, Perception, and Survival skills and improves spellcasting for Clerics, Druids, Monks and Rangers (better chance to hit enemies with spell attack rolls; increases the Difficulty Class of spells with Saving Throws).
== Wisdom modifier chart ==
Baldur's Gate 3 uses the Point Buy ruleset.
== Ways to increase ==
The following sources can permanently increase a character's Wisdom score:
* Auntie Ethel's Hair: +1 to any chosen ability
* Mirror of Loss: +2 to any chosen ability, up to a maximum of 24
* Resilient: +1 to any chosen ability, up to a maximum of 20
The Necromancy of Thay can apply a permanent +1 to a character's Wisdom saving throws, but doesn't affect their Wisdom score itself.
== Related items ==
=== Affecting Wisdom ===
The following items increase Wisdom while equipped:
The following items reduce Wisdom while equipped:
=== Affecting saving throws ===
The following items grant a +1 bonus to Wisdom saving throws:
The following items grant advantage on Wisdom saving throws:
Other effects:
Conditions:
=== Benefiting from Wisdom ===
Category:Gameplay mechanics
Category:Ability Scores
Wise Sentinel

The Wise Sentinel is a unique type of Undead guarding the secret shrine to Shar underneath the statue of Ketheric Thorm in Reithwin Town's square. Its abilities mirror that of a Cleric, and fitting of its role it has very high Wisdom. 
== Involvement ==
If the party fails to pass any of the three Saving Throw tests for Wisdom, Intelligence, and Charisma, or takes the Ritual Dagger of Shar, it will summon the undead Dark Justiciar. It, along with the Charismatic Sentinel and Intelligent Sentinel, will put up a difficult fight considering their large amount of Hit Points and special abilities.
== Combat ==
=== Attacks and abilities ===
On Tactician difficulty and above, Wise Sentinel receives allowing it to use:
Category:Dark Justiciars
Category:Undead
Category:Characters
Category:Characters in Reithwin Town
Category:Characters in Act Two
Category:Followers of Shar
Category:Clerics
Wizard Hat Supply Table

The Wizard Hat Supply Table, also known as Clothes_Wizard_Hat_Supply, is a non-leveled Treasure Table that rolls a number of times on the Wizard Hat Table. It is primarily used to determine vendor stock.
== Drop Table ==
Rolls 2-5 times on the Wizard Hat Table. The average roll on the Wizard Hat Supply Table is 3 hats.
Category:Drop tables
Category:Vendor tables
Wobb

Wobb is a Doppelganger found in the Facemaker's Boutique in the Lower City of Baldur's Gate if is attempting to kill as part of Investigate the Murders.
== Involvement ==
Wobb can be found disguised as a female Dwarf, in the front area of the Facemaker's Boutique. If the party approaches Dolor, the party can attempt to sneak in or intervene after which a fight will break out and Wobb will join Dolor.
== Combat ==
=== Attacks and abilities ===
=== Allies ===
* 
* 
* 
* 
* 
== Related quests ==
* 
Category:Characters
Category:Characters in the Lower City
Category:Characters in Act Three
Category:Doppelgangers
Category:Monstrosities
Wolf

Wolves are a race of beast found throughout Baldur's Gate 3. These fearsome canines can be found in a wide variety of contexts, from enemies to allies.
== About Wolves ==
=== Racial features ===
; Base Racial Speed
: 9m / 30ft
; Size
: Medium
=== Interactions ===
Non-hostile, non-summoned wolves can be talked to using . Beastmaster characters can summon an allied wolf using . Druid characters can transform into a wolf using .
== Wolf characters ==
* 
* 
* 
* 
* 
* 
* 
=== Dire wolf characters ===
* 
* 
* 
* 
* 
* 
== Notes ==
* Shadowheart has the hidden passive ability which will trigger if she stands within of a wolf. 
== Gallery ==
Wiktoria-kubien-wolf-neutral-01.jpg|Render by Wiktoria Kubien
Category:Creatures
Category:Races
Category:Non-playable races
Wood Woad

Wood Woads are a type of plant creature. As territorial plant-humanoids created through ritual sacrifice, they serve as determined guardians thanks to their regenerative abilities and magically infused clubs.
== Involvement ==
=== Act One ===
Wood woads are found in the Sunlit Wetlands during Act One. They guard the secluded island of the Decrepit Sanctuary with .
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
* 
* 
* 
=== Tactics ===
The party must inflict fire damage to prevent the wood woads from regenerating every turn. However, the fire can spread to nearby party members via . It is recommended to include members who are resistant to fire damage such as or by applying .
== Gallery ==
Wood Woad.jpg|Early Access in-game appearance
Tan-burci-woodwox-concept.jpg|Concept art by Tan Burci
== Notes ==
* Wood woads can be summoned by , a unique ability of .
* Wood woads have two near identical versions of Entangle ( and ) which differ only in the radius of the area of effect. Conjured wood woads have both versions added to the hotbar.
* Tooltips indicate that wood woads have , but wood woads should have . This is an incorrect description or bug.
== External links ==
* 
Category:Creatures
Category:Races
Category:Non-playable races
Category:Plants
Worg

Worgs are a generic Monstrosity and non-playable race found throughout Act One of Baldur's Gate 3. 
== About Worgs ==
Vicious yet intelligent, these wolf-like creatures are often enslaved and trained by goblins to become savage warbeasts, guard dogs, trackersLakrissa: Who knows, some of us might even make it to Baldur's Gate.
Player character: With trained worgs on your scent? Not likely., and hunting companions.
Worgs are more sentient than the average animal and are capable of rudimentary speech without the need for Speak with Animals. They are not considered especially intelligent, however. Similarly to goblins, worgs are rude to all races but drow, who they identify as their "master's master."Worg: Drow... master's master. No bite. They're from the Nordiland worgata family.Identified by the player character in dialogue with Sentinel Olak.
Player character: Beautiful animal. Does she belong to the Nordiland worgata family?
Sentinel Olak: How'd you know? 
Goblins use the catch-all term 'worg-meat' to describe any variety of meat fed to them. This often includes those who fall in battle with goblinsSharp-Eye Eef: Remember, you'll be worg food if you drop 'ere. Don't matter if yer friend or foe. or are taken prisonerPlayer character: Were you the only prisoner here?
Dead Elf: Goblins took... my friends. Cut them up... for the worgs. For meat..
The goblin tribe in Act 1 have a pack of worgs, including Klaw and her litter: Small Klaw, Ferr, and Tale. Ferr and Tale are in the Worg Pens near a prisoner and are driven mad with excitement.Butcher Vrak: 'Ere to see the bear? Just follow the noise. Worgs 'ave been goin' crazy for it.
and
Tale: Fur. Can't you smell the fur? Fur and meat. Lots of MEAT!
and
Ferr: Want it. Fur and meat. Kill it. KILL IT!
Goblin Sharp-Eyes can summon Worgs using the Worg Companion ability. These summoned variants will disappear once the summoner is defeated.
== Combat ==
=== Attacks and abilities ===
=== Notable loot ===
* 
== Named Worgs ==
* 
* 
* 
* 
== Worg variants ==
* 
== Related literature ==
* 
== Notes ==
* Several apparent sayings include worgs thoughout the game, including: "tough as worg meat", "hair of the worg", "greedy old son of a worg", and "straw that breaks the worg's back". Four: Sod off or I'll fetch my mum. She was tough as worg meat before the Absolute came along. Kobold Scout: Have some more wine, that'll sort you. Hair of the worg an' all that. Truffles Smythe: I hear Lorroakan was a greedy old son of a worg. I wonder who got all his loot? Mask of Regret: True, but there's a reason it's a straw that breaks the worg's back. She needs help - and fast. 
* One Vicious Mockery line mentions worg-roast, an apparently greasy meal that does not exist in-game.
== References ==
== Gallery ==
J-p-roy-larian-artblast-worg-in-game.jpg|Render by J-P Roy
== External links ==
* 
Category:Creatures
Category:Races
Category:Non-playable races
Category:Monstrosities
Worg (white)

White Worgs are a white version of the regular Worg found in Act Three of Baldur's Gate 3. They are stronger than the regular worgs found in Act One, and are only found inside Flymm Cargo.
==Combat==
=== Attacks and Abilities ===
==Notable loot==
* 
==Named Worgs==
* 
* 
* 
* 
* 
== External links ==
* 
Category:Creatures
Category:Races
Category:Non-playable races
Category:Monstrosities
Worg Pens

== Overview ==
=== Animal pens ===
The Goblin Camp's worgs live here alongside the camp's prisoners. and occasionally feed the prisoners to the worgs. When the party visit the pens, the sole living prisoner is archdruid , disguised as a Cave Bear. Goblin children and pelt him with rocks through the pen gates, encouraged by their tutor .
If approaching the pen, a fight occurs between Halsin and the goblins and the party must choose which side to support.
=== Prison cell ===
Although most traditionally attitude-reducing crimes in the Goblin Camp trigger all-out hostility, a player character who is instead arrested is kept here. The corpse of a dead elf is tucked into a mysterious hole at , which can be broken to create a passage to the Shattered Sanctum.
== Related locations ==
*
*
*
== Characters ==
* 
* 
* 
* 
* 
* 
=== Creatures ===
* 
* 
=== Available to Speak with Dead ===
* located in the prison cell, stuffed in a small crawlspace in the back at 
== Loot ==
* looted from a wooden chest at 
* looted from Beastmaster Zurk
* looted from a pile of bones inside the cage where the worgs are initially kept at 
== Related quests ==
*
**
== Notes ==
Category:Locations
Category:Act One Locations
Worm

Tracker Worm is a goblin tracker in the Underground Passage during Act One. She and her fellow goblins have captured .
== Involvement ==
=== Act One ===
Upon entering the Underground Passage, Worm can be found with , , and . As Worm is stationed at a higher elevation than everyone else, she is the least talkative in the group. She comments that at least they have Findal to keep them entertained.
== Combat ==
=== Attacks and abilities ===
=== Loot ===
* 
== Idle banter ==
Tracker Torrak: Pretty stubborn for a man wearin' leaves.
* Tracker Worm: Maybe we can set him on fire.
** Sharp-Eye Gurza: We should set the whole grove on fire.
Category:Humanoids
Category:Goblins
Category:Characters
Category:Characters in the Emerald Grove
Category:Characters in Act One
Category:Followers of the Absolute
Wounded Bird

The Wounded Bird (also known as Exhausted Bird or Healed Bird) is a bluejay in the Circle of the Emerald Grove in Act One.
== Involvement ==
=== Act One ===
The bluejay can be found in the Inner Sanctum near . Before receiving treatment from , the bluejay has reduced health and is known as the Wounded Bird. After initial treatment, the bird becomes and is renamed to Exhausted Bird. As the bluejay begins to fly again, she becomes the Healed Bird, occasionally regaining her exhaustion as she lands to rest.
The bluejay was wounded by a gnoll while scouting the northern hills. If the bird is pestered while wounded, she will pass away after informing the party about the gnoll. After a full recovery, the bird can inform the party about the gnoll without consequence.
If the player character is The Dark Urge, they have a unique dialogue option to tear the bird's wings off. This grants Indulge Thine Appetites for the Haunted One, if it was not yet obtained.
== Companion approval ==
While using on the Wounded Bird:
* Prod her again. 
== Gallery ==
Wounded Bird.png|The Wounded Bird being treated by Nettie
Category: Birds