Baldur’s Gate 3 guide

In this guide we will look at each class of “Baldurs Gate 3”, explore its features, strengths and weaknesses.We analyze the main features of classes and subclasses, characteristics, abilities, spells and other features of a priest, warrior, ranger, rogue, sorcerer and wizard.

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Note . In the future, there will be a list of skills with abilities for characters of different classes. In order not to repeat ourselves, let’s first figure out what each skill gives (and in the descriptions of the classes you will find their usual list).

Acrobatics useful in order to get away with your feet in time.
Athletics the skill of physical movement, be it climbing, jumping or swimming.
Attention the sum of the work of your senses. Allows you to notice the smallest details of the environment and everything that gets out of the usual picture of the world.
Survival provides knowledge about natural hazards and the ability to live in the wild, obtaining food by hunting and gathering.
Training empathy plus knowledge allows you to gain the trust of wild animals.
Intimidation the skill of using threats in conversation to force others to submit to your will.
Execution the ability to act, play musical instruments, and otherwise entertain the audience.
History provides information about Faerнаn’s past, allowing you to identify important names and unusual objects.
Sleight of hand increases your dexterity in how you pull valuables from the pockets of other creatures or disentangle yourself from ropes that tie your wrists.
Magic defines your knowledge of magic and its practical application. Useful for interacting with enchanted items and powerful spells.
Medicine this knowledge allows you to heal wounds and identify diseases.
Cheating the art of lying, allowing you to manipulate those with whom you communicate.
Nature knowledge of flora and fauna, natural rhythms and patterns of the world.
Insight allows you to read the situations and motives of others, breaking through the veil of lies and other means of hiding the truth.
Religion gives knowledge about the deities of Abeir-Toril, including their possessions, cults and related rituals.
Investigation the art of deduction and obtaining information from various sources – objects or intelligent beings.
Stealth the ability to sneak unnoticed, maintaining silence and using cover.
Conviction the art of turning the situation in your favor, making others help you.

Priest

Regardless of the subclass chosen, Priests have the following features:

  • Spell Slots Open– you get 2 first-level spell slots; recovering after rest.
  • Wisdom, Charisma– a skill bonus is added to their tests.
  • Shield– does not interfere with spells.
  • Simple weapon– a skill bonus is added to its rolls.

Note . Each time the Reaper level increases, he gains HP depending on his stamina and d8 (8-sided) die roll.

Next come tricks – simple spells that do not take up slots, are played freely and do not need to be prepared. You can choose up to three focuses for the Priest:

  • Instruction– to give instruction to a being. It gains a 1d4 bonus on an attribute check of its choice.
  • Resilience– magically strengthens the creature’s defenses. It receives a d4 bonus to challenges.
  • Sacred Flame– Summon a flame -like radiance that deals 1d8 points of Radiant damage.
  • Thaumaturgy– Cast a sign of supernatural strength that gives precedence on Intimidation and Execution checks.
  • Light– apply an aura of light to the object (available only for the domain of life or deception).

Spells prepared

The Priest has 8 different spells, but you can only choose three of them:

  • Bane– target up to three creatures. They suffer a 1d4 penalty to attack rolls and challenges.
  • Order– order the creature to stop, preventing it from moving or taking action.
  • Water Creation– Summon rain, which will extinguish open flames and form a water surface.
  • Aiming Beam– Summons a Healing Light that deals 4d6 points of Radiant Damage and gives an advantage on the next attack against the target.
  • Healing word– creature in sight regains 1d4 + HP.
  • Wounds– Charge hands with rotting energy that deals 3d10 units of Necrotic Damage
  • Protection from evil and good– protects the creature from aberrations, celestials, elementals, fairies, beasts and undead.
  • Shield of Faith– surround a creature with a shimmering field of magic, which increases its KB by 2.

Here, I recommend choosing healing and command, and the third spell can be absolutely anything.

Subclass Domain of Life

  • Skill: Heavy Armor– You can wear heavy armor that does not interfere with casting spells.
  • Protector of life– when you cast a healing spell, the target additionally receives bonus HP in the amount of the spell’s level +2.
  • Domain Spells– Access to Life domain spells.

Spells:

  • Blessing— Bless three creatures that receive a 1d4 bonus on attack rolls and challenges.
  • Heal Wounds– The creature you touch regains 1d8 + 0 HP.

Subclass Domain of Light

  • Defensive Flash– Allows you to hide under a flash of divine light. Through a retaliatory action, you can create a hindrance to the enemy, as a result of which he will miss.
  • Domain Spells– Access to spells from the domain of Light.

Spells:

  • Blessing— Bless three creatures that receive a 1d4 bonus on attack rolls and challenges.
  • Heal Wounds– The creature you touch regains 1d8 + 0 HP.
  • Blazing Hands– Fire erupts from your fingertips, igniting anything that can burn and dealing 3d6 Fire damage.
  • Fairy Light– Bright light envelopes the target. She becomes visible, and attack rolls against her take advantage.
  • The ” Light” focus described above is automatically available .

Subclass Domain Deception

  • Domain Spells– Access to Deception domain spells.

Spells:

  • Blessing— Bless three creatures that receive a 1d4 bonus on attack rolls and challenges.
  • Heal Wounds– The creature you touch regains 1d8 + 0 HP.
  • Love spell of a humanoid– magically enchants a humanoid in sight.
  • Shape-shifting is to magically change the appearance of all aspects of your appearance.
  • Trickster’s Blessing (Focus)– Give another creature an advantage on stealth checks.

Skills with the Priest skill:

  • History
  • Insight
  • Medicine
  • Conviction
  • Religion

Wisdom is the most important attribute of a Priest, since the success of spells depends on it. You can also invest some points in strength and / or agility. Endurance is in fourth place, and intelligence is practically not needed.

Warrior

Probably, the warrior is the easiest class in terms of understanding for the first passage of Baldur’s Gate 3. However. You will have to take risks and open up, constantly participating in open battles, but you will not have to worry about such complex concepts as magic tricks and spells.

Features of the class:

  • Test of Strength– A skill bonus is added to the Test of Strength.
  • The endurance testis the same.
  • Light, medium and heavy armor– any spell can be cast.
  • Shield– does not interfere with spells.
  • Simple and combat weapons– a skill bonus is added to the challenges.
  • Action – “Second Wind”. Use the body’s forces to protect yourself. You can restore 1d10 + 1 HP once per day.

Each time the warrior levels up, he gains HP based on stamina plus a 1d10 die roll bonus. The warrior has no subclasses, but instead, upon reaching the third level, you can become a supernatural knight or combat master.

Skills with skills

Two skills will be automatically selected based on your background:

  • Acrobatics
  • Training
  • Athletics
  • History
  • Insight
  • Intimidation
  • Attention
  • Survival

You can’t go wrong if you invest in strength and endurance. Strength is useful for physical attacks, and stamina will make the character more robust. Agility is the third important characteristic that will increase the chances of hitting and the character’s initiative, which affects who makes the first move. Intellect is absolutely useless for a warrior.

Pathfinder

Features of the class:

  • Tests of strength and agilityreceive a skill bonus.
  • Light and medium armor, shielddoes not interfere with spells.
  • Common and combat weaponsreceive a skill bonus.

The Pathfinder will also receive HP for each level, depending on the stamina and bonus for d10 rolls. The ranger has no subclasses, but in the third level you can become a hunter or beast master.

Nemesis mechanic

By choosing a nemesis, you will receive additional skills and / or spells:

  • Bounty Hunteris an Investigative Skill and a Thief Jargon passive. It is more difficult for creatures immobilized by you to escape.
  • Veil Guardian– specializes in hunting creatures from other worlds. The skill of magic, the ability to impose protection from evil and good.
  • Spellbreaker– Great experience in destroying various kinds of spellcasters. Magic skill and magician focus. The power of a spell is influenced by wisdom.
  • Ranger Knight– You have sworn an oath to the king and country, punishing its enemies mercilessly. Heavy armor, history.
  • Slayer of Heretics– You have vowed to hunt enemies of a holy or druidic order. Religion, priestly or druidic focus. The power of the spell depends on wisdom.

Nature Explorer mechanic

Another bonus can be obtained for choosing one of the five directions below:

  • Animal Tamer– you know how to establish a strong bond with animals. You can use Summon Familiar.
  • The Urban Pathfinderis an expert in urban survival. Skillful handling of camouflage kit and thieves’ tool.
  • Wastewalker – Cold, Fire, or Poison. Resistance to one of the listed elements.

Skills with skills

Two skills will be automatically selected based on your background (you can take three more):

  • Training
  • Athletics
  • Insight
  • Investigation
  • Nature
  • Attention
  • Stealth
  • Survival

The most basic attribute of a ranger is agility. Especially if you like to attack opponents from a distance. In second place, I would put strength, and then endurance or wisdom.

Dodger

Quite a useful class that can distract opponents and attack enemies stealthily. But against the background of all this, the rogue does not have good skills and abilities for open combat! Therefore, you will have to rely more on technique than strength.

Features of the class:

  • Tests of Dexterity and Intelligencereceive a skill bonus.
  • Light armordoes not interfere with spells.
  • Simple weapons, hand crossbow, long sword, rapier, short swordgain a skill bonus.
  • Actions: “Sneak attack”melee or ranged combat. Distracting an opponent, you deal 1d6 Slash damage.

The HP bonus for each level depends on the stamina and the d8 die roll. The Rogue has no subclasses, but at the third level you can become an Assassin or a Deceiving Sorcerer.

Skills with skills

Two skills will be automatically selected based on your background (you can take four more!):

  • Acrobatics
  • Athletics
  • Cheating
  • Insight
  • Intimidation
  • Investigation
  • Attention
  • Execution
  • Conviction
  • Sleight of hand
  • Stealth

The most basic attribute of a rogue, like a tracker, is agility. Then you should invest in stamina, as you will be in the thick of the battles. Finally, I believe that it is possible to invest in intelligence, but only if you choose the role of a sorcerer-wrapper.

Witch

Here are the features of the sorcerer, regardless of his subclass:

  • Sorcerer Spell Slots– Recharge after a short rest. Always have the highest level available.
  • Tests of Wisdom and Charismagain a skill bonus.
  • Light armor and simple weaponsdo not interfere with spells.

Each level will give you HP depending on your stamina and d8 die roll.

The tricks are the same for both subclasses:

  • Weapon Ward– gain resistance to blunt, piercing, and slashing damage from weapon attacks.
  • Icy Touch– Attack a creature with grave cold, dealing 1d8 points of Necrotic damage. The creature will not be able to restore HP. Undead have disadvantage on attack rolls.
  • Otherworldly Discharge– Create a beam of crackling energy that deals 1d10 damage.
  • Friendship– Enchant a non-hostile creature to gain an advantage on charisma checks against it.
  • Magic Hand– Create a ghostly hand that can manipulate and interact with objects.
  • Poison Spray– Create a jet of poisonous gas that deals 1d12 Poison damage.
  • Sure Hit– Divination opens up protection to the character, you gain an advantage on attack rolls against him.

Subclass Beast

Sorcerer subclasses differ in the spells available. But you can only choose two of them:

  • Armor of Agathis– you are covered with ghostly frost, you get 5 temporary HP and deal 5 units of Cold damage to any creature that hits in melee.
  • Hadar’s Hands– Summon the tentacles of dark energy. The target will take 2d6 points of Necrotic damage, unable to retaliate.
  • Blazing Hands– Fire erupts from your fingertips, igniting anything that can burn and dealing 3d6 Fire damage.
  • Love spell of a humanoid– magically enchants a humanoid in sight.
  • Order– order the creature to stop, preventing it from moving or taking action.
  • Hasty Retreat– turns dash into a bonus action, allowing you to move at an incredible pace.
  • Infernal Retribution– Next time, the retaliation for taking damage will be Hellfire, surrounding the attacker and inflicting 2d10 points of fire damage.
  • Evil Eye– Curse a creature to deal an additional 1d6 points of Necrotic Damage each time you hit it with an attack. The creature has disadvantage on an ability check (of your choice).
  • Protection from evil and good– protects the creature from aberrations, celestials, elementals, fairies, beasts and undead.
  • Witch Discharge– Summons a crackling beam of purple energy that deals 1d12 points of lightning damage, binding the target in an arc of lightning.

Ironically, there is only one major difference between the two subclasses. When you select the Beast, you get the blessing of the Dark One: when you kill enemies (reducing its health to 0), you are given HP depending on the character’s level and the charisma modifier. That is, when you kill enemies, you will restore part of your health.

If you select the Great Ancient subclass, nothing will change. You just won’t get free healing on kill, although the skill set will be different.

Subclass Great Ancient

The tricks are the same, but the spells are different:

  • Armor of Agathis– you are covered with ghostly frost, you get 5 temporary HP and deal 5 units of Cold damage to any creature that hits in melee.
  • Hadar’s Hands– Summon the tentacles of dark energy. The target will take 2d6 points of Necrotic damage, unable to retaliate.
  • Love spell of a humanoid– magically enchants a humanoid in sight.
  • Discordant Shield– Whisper a fake melody to a creature. It will take 3d6 Psychic Damage and be frightened.
  • Hasty Retreat– turns dash into a bonus action, allowing you to move at an incredible pace.
  • Infernal Retribution– Next time, the retaliation for taking damage will be Hellfire, surrounding the attacker and inflicting 2d10 points of fire damage.
  • Evil Eye– Curse a creature to deal an additional 1d6 points of Necrotic Damage each time you hit it with an attack. The creature has disadvantage on an ability check (of your choice).
  • Tasha’s disgusting laugh– cause the creature to have fits of laughter, so that it falls flat and is incapacitated.
  • Protection from evil and good– protects the creature from aberrations, celestials, elementals, fairies, beasts and undead.
  • Witch Discharge– Summons a crackling beam of purple energy that deals 1d12 points of lightning damage, binding the target in an arc of lightning.

Skills with skills

Two skills will be automatically selected based on your background (you can take two more):

  • Magic
  • Cheating
  • History
  • Intimidation
  • Investigation
  • Nature
  • Religion

Your main characteristic should be charisma. This parameter is used in determining the spell power of the sorcerer. You can also invest a little in stamina and agility. Sorcerers are masters of magic who control the elements and subjugate secret powers to their will.

Wizard

Want to burn enemies to the ground, freeze to death, or strike with lightning? The sorcerer is ideal for using elemental magic.

  • Spell Slots Open– You will receive 2 first-level slots, which are restored after a long rest.
  • Tests of Intellect and Wisdomgain a skill bonus.
  • The dagger, javelin, sling, battle staff, and light crossbowgain a skill bonus.

As you level up, you will gain health points based on your stamina and d6 die roll. Thus, compared to other classes, the wizard has the lowest die roll rates. It has no subclasses, but at the second level you can choose a role – the school of Renunciation or the school of Evocation.

Magic tricks

There are 12 different tricks, but you can only choose three of them:

  • Acid Surge– Throw a bubble of acid that deals 1d6 points of Acid damage to each creature it hits.
  • Weapon Ward– gain resistance to blunt, piercing, and slashing damage from weapon attacks.
  • Icy Touch– Attack a creature with grave cold, dealing 1d8 points of Necrotic damage. The creature will not be able to restore HP. Undead have disadvantage on attack rolls.
  • Dancing lights– create lights that illuminate the environment in a radius of 12 meters.
  • Fire Projectile– Throw a blob of fire that deals 1d6 points of fire damage and creates a flammable surface.
  • Friendship– Enchant a non-hostile creature to gain an advantage on charisma checks against it.
  • Light– apply an aura of light to the object (available only for the domain of life or deception).
  • Magic Hand– Create a ghostly hand that can manipulate and interact with objects.
  • Poison Spray– Create a jet of poisonous gas that deals 1d12 Poison damage.
  • Ice Beam– Create a cold, blue-white beam that deals 1d8 Cold damage and slows the target’s speed by 3 meters.
  • Shock Touch– Lightning erupts from your hand, dealing 1d8 lightning damage to the target and preventing any retaliation.
  • Sure Hit– Divination opens up the character’s defense for you, you gain an advantage on attack rolls against him.

My picks are Icy Touch, Fire Projectile, and Shock Touch.

You can choose six common spells at once out of 19 possible. However, three of them can be made prepared!

  • Blazing Hands– Fire erupts from your fingertips, igniting anything that can burn and dealing 3d6 Fire damage.
  • Love spell of a humanoid– magically enchants a humanoid in sight.
  • Colored splashes– piercingly bright multicolored flashes fly out of your palm, blinding all creatures with a total HP value of no more than 33 units.
  • Shape-shifting is to magically change the appearance of all aspects of your appearance.
  • Hasty Retreat– turns dash into a bonus action, allowing you to move at an incredible pace.
  • False Life– fortify yourself with a necromantic semblance of life to get 5 temporary HP.
  • Smooth Fall– Slow down the falling speed of all allied creatures within. Grants immunity to fall damage.
  • Summon Familiar– Summon a magical spirit that takes the form and characteristics of an animal of your choice.
  • Fog Cloud– Create a cloud of dense fog, causing creatures trapped in it to fall into severe blackout and go blind.
  • Oil– The ground becomes covered with a slippery liquid, becoming a difficult terrain. Creatures can fall flat in a puddle.
  • Jump– Touch a creature to triple its jump range.
  • Speedwalker– touch a creature to increase its speed by 3 m.
  • Magic armor– surrounds the creature with protective magical power, increasing the armor class by 3 units.
  • Magic Arrow– Create three darts of magic energy, each of which deals 1d4 +1 damage to the target.
  • Protection from evil and good– protects the creature from aberrations, celestials, elementals, fairies, beasts and undead.
  • Disease Ray– Summons a beam of disease-causing energy that inflicts 28d points of poison damage and, with some probability, poison the target.
  • Sleep– put creatures to sleep (everyone whose health reserve does not exceed 24 HP in total).
  • Thunder Wave– Unleash a wave of destructive power that deals 2d8 thunder damage and knocks back creatures and objects.
  • Witch Discharge– Summons a crackling beam of purple energy that deals 1d12 points of lightning damage, binding the target in an arc of lightning.

Honestly, the sorcerer’s spellcasting abilities are easier to understand and inflict a lot more damage. Nevertheless, among all the above, I recommend taking the “Magic Arrow”.

Skills with skills

Two skills will be automatically selected based on your background (you can take two more):

  • Magic
  • History
  • Insight
  • Investigation
  • Medicine
  • Religion

The main parameter is intelligence. It determines your ability for magic and the likelihood that you will hit the target. In fact, without considering the different subclasses, the wizard is the only character who needs intelligence, while the rest can not pump it.

Agility and endurance are also important. The first parameter is necessary for initiative in battle, and the second will allow you to survive and get more HP for leveling up. But the magician absolutely does not need strength.

 

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