Mindflayer close up - Baldurs Gate 3 Early Access Classes

Baldur’s Gate 3 Early Access Classes

Larian Studios release Baldur’s Gate 3 Early Access on Steam over a year and a half ago. It’s slated to be one of the best RPG video games ever made. Its gameplay is based on the popular table-top role-playing game, Dungeons & Dragons 5th edition, rule-set. Larian Studios has stated they’re hoping for a late 2022 full release, but haven’t committed to a specific date.

While the early access version of the game has fairly extensive character creation, there are still a number of missing races and subclasses from the player’s handbook that have yet to be added. Unreleased classes include the bard, paladin, and monk. The missing races are the Dragonborn, Gnome, and Half-Orc. You’ll not see any NPCs (mostly) of these races either.

This article is a brief overview of the classes currently in Baldur’s Gate 3. Up-to-date, in-depth guides for each of the classes will be coming soon.

Wizard

Wizards master the arcane by specializing in individual schools of magic, honing ancient spells to modern heights.

Screenshot by Vhaldez

Wizards in Baldurs Gate 3 Early Access are a versatile spellcasting class. They have access to a ton of spells and learn more spells than any other class, allowing them to have a lot of utility. The wizard class is a great class to pick if you want as many spells and nifty tricks as you can. Gale is the human wizard party member currently available.

Primary Stats

Intelligence: Intelligence measures mental acuity, the accuracy of recall, and the ability to reason. Wizards use Intelligenceas their spellcasting Ability – the likelihood spells will land.

Dexterity: Dexterity influences your chance to land a hit (Attack Roll) and your damage with Dexterity-based weapons. It also influences your chance of going first in combat (Initiative) and the enemy’s chance of hitting you (Armor Class).

Weapons & Armor

Weapons: Daggers, Darts, Slings, Quarterstaves, Light Crossbows

Armor: None

Saving Throws

Intelligence, Wisdom

Features

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain Classes can cast spells to damage Enemies, buff Companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Arcane Recovery: This feature gives you a number of points that you can spend to recover used spell slots. It increases as your wizard level increases and can be used to recover 1st or 2nd-level spell slots.

Spells 

Cantrips: 

Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Poison Spray, Ray of Frost, Shocking Grasp, True Strike

1st Level:

Burning Hands, Charm Person, Colour Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Jump, Longstrider, Mage Armour, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sleep, Thunderwave, Witch Bolt

2nd Level: 

Chromatic Orb, Cloud of Daggers, Crown of Madness, Enlarge – Reduce, Blindness, Blur, Darkness, Darkvision, Detect Thoughts, Hold Person, Invisibility, Melf’s Acid Arrow, Mirror Image, Misty Step, Ray of Enfeeblement, Scorching Ray, Shatter, Web

Subclass 1: Evocation School

Evocation spells focus elemental energy into powerful attacks and enchantments. Those who specialize in this school are known as evokers.

Features

Sculpt Spells: Create pockets of safety within your Evocation Spells. Allied creatures automatically succeed their saving throws and take no damage from these Spells.

Subclass 2: Abjuration School

Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.

Features

Arcane Ward: Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the spell’s magic to create a magical ward that lasts until your next long rest. The ward has a maximum of 3 hit points and absorbs all damage done to you. When it is reduced to 0 hit points, you take the remaining damage, but the magic remains. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.


Cleric

Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill.

Screenshot by Drakon

Clerics are armored casters in Baldur’s Gate 3. They can be built to fill a variety of roles. You can be a healer with the Life Domain, a blaster with Light Domain, or support with Trickery. Shadowheart is the half-elf Trickery Domain cleric that you can have in your party.

Primary Stats

Wisdom: Druids, Rangers, and Clerics use Wisdom as their Spellcasting Ability – the likelihood spells will land.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons – Daggers, Maces, Axes, Sickles, Hammers, Darts, Clubs, Spears, Slings, Quarterstaves, Light Crossbows, Shortbows

Armor: Light Armor, Medium Armor

Saving Throws

Wisdom, Charisma

Features

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Channel Divinity – Turn Undead: Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you are forced to flee from you.

Spells

Cantrips: Resistance, Guidance, Sacred Flame, Light, Thaumaturgy

1st Level: Create Water, Guiding Bolt, Shield of Faith, Bane, Command (Halt), Healing Word, Inflict Wounds, Protection from Evil and Good, Bless, Cure Wounds

2nd Level: Blindness, Hold Person, Prayer of Healing, Silence

Subclass 1: Life Domain

The Life domain is an aspect of many good deities, offering spells that protect and restore the mind, body, and soul.

Features

Heavy Armor Proficiency

Disciple of Life: Your devotion empowers your healing spells. When casting a healing spell, the target regains additional hit points equal to 2 + the spell’s level.

Channel Divinity – Preserve Life: Evoke a healing energy that restores (3*Cleric Level) hit points to allied creatures. Has no effect on undead and constructs.

Domain Spells: Bless, Cure Wounds, Lesser Restoration, Aid

Subclass 2: Light Domain

The Light domain is offered by deities of justice, majesty, and primordial flame, providing spells that dispel darkness and harm the undead.

Features

Warding Flare: Shield yourself with divine light. Use your reaction to impose disadvantage on an attacker, potentially causing their attack to miss.

Channel Divinity – Radiance of Dawn: Harness the sun’s divine power to dispel any magical darkness and deal (2d10 + cleric level ) Radiant to hostile creatures within range.

On a successful saving throw, creatures only take half damage. Doesn’t affect creatures that have total cover from you. 

Domain Spells: Light, Faerie Fire, Burning Hands, Darkvision, Scorching Ray, Aid, Lesser Restoration

Subclass 3: Trickery Domain 

A domain shared by wicked, chaotic, and mischievous deities alike, those who channel Trickery specialize in deception and illusion magic.

Features

Blessing of the Trickster: Grant another creature advantage on Stealth checks.

You can only use this blessing on one creature at a time. 

Channel Divinity – Invoke Duplicity: Summon an illusion to distract your enemies. You and your allies receive advantage on attack rolls against a creature if both attacker and the illusions are within 3 m of it.

Domain Spells: Charm Person, Disguise Self, Bless, Cure Wounds, Mirror Image, Pass without Trace, Aid, Lesser Restoration


Druid

Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.

Screenshot by 光咲凛音

Druids were the first class added to early access in a patch. Their kit revolves around control spells and the Wild Shape feature. Currently, there are no druid party members available.

Primary Stats

Wisdom: Druids, Rangers, and Clerics use Wisdom as their Spellcasting Ability – the likelihood spells will land.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar

Sickle, Sling, Spear 

Armor: Light Armor, Medium Armor, Shields

Saving Throws

Wisdom, Intelligence

Features

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain Classes can cast spells to damage Enemies, buff Companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Wild Shape: You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won’t have any effect until you revert.

Wild Shape Cat: Take the shape of a cat that can avoid attention or distract enemies. Your cat shape has 2 hit points.

Wild Shape Badger: Take the shape of a giant badger that can burrow into the ground. Your badger shape has 13 hit points.

Wild Shape Wolf: Take the shape of a dire wolf that can increase its allies movement speed and leave its enemies by guaranteeing a critical strike. Your wolf shape has 18 hit points.

Wild Shape Spider: Take the shape of a giant spider that can Enweb enemies. Your spider shape has 20 hit points. 

Wild Shape Deep Rothé (Level 4): Take the shape of a deep rothé that can cast dancing lights and charge its enemies. Your deep rothé shape has 23 hit points.

Spells

Cantrips: Guidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip

1st Level Spells: Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Speak with Animals, Thunderwave

2nd Level Spells: Darkvision, Barkskin, Enhance Ability, Flame Blade, Flaming Sphere, Heat Metal, Spike Growth, Protection from Poison, Pass without Trace, Moonbeam, Lesser Restoration, Hold Person

Subclass 1: Circle of the Moon

Changeable as the moon, these stewards of nature haunt the deepest parts of the wilderness. Transformation is no problem for most Druids, but those who keep the ways of the moon gain the ability to morph into more powerful combative Wild Shapes – like the Polar Bear.

Features

Wild Shape Bear: Take the shape of a polar bear that can goad enemies into attacking it. Your bear shape has 30 hit points.

Wild Shape Dire Raven: Take the shape of a dire raven that can avoid attention and Blind enemies. Your raven shape has 21 hit points.

Lunar Mend: Expend spell slots to regain hit points while Wild Shaped. Yor regain 1d8 hit points per level of the spell slot.

Subclass 2: Circle of the Land

Keepers of the Old Faith, these Druids are connected to arctic wastelands, sunny coasts, scorching deserts, fair forests, green grasslands, tall mountains, treacherous swamps, and even the vast and otherworldly realm of the Underdark. Based on what type of geography they’re connected to, they gain additional power.

Features

Natural Recovery: Once per day out of combat, you can replenish expended spell slots, which allow you to cast spells.

Circle Spells: You gain these spells and they are always prepared for you.

Arctic: Hold Person, Spike Growth
Coast: Misty Step, Mirror Image
Desert: Blur, Silence
Forest: Barkskin, Hold Person
Grassland: InvisibilityPass without Trace
Mountain: Mirror Image, Spike Growth
Swamp: Acid Arrow, Darkness
Underdark: Web, Misty Step


Ranger

Rangers are unrivaled scouts and trackers, honing a deep connection with nature in order to hunt their favored prey.

Screenshot by DigiAkuma

Rangers are primarily a martial class with minor spellcasting abilities. They have spells and features to deal extra damage on weapon hits and the potential to summon a variety of animal companions. There are no ranger party members available as of yet.

Primary Stats

Dexterity: Dexterity influences your chance to land a hit (Attack Roll) and your damage with Dexterity-based weapons. It also influences your chance of going first in combat (Initiative) and the enemy’s chance of hitting you (Armor Class).

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons, Martial Weapons

Armor: Light Armor, Medium Armor, Shields

Saving Throws

Strength, Dexterity

Features

Favored Enemy: When you create a Ranger, you must choose one of the following Favored Enemies, this allows the Ranger to gain certain Proficiency or learn a new Spell.

  • Bounty Hunter: Gain Proficiency in Investigation and learn the Thieves’ Cant passive. Creatures you hit with Ensnaring Strike have disadvantage on the saving throw.
  • Keeper of the Veil: Gain Proficiency in Arcana, and can cast Protection from Evil and Good.
  • Mage Breaker: Gain Proficiency with Arcana and the True Strike cantrip. Wisdom is your spellcasting ability for this Spell
  • Ranger Knight: Gain Proficiency with History and Heavy Armour.
  • Sanctified Stalker: Gain Proficiency in Religion and the Sacred Flame Cantrip. Wisdom is your spellcasting ability for this Spell

Natural Explorer: When you create a Ranger, you must choose one of the following types of Natural Explorer, this allows the Ranger to increase the amount of skills at his/her disposal.

  • Beast Tamer: You can cast Find Familiar as a ritual.
  • Urban Tracker: You gain Proficiency with the disguise kits and thieves’ tools.
  • Wasteland Wanderer: Cold: Gain resistance to Cold damage, taking only half from it.
  • Wasteland Wanderer: Fire: Gain resistance to Fire, only taking half damage from it.
  • Wasteland Wanderer: Poison: Gain resistance to Poison and take only half damage from it.

Fighting Style: Fighting Style is a Fighter and Ranger Feature, though Fighters have more choices than Rangers. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Spells

1st Level Spells: Hunter’s Mark, Speak with Animals, Animal Friendship, Cure Wounds, Ensnaring Strike, Fog Cloud, Hail of Thorns, Jump, Longstrider

Subclass 1: Hunter

Hunters seek the most dangerous prey in Faerun, from ancient dragons to massive hordes of undead, and excel at slaying them all.

Features

Hunter’s Prey:

  • Horde Breaker: Target two creatures standing close to each other, attacking them in quick succession.
  • Giant Slayer: If a Large or bigger creature attacks you, you can use your reaction to make a melee attack.
  • Colossus Slayer: Once per turn, your weapon attack deals an extra 1d8 damage if the target is below its hit point maximum.

Subclass 2: Beast Master

Beast Masters bind themselves to an animal companion, sharing an intelligent bond that flourishes in and out of combat.

Features

Summon Companion: Gain a beast companion that will help you on your quest and fight alongside you.

Bear: Roar at nearby enemies to goad them into attacking you.

Boar: Charge forward, attacking all hostile creatures in the way. Deals 1d6+1 slashing damage and potentially knocks characters prone.

Giant Spider: Cover a target in a thick, flammable webbing that can Enweb creatures within. Targets within or entering the web must succeed on a DC 12 Dexterity saving throw or become enwebbed for one round.

Raven: Attack a creature’s eyes. The target takes 1d4+2 piercing damage and is blinded for one round.

Wolf: Lunge at a target to bite it. Deals 2d4+2 piercing damage and possibly knocks the target prone.


Rogue

With stealth, skill, and uncanny reflexes, a rogue’s versatility lets them get the upper hand in almost any situation.

Screenshot by MarkPrime

The rogue’s kit revolves around gaining advantage on weapon attacks to deal massive damage to single enemies. Astarion is the elf rogue party member that can join you on your adventure.

Primary Stats

Dexterity: Dexterity influences your chance to land a hit (Attack Roll) and your damage with Dexterity-based weapons. It also influences your chance of going first in combat (Initiative) and the enemy’s chance of hitting you (Armor Class).

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword

Armor: Light Armor

Saving Throws

Intelligence, Dexterity

Features

Sneak Attack: Exploit a foe’s distraction to deal Piercing damage. You have to be wielding a Finesse Weapon on your main hand to perform this attack. You have advantage, or another enemy of the target is within 1.5 m of it and you don’t have disadvantage.

Dash Cunning Action: As a bonus action, double your movement speed for the current turn.

Disengage Cunning Action:
As a bonus action, focus on retreating safely. Moving won’t provoke Opportunity Attacks.

Subclass 1: Arcane Trickster

Arcane Tricksters are rogues with a clever touch of magic, using illusions and enchantments to keep their opponents on the backfoot.

Features

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Mage Hand Legerdemain: When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks. Currently, the Mage Hand legerdemain is not fully implemented, as such you will find that some functionality is missing. For example, you cannot carry or stow items, you also cannot pick locks or pick-pocket using the mage hand. These will hopefully be implemented in a future patch.

Spells

Cantrips: Chill Touch, True Strike, Light, Mage Hand, Poison Spray, Friends, Shocking Grasp, Acid Splash, Blade Ward, Dancing Lights, Fire Bolt

1st Level Spells: Burning Hands, Charm Person, Colour Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Jump, Longstrider, Mage Armour, Magic Missile, Protection from Evil and Good, Ray of Sickness, Sleep, Thunderwave, Witch Bolt, Protection from Evil and Good

Subclass 2: Thief

Thieves use their skills in stealth and larceny to acquire whatever they wish, whether from a third-story window or the depths of long-forgotten ruins.

Features

Fast Hands: Gain an additional bonus action.

Second-Story Work: Gain resistance to falling damage.


Warlock

Bound by a pact to an all-powerful patron, warlocks trade their loyalty for supernatural abilities and unique magic.

Screenshot by Nrhildija Kogshu

The warlock’s kit is centered around combining a small number of powerful spells for consistently high damage. Wyll, the Blade of Frontiers, is a human warlock who can join your party.

Primary Stats

Charisma: Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability – the likelihood spells will land.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons

Armor: Light Armor

Saving Throws

Wisdom, Charisma

Features

Eldritch Invocations: 

  • Agonizing Blast: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals, unless it is negative.
  • Armour of Shadows: You can cast Mage Armour on yourself at will, without expending a spell slot.
  • Beast Speech: You can cast Speak with Animals at will, without expending a spell slot.
  • Beguiling Influence: You invoke your patron’s bewitching charm. You gain proficiency in the Deception and Persuasion Skills.
  • Devil’s Sight: You can see normally in darkness, both magical and non-magical, to a distance of 18m.
  • Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level Spell, without expending a spell slot.
  • Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
  • Repelling Blast: When you hit a creature with Eldritch Blast, you can push the creature up to 4.5 m away from you.
  • Thief of Five Fates: Once per long rest, you can cast Bane using a Warlock spell slot.

Pact Boon:

Pack of the Chain:Gain the service of a familiar, a fey spirit that takes a form you choose. This can be an animal, imp or quasit.

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Spells

Cantrips: Eldritch Blast, Blade Ward, Minor Illusion, Chill Touch, Friends, Mage Hand, Poison Spray, True Strike

1st Level Spells: Armour of Agathys, Arms of Hadar, Charm Person, Expeditious Retreat, Hellish Rebuke, Hex, Protection from Evil and Good, Witch Bolt

2nd Level Spells: Ray of Enfeeblement, Hold Person, Blindness, Darkness, Invisibility, Misty Step, Shatter, Mirror Image, Scorching Ray, Crown of Madness, Cloud of Daggers

Subclass 1: The Fiend

Warlocks in service to fiends work towards corrupting, destructive ends – intentionally or otherwise – and receive hellish blessings in turn.

Features

Dark One’s Blessing: When you reduce a hostile creature to 0 hit points, this gift from your patron grants you Charisma Modifier+Level hit points (At least 1 temporary HP).

Additional Spells:

1st Level Spells: Burning Hands, Command (Halt)

Subclass 2: The Great Old One

Warlocks bound to eldritch beings in the Far Realms work towards inscrutable goals, gaining strange powers over entropy and the mind.

Features

Additional Spells:

1st Level Spells: Dissonant Whispers, Tasha’s Hideous Laughter


Barbarian

The strong embrace the wild that hides inside – keen instincts, primal physicalityy, and most of all, an unbridled, unquenchable rage.

Screenshot by Belladonna

Barbarians are the third class added to early access. Their playstyle revolves around the Rage feature and weapons attacks. They can be made to be very tanky or deal a high amount of damage with weapon attacks. So far, the only potential barbarian in your party will be your player character.

Primary Stats

Strength: Strength influences your chance to land a hit (attack roll) and your damage with Strength-based weapons. It affects the distance you can jump and the weight you can carry.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons, Martial Weapons

Armor: Light Armor, Medium Armor

Saving Throws

Strength, Constitution

Features

Unarmoured Defense: Your body is as resilient as any armor. While not wearing armor, you add your Constitution modifier to your armor class. Wearing Heavy Armour impedes your Rage.

Rage: While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects. You also have Resistance to physical damage, and Advantage on Strength checks and Saving Throws. Rage ends early if you haven’t attacked a creature or taken damage since your last turn.

Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Reckless Attack: Throw all caution in the wind as you attack. You have Advantage on the Attack Roll and deal Weapon Damage Slashing Damage. Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.

Subclass 1: Berserker

Violence is both a means and an end. You follow a path of untrammeled fury, slick with blood, as you thrill in the chaos of battle, heedless of your own well-being.

Features

Frenzy: Your Rage turns into a frenzy as you release your unquenchable fury and bloodlust. You gain the use of Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action. Frenzy ends early if you haven’t attacked a creature or taken damage since your last turn.

Frenzied Strike: As a bonus action, make a melee attack with your equipped weapon, dealing Weapon Damage.

Enraged Throw: Pick up an item or creature and throws it at a target, dealing Bludgeoning damage and knocking it Prone. The damage depends on your strength and the weight of the item. Your Strength also affects how much weight you can throw.

Subclass 2: Wildheart

Your attunement with nature and its beasts inspires your rage, empowering you with supernatural might.

Features

Bestial Heart: Allows you to choose between 5 different options, based on animals.

  • Bear Heart: While raging, you can use Unrelenting Ferocity, and have Resistance to all damage except damage. Muster up your stamina to heal 1d8+2 hit points with Unrelenting Ferocity.
  • Eagle Heart: While raging, you can use Diving Strike. Leap down unto a foe below you, dealing Weapon Damage Slashing Damage and knocking them Prone. You do not take Falling damage. You must be at least 1.5m above your target. Foes also have disadvantage on opportunity attacks against you, and you can use Dash as a bonus action.
  • Elk Heart: While raging, you can use Primal Stampede, and your Movement Speed increases by 4.5m. Charge forward, attacking all hostile creatures in your way. Deals 1d4+2 Bludgeoning damage and knock targets Prone.
  • Tiger Heart: While Raging, you can use Tiger’s Bloodlust, and your jump distance increases by 4.5m. Lash out to attack up to 3 enemies at once. They each take half the damage your weapon usually deals and start to Bleed.
  • Wolf Heart: While Raging, you can use Inciting Howl, and your allies have Advantage on melee Attack Rolls against enemies within 2m of you. Stir your allies’ fervor. Each ally within earshot can move an additional 3m during their next turn.

Sorcerer

Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.

Screenshot by moon man

Sorcerers were the second class added to early access. Their kit revolves around tweaking a limited spell list for unique and powerful effects. There are no Sorcerer party members yet.

Primary Stats

Charisma: Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability – the likelihood spells will land.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Daggers, Quarterstaves, Light Crossbows

Armor: None.

Saving Throws

Charisma, Constitution

Features

Sorcery Points: Sorcery Points can be used to alter your Spells or create extra Spell Slots. Regain Sorcery Points by taking a Long Rest.

Create Sorcery Points: Spend Spell Slots to gain Sorcery Points

Create Spell Slot: Spend Sorcery Points to unlock a Spell Slot.

Metamagic: Gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.

  • Careful Spell: Allies automatically succeed Saving Throws against spells that require them. Costs 1 Sorcery Point per Spell.
  • Distant Spell: Increase the range of spells by 50%. Spells with a range of 1.5m are increased to 9m. Costs 1 Sorcery Point per Spell.
  • Extended Spell: Double the duration of Conditions, summons, and surfaces caused by spells. Costs 1 Sorcery Point per Spell.
  • Twinned Spell: Spells that only target 1 creature can target an additional creature. Costs 1 Sorcery Point per Spell Slot level used. Cantrips also cost 1 Sorcery Point.
  • Heightened Spells: Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw. Costs 3 Sorcery Point per Spell.
  • Quickened Spell: Spells that take an Action take a Bonus Action Instead. Costs 3 Sorcery Point per Spell.
  • Subtle Spell: You can cast spells while Silenced. Cost 1 Sorcery Point per spell

Spellcasting: Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Spells

Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Minor Illusion, Poison Spray, Ray of Frost, Shocking Grasp, True Strike

1st Level Spells: Burning Hands, Charm Person, Chromatic Orb, Colour Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Mage Armour, Magic Missile, Ray of Sickness, Sleep, Thunderwave, Witch Bolt

2nd Level Spells: Blindness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge – Reduce, Hold Person, Invisibility, Mirror Image, Misty Step, Scorching Ray, Shatter

Subclass 1: Draconic Bloodline

Your veins carry draconic magic, the result of a powerful dragon ancestor.

Features

Draconic Resilience Hit Points: Your maximum Hit Points increase by 1 for each Sorcerer level.

Draconic Resilience Armour Class: Dragon-like scales cover parts of your skin. When you aren’t wearing armor, your Base Armour Class increased by 3.

Draconic Ancestor: 

  • Draconic Ancestry: Red (Fire): Fire is the damage type associated with your dragon ancestor. You learn Burning Hands.
  • Draconic Ancestry: Black (Acid): Acid is the damage type associated with your dragon ancestor. You learn Grease.
  • Draconic Ancestry: Blue (Lightning): Lightning is the damage type associated with your dragon ancestor. You learn Witch Bolt.
  • Draconic Ancestry: White (Cold) Cold is the damage type associated with your dragon ancestor. You learn Armour of Agathys
  • Draconic Ancestry: Green (Poison): Poison is the damage type associated with your dragon ancestor. You learn Ray of Sickness.
  • Draconic Ancestry: Gold (Fire): Fire is the damage type associated with your dragon ancestor. You learn Disguise Self.
  • Draconic Ancestry: Silver (Cold): Cold is the damage type associated with your dragon ancestor. You learn Feather Fall.
  • Draconic Ancestry: Bronze (Lightning): Lightning is the damage type associated with your dragon ancestor. You learn Fog Cloud.
  • Draconic Ancestry: Copper (Acid): Acid is the damage type associated with your dragon ancestor. You learn Tasha’s Hideous Laughter.
  • Draconic Ancestry: Brass (Fire): Fire is the damage type associated with your dragon ancestor. Your learn Sleep.

Subclass 2: Wild Magic

Your powers come from ancient forces of chaos. They churn within you – waiting to burst free at any time.

Features

Tides of Chaos: Manipulate the forces of chaos to gain Advantage on the next Attack Roll, Ability Check or Saving Throw. After Tides of Chaos triggers, the chance of triggering Wild Magic increases for the next spell of 1st level or higher. Recharges after a Short or Long Rest.

  • Summon a mephit that is hostile to everyone in the vicinity.
  • Switch positions with a target each time you cast a spell or Cantrip.
  • Until the end of your next turn, you can use a Bonus action to teleport up to 9m.
  • Create a dense cloud of fog, centered on yourself. The fog Heavily Obscures and Blinds creatures within.
  • Each creature within 9m becomes Blurred.
  • Your spells of level 1 and higher heal all creatures in a 3m radius for 1d4 hit points per Spell Slot level.
  • Set fire to everyone around the caster for 5 turns
  • Enhances Weapon with +1d4 Force Damage. Hits will always deal Critical Damage.
  • Spawns water puddle around the caster

Wild Magic: While using spells there’s a chance for the caster to receive a random effect in addition to the effects of the spell they just cast. As the effects are random, they could result in your favor or against you.


Fighter

Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armor like a second skin.

Screenshot by God Queen 158

Fighters are the quintessential martial class. Their kit is primarily based on weapon attacks, which can be buffed with additional utility or minor spellcasting. Lae’zel is the githyanki fighter who is able to join your party.

Primary Stats

Strength: Strength influences your chance to land a hit (attack roll) and your damage with Strength-based weapons. It affects the distance you can jump and the weight you can carry.

Constitution: Constitution influences your max number of Hit Points – the amount of damage you can take. Constitution also contributes to your chance of successfully maintaining concentration on spells.

Weapons & Armor

Weapons: Simple Weapons, Martial Weapons

Armor: Light Armor, Medium Armor, Heavy Armor

Saving Throws

Strength, Constitution

Features

Second Wind: Once per day, you can regain 1d10+1 hit points.

Fighting Style: Fighting Style is a Fighter and Ranger Feature, though Fighters have more choices than Rangers. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Action Surge: Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action.

Subclass 1: Battle Master

Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight.

Features

Superiority Dice: You have 4 Superiority Dice, which are d8s. Your Battle Master maneuvers are fueled by these dice, and a die is expended when you use it. You regain all of your expended Superiority Dice when you finish a short or long rest.

Battle Master Maneuvers:  

  • Menacing Attack: Spend a superiority die to deal 1d8+3+1d8 Piercing and possibly Frighten the target.
  • Pushing Attack: Spend a superiority die to deal 1d6+3+1d8 Piercing and possibly push the target back 4.5 m.
  • Rally: Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.
  • Riposte: When a creature misses you with a melee attack, expend a superiority die to retaliate and deal 1d6+3+1d8 Piercing.
  • Trip: Spend a superiority die to deal 1d8+3+1d8 Piercing and possibly knock a target Prone.
  • Disarming Attack: Spend a superiority die to deal 1d8+3+1d8 Piercing and possibly force a target to drop their weapon.

Subclass 2: Eldritch Knight

Eldritch Knights study magic to supplement their weaponry, allowing them to overcome resistance from the toughest foes.

Features

Spells

Spellcasting: You gain 2 level 1 spell slots, which are restored on a long rest. Spells in Baldur’s Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes that can cast spells to damage Enemies, buff Companions, or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.

Cantrip: Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Minor Illusion, Poison Spray, True Strike, Shocking Grasp, Ray of Frost

1st Level Spells: Burning Hands, Magic Missile, Mage Armour, Protection from Evil and Good, Thunderwave, Witch Bolt Charm Person, Colour Spray, Disguise Self, False Life, Expeditious Retreat, Grease, Fog Cloud, Feather Fall, Jump, Find Familiar, Witch Bolt, Sleep, Ray of Sickness, Longstrider

That’s it!

Those are all the currently available classes and subclasses to fight the mind flayers, drow, and other mysterious puppet masters with! With games like the Divinity: Original Sin under their belt, you can expect a fantastic game for Larian Studios.

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