Welcome to the Baldur’s Gate 3 Classes list. In this list we will list all classes and subclasses available in BG3. There are currently 12 classes and 46 subclasses to choose from in Baldur’s Gate 3. If you want to take a look at builds please visit the Baldur’s Gate 3 Builds Page.

Table of Contents:

BG3 also has a total of 11 races and 28 subraces available that you can select for your playthrough. Picking the correct race and subrace can have a good positive effect on your character’s efficiency in combat or social situations in Baldur’s Gate 3.

If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.


Barbarian Class in Baldur’s Gate 3

The Barbarian Class in Baldur’s Gate 3 is focused on martial prowess and primal rage.

Barbarian Build: Barbarian Berserker Build BG3

Key Ability Scores:

  • Strength, for improved Attack Rolls and Damage.
  • Dexterity, for improved Initiative and Armour Class.
  • Constitution, for Hitpoints.

For Saving Throws, the Barbarian has proficiency in Strength and Constitution.

For Equipment, the Barbarian is proficient in Simple Weapons, Martial Weapons, Light Armour, Medium Armour and Shields.

You’ll start the game with the following abilities:

  • Rage – Release your unbridled fury to become stronger and more robust. 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. You begin with 2 Rage charges per full rest, and will gain more as you level up.
  • Unarmored Defence – Your body is as resilient as any armour. While not wearing armour, you add your Constitution Modifier to your Armour Class. Wearing Heavy Armour impedes your Rage.

When you reach Level 3, you can choose to specialise as one of three subclasses.

Berserker Subclass

The Berserker is a Barbarian subclass favoring an even more aggressive playstyle, placing extra emphasis on channelling their rage in combat. Our BG3 Barbarian Build is focused on the Berserker subclass.

If you choose the Berserker, you’ll immediately unlock the following abilities:

  • 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 use an Improvised Melee Weapon as a bonus action.
  • Frenzied Strike – As a bonus action, make a melee attack with your equipped weapon, dealing Weapon Damage. Available only when Frenzied.
  • Enraged Throw – Pick up an item or creature and throw 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. Available only when Frenzied.

Wildheart Subclass

The Wildheart Barbarian take inspiration from nature and animals, and can choose an animal to style themselves after. The chosen animal will grant you additional abilities. This mechanic is called Bestial Heart.

If you choose the Wildheart, you’ll immediately gain the Speak with Animals Divination spell, which can be used once per long rest. You’ll also need to choose one of five Bestial Hearts. On each subsequent level up, you’ll have an opportunity to keep or change your chosen Bestial Heart.

You can choose from the following Bestial Hearts:

  • Bear Heart: While Raging, you can use Unrelenting Ferocity (self heal), and have Resistance to all damage except psychic damage.
  • Eagle Heart: While Raging, you can use Diving Strike. 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 4.5 metres per turn.
  • Tiger Heart: While Raging, you can use Tiger’s Bloodlust (multi target bleed attack), and your jump distance increases by 4.5 metres.
  • Wolf Heart: While Raging, you can use Inciting Howl (gives allies extra move speed), and your allies have Advantage on melee Attack Rolls against enemies within 2 metres of you.

Wild Magic Subclass

Wild Magic Barbarians have a magical version of the Barbarian Rage mechanic.

When using their Rage, these Barbarians will gain access to random magical effects from their Wild Magic. This might be a buff to their weapon attacks, an opportunity to teleport, or a spell that can be used temporarily. When your Rage ends, you’ll lose access to the gained magical abilities or effects.

The Wild Magic subclass is an interesting spin on the Barbarian archetype – it can add some extra randomness to the fights to make things unpredictable.

Baldur's Gate 3 Barbarian Class


Bard Class in Baldur’s Gate 3

The Bard Class in Baldur’s Gate 3 is primarily a spellcaster, who can inspire their allies to perform beyond their usual limits with performances.

Bard Build: College of Lore Bard Build BG3

Key ability scores:

  • Charisma, for Spellcasting DCs and Attack Rolls
  • Constitution, for Hitpoints and Concentration Checks
  • Dexterity, for Initiative and Armour Class.

For saving throws, the Bard has proficiency in Dexterity and Charisma.

For equipment, the Bard is proficient with Simple Weapons, Hand Crossbows, Rapiers, Longswords, Shortswords and Light Armour.

Your Bard will start the game with the following abilities:

  • Bardic Inspiration – Inspire an ally to go beyond their capabilities with your performance. They can add a bonus to their next Attack Roll, Ability Check, or Saving Throw. 3 Charges per Long Rest.
  • 2 Level 1 Spell Slots, meaning you can cast 2 level 1 spells per Long Rest.
  • 2 Cantrips of your choice.
  • 4 Level 1 Spells of your choice.

As you level up, you will unlock more Bardic abilities and greater spellcasting options.

At level 3, you will need to choose a Bard subclass.

College of Lore Bard

The College of Lore Subclass places greater emphasis on spellcasting and also allows you to target enemies with songs to debuff them. Our BG3 Bard Build is focused on the College of Lore subclass.

If you choose the College of Lore, you’ll immediately gain the following abilities:

  • Proficiency in Arcana, Intimidation and Sleight of Hand
  • Cutting Words Reaction – Use your wit to distract a creature and sap its confidence. It receives a penalty to Attack Roll, Ability Check, or dealt damage.

College of Swords Bard

College of Swords Bards use their skill with blades to impress their audiences, and make for fine duelists or dual weapon fighters.

If you choose the College of Swords, you’ll differ from other Bards with the following changes:

  • Blade Flourish – Consume a Bardic Inspiration charge to use one of these special attacks. Each one has a melee and a ranged version:
    • Defensive Flourish – Attack Defensively, increasing your Armour Class by 4 for 1 turn if you hit.
    • Slashing Flourish – Attack two enemies at once.
    • Mobile Flourish – Hit your target with enough force to push them back 6 metres. Afterwards, you can teleport to the target.
  • Proficiency in Medium Armour and Scimitars.
  • Choose a Fighting Style from one of two options:
    • Duelling – When you are wielding a melee weapon in one hand and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
    • Two-Weapon Fighting – When you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.

At Level 6, you’ll also unlock the ability to make an extra Attack per turn.

College of Valour Bard

The College of Valour Bard places emphasis on martial pursuits. Bards with this specialisation are better suited to using weapons and shields, making this subclass fairly well suited to a buff tank role.

If you choose the College of Valour, you’ll gain the following abilities:

  • Proficiency in Medium Armour, Shields and Martial Weapons.
  • Combat Inspiration (upgrade of Bardic Inspiration) – Inspire an ally with your valour. They can add a bonus to their next Attack Roll, Ability Check, or Saving Throw. They can also choose to add a bonus to the damage dealt by their next weapon attack, or a +4 bonus to their Armour Class for one attack.

Baldur's Gate 3 Bard Class


Cleric Class in Baldur’s Gate 3

The Baldur’s Gate 3 Cleric Class is strongly religious and channels the power of their faith in combat.

BG3 Cleric Builds:

Key ability scores:

  • Wisdom, for spellcasting
  • Constitution, for Hitpoints and Concentration checks
  • Dexterity, for Armour Class

For Saving Throws, Clerics are proficient in Wisdom and Charisma.

For Equipment, the Cleric is proficient with Simple Weapons, Light Armour, Medium Armour and Shields.

Your Cleric will start the game with the following abilities:

  • 2 Level 1 Spell Slots
  • 3 Cantrips, choosing from Guidance, Resistance, Sacred Flame or Thaumaturgy.
  • Choose a number (character level + Wisdom skill) of prepared spells. This will recalculate each level up, allowing you to choose more spells to prepare.

Additionally, the Cleric must choose a subclass in character creation. You’ll be able to choose a religion too, which mainly affects your dialogue options in some conversations.

Life Domain Cleric

Life Domain Clerics are more adept at healing magic, and make for great support characters in your party. Our BG3 Cleric Build is focused on the Life Domain subclass.

This subclass will start the game with the following abilities:

  • Disciple of Life – Your devotion empowers your healing Spells. When casting a healing spell, the target regains additional Hit Points equal to (2 + Spell’s level).
  • Heavy Armour Proficiency
  • Domain Spells (always Prepared)
    • Bless, Enchantment Spell – Bless up to 3 creatures. They receive a bonus to Attack Rolls and Saving Throws.
    • Cure Wounds, Evocation Spell – A creature you touch regains hit points. This spell has no effect on undead or constructs.

You will continue to gain new spells that buff and heal your allies as you level up.

Light Domain Cleric

Light Domain Clerics are specialists at destroying the undead and dispelling darkness in all its forms. They gain spells that fit these tasks.

Light Domain Clerics start the game with these abilities:

  • Warding Flare – Shield yourself with divine light. Use your Reaction to impose Disadvantage on an attacker, potentially causing their attack to miss. An attacker that can’t be Blinded is immune to this effect.
  • Domain Spells (always Prepared)
    • Light, Evocation Cantrip – Infuse an object with an aura of light. Only affects one target at a time.
    • Burning Hands, Evocation Spell – Fire shoots from your outstretched fingers. It ignites anything flammable and deals Fire damage. On a successful save, targets still take half damage.
    • Faerie Fire, Evocation Spell – Encase multiple targets in colorful light. The targets turn visible, and Attack Rolls against the target have Advantage.

As you level up, you will continue to gain new spells that are themed around light and fire.

Trickery Domain Cleric

Trickery Domain Clerics are followers are more mischievous deities, and their combat abilities reflect this. They are good at stealth and illusion magic.

Trickery Domain Clerics start with these abilities:

  • Blessing of the Trickster – Grant another creature Advantage on Stealth Checks.
  • Domain Spells (always Prepared)
    • Charm Person, Enchantment Spell – Magically Charm a humanoid that you can see. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. Enemies have Advantage on Saving Throws against being Charmed.
    • Disguise Self, Illusion Spell – Magically change all aspects of your appearance.

As you level up, you will continue to gain new spells that can trick and confuse troublesome characters, be they enemies or otherwise.

Knowledge Domain Cleric

Knowledge Domain Clerics are focused on the pursuit of knowledge, mastering all manner of languages and skills. They start with less abilities than most other Cleric subclasses, but instead gain Proficiency in more Skills.

Knowledge Domain Clerics start with these abilities:

  • Proficiency in Arcana and History, with a doubled Proficiency Bonus in both of these Skills.
  • Domain Spells (Always Prepared)
    • Command, Enchantment Spell – Commnand a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
    • Sleep, Enchantment Spell – Put creatures into a magical slumber for 2 turns. Select targets up to a combined 24 HP. The condition ends early if the target takes damage.

Nature Domain Cleric

Nature Domain Clerics embody the vast viridian power of the natural world. They share some abilities with Druids.

Nature Domain Clerics get the following abilities to begin with:

  • A choice of one Druid Cantrip (see Druid below)
  • Proficiency in Heavy Armour and either Animal Handling, Nature or Survival.
  • Domain Spells (Always Prepared)
    • Speak with Animals, Divination Spell – Gain the ability to comprehend and communicate with beasts.
    • Animal Friendship, Enchantment Spell – Convince a beast not to attack you for 10 turns. The creature must have an Intelligence of 3 or less.

Tempest Domain Cleric

Your faith has made you the very thunder that quakes the black firmament, the lightning coursing through the veins of a terrible storm.

Tempest Domain Clerics start with the following abilities:

  • Domain Spells (Always Prepared)
    • Thunderwave, Evocation Spell – Release a wave of thunderous force that deals Thunder damage and pushes away all creatures and objects.
    • Fog Cloud, Conjuration Spell – Summon a cloud that Blinds and Heavily Obscures creatures within it.
  • Wrath of the Storm – Strike back at an attacking creature, potentially dealing 2-16 Lightning Damage. On a failed Saving Throw you deal half of a 2-16 Thunder Damage roll.
  • Proficiency in Martial Weapons and Heavy Armour.

War Domain

Fortified by holy zeal, you brandish an arsenal of sacramental savagery to use against those you deem unrighteous.

War Domain Clerics start with:

  • Domain Spells (Always Prepared)
    • Divine Favour, Evocation Spell – Yout weapon attacks deal an additional 1-4 Radiant Damage for 3 turns.
    • Shield of Faith, Abjuration Spell – Protect a creature from attacks: increase its Armour Class by 2.
  • War Priest – When you make an unarmed or weapon attack, you can spend a War Priese Charge to make an additional attack as a Bonus Action.
  • Proficiency in Martial Weapons and Heavy Armour.

Baldur's Gate 3 Cleric Class


Druid Class in Baldur’s Gate 3

The Baldur’s Gate 3 Druid class is at one with the natural world and can channel elemental magic and transform into animals both inside and outside of combat.

Druid Build: Circle of the Moon Druid Build BG3

Key Ability scores:

  • Wisdom, for spellcasting
  • Constitution, for Hitpoints and Concentration checks
  • Dexterity, for Armour Class

For Saving Throws, Druids are proficient at Wisdom and Intelligence.

For Equipment, Druids are proficient with Clubs, Daggers, Javelins, Maces, Quarterstaves, Scimitars, Sickles, Spears, Light Armour, Medium Armour and Shields.

Druids start the game with the following abilities:

  • 2 Level 1 Spell Slots
  • A choice of 2 Cantrips, choosing from: Guidance, Produce Flame, Shillelagh, Poison Spray, Resistance, and Thorn Whip.
  • Choose a number (character level + Wisdom skill) of Prepared Level 1 Spells.

Upon reaching Level 2, Druids will unlock the Wild Shape mechanic, allowing for animal transformations, and must also choose a subclass, either Circle of the Land or Circle of the Moon.

Circle of the Land Druid

Circle of the Land Druids specialize in spell casting, and gradually gain a plethora of Prepared Spells as they level up. This allows them to eventually have a huge selection of spells ready to cast for a variety of different situations.

Circle of the Land Druids begin with the following abilities:

  • Natural Recovery – Once per day while out of combat, you can replenish expended Spell Slots.
  • Wild Shape – Allows you to transform into a beast, once per short rest. Initially, you have access to the Cat, Badger, Wolf and Spider shapes.
  • Choose 1 additional Cantrip to unlock.

You will keep gaining new spells as you level up.

Circle of the Moon Druid

Circle of the Moon Druids are less proficient at spellcasting, and instead focus on animal transformations. If you want to spend a lot of time transforming into various animal forms, then this subclass might be the right one for you. Our BG3 Druid Build is focused on the Circle of the Moon subclass.

Circle of the Moon Druids begin with these abilities:

  • Lunar Mend – Expend Spell Slots to regain Hit Points while wild-shaped.
  • Wild Shapes – Cat, Badger, Bear, Wolf and Spider.

As you level up, you’ll continue to unlock new Wild Shapes, such as Dire Raven, Deep Rothe and Panther.

Circle of Spores Druid

Circle of Spores Druids view death, necrosis and fungal growth as another part of life, and gain abilities that manipulate fungal spores to aid themselves or harm foes.

Circle of Spores Druids gain the following abilities:

  • Halo of Spores – Unleash a cloud of necrotic spores upon a target. This uses a Reaction, so other Reactions won’t trigger this turn. The spores deal 1-4 Necrotic Damage.
  • Symbiotic Entity – Gain 8 temporary HP and deal an additional 1-6 Necrotic Damage while you have them. Cast Halo of Spores with double damage. Lasts until Long Rest and consumes a Wild Shape Charge.
  • Bone Chill, Necromancy Cantrip – Deals 1-8 Necrotic Damage and prevents the target from healing until your next turn. An undead target recieves Disadvantage on Attack Rolls for 1 turn.

At Level 6, you’ll also unlock Fungal Infestation, which lets you use your powers to raise a zombie from a humanoid or beast corpse.

Baldur's Gate 3 Druid Class


Fighter Class in Baldur’s Gate 3

The Baldur’s Gate 3 Fighter class is the traditional warrior role, making use of their martial prowess to take down enemies and help their allies.

Fighter Build: Fighter Battle Master Build BG3

Key Ability scores:

  • Strength or Dexterity for Physical Attacks
  • Constitution for Hitpoints and Concentration checks
  • Intelligence for Spells (depending on subclass)

For Saving Throws, the Fighter is proficient in Strength and Constitution

For Equipment, the Fighter is proficient with Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Heavy Armour and Shields.

Fighters start the game with the Second Wind bonus action, which can be used once per Short Rest to heal yourself in combat.

You will also need to choose a preferred Fighting Style, from one of the following options:

  • Archery: +2 bonus to Ranged Attacks
  • Defence: +1 bonus to Armour Class when wearing Armour.
  • Duelling: +2 bonus to damage rolls when using a one handed weapon with an empty offhand.
  • Great Weapon Fighting: When you roll below 3 on a damage die for an attack with a Two Handed Melee Weapon, the die is rerolled once.
  • Protection: When you have a Shield, impose Disadvantage on an enemy who attacks an ally within 1.5 metres of you. You must be able to see the enemy.
  • Two-Weapon Fighting: When you make an offhand attack, add your Ability Modifier to the damage of the attack.

When you reach Level 3 with your Fighter, you must choose a subclass.

Battle Master

Battle Masters double down on their skill in martial arts, seeking to become the best of the best. They gain special abilities to impose their will on the battlefield, helping allies and making things difficult for enemies. Our BG3 Fighter Build is focused on the Battle Master subclass.

Immediately after choosing this subclass, you will be able to choose 3 of the following 6 abilities to unlock:

  • Menacing Attack – Spend a superiority die to deal Weapon damage and possibly Frighten the target. Can be used in Melee or at Range.
  • Pushing Attack – Spend a superiority die to deal Weapon damage and possibly push the target back 4.5 metres. Can be used in Melee or at Range.
  • Rally – Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 temporary hit points.
  • Riposte – When a creature misses you with a melee attack, expend a superiority die to retaliate with a powerful attack that deals additional damage.
  • Trip Attack – Spend a superiority die to deal Weapon damage and possibly knock the target Prone. Can be used in Malee or at Range.
  • Disarming Attack – Spend a superiority die to deal Weapon damage and potentially force the target to drop the weapons they are holding.

You will have 4 Superiority Dice which can roll from 1 to 8, and these rolls impact the damage/healing and success chance of these abilities. Each time you use one of these abilities, you roll the a Superiority Die and spend it. Spent Dice can be recovered by a Short or Long Rest.

Eldritch Knight

Rather than focusing entirely on martial pursuits, the Eldritch Knight also makes use of some arcane abilities to bolster their fighting prowess. They have access to the same spells as the Wizard class, and use Intelligence as their spellcasting modifier.

After choosing Eldritch Knight, you will immediately gain the following abilities:

  • 2 Level 1 Spell Slots
  • A choice of 2 Cantrips
  • A choice of 2 Abjuration or Evocation Spells to have Prepared
  • A choice of 1 Wizard Spell to have Prepared.

As you level up, you will gain more spell slots and access to more spells.

Champion

You approach the complex problems posed by combat with one distinctly effective solution – you hit those problems, really quite hard.

Champions don’t get as many bells and whistles as the other Fighter subclasses. However, they do get the Improved Critical Hit feature, which reduces the number needed to roll a Critical Hit by 1, effectively from 20 to 19. In simple terms, this doubles your Crit Chance, which is definitely a powerful effect.

Baldur's Gate 3 Fighter Class


Monk Class in Baldur’s Gate 3

The Monk class has three different subclasses, the Way of Shadow, Way of the Open Hand and Way of the Four Elements. They are best played unarmed or with simple weapons. The Monk class has a special mechanic called Ki-Points that they use to cast actions.

BG3 Monk Build: Way of Shadow Monk Build BG3Way of the Four Elements Build  – Way of the Open Hand Build

Key Attributes:

  • Wisdom for Ki and Armour Class
  • Constitution for Hitpoints
  • Dexterity for Attack Rolls, Damage Rolls, Initiative and Armour Class.

For Saving Throws, the Monk is proficient in Strength and Dexterity.

For Equipment, the Monk has proficiency with Simple Weapons and Shortswords.

We can’t be completely certain about the Monk’s features until release, but it’s expected to start with the following abilities:

  • Flurry of Blows – Punch twice in quick succession. Costs 1 Ki Point.
  • Unarmoured Defence – Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom modifier to your armour class.
  • Martial Arts: Dexterous Attacks – Attacks with Monk Weapons and Unarmed Attacks scale with your Dexterity instead of your Strength, if your Dexterity is higher.
  • Martial Arts: Deft Strikes – Attacks with Monk Weapons and Unarmed Attacks deal 1-4 Bludgeoning damage, unless their normal damage is higher.
  • Martial Arts: Bonus Unarmed Strike – After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.

The Monk has three subclasses – Way of the Open Hand, Way of Shadow, and Way of the Four Elements. It’s expected you’ll choose your subclass when you reach Level 3.

Way of the Open Hand Monk

The Way of the Open Hand Monk is particularly proficient in unarmed combat, needing no weapons to fight their enemies.

This subclass begins with the following abilities:

  • Way of the Open Hand – Grants the following Ki abilities:
    • Flurry of Blows: Topple – Punch twice in quick succession, and possibly knock the target Prone.
    • Flurry of Blows: Stagger – Punch twice in quick succession, and Stagger the target, making it unable to take Reactions.
    • Flurry of Blows: Push – Punch twice in quick succession, and possibly push the target away.

Way of Shadow Monk

As the name implies, Way of Shadow monks are skilled at stealth and subterfuge. They are the closest parallel to a “ninja” archetype in Baldur’s Gate 3. Our BG3 Monk Build is focused on the Way of Shadow subclass.

The Way of Shadow Monk starts with the following abilities:

  • Shadow Arts: Hide – Hide from enemies by succeeding Stealth Checks. Uses a Bonus Action.
  • Shadow Arts: Pass without a Trace – Call forth a veil of shadows and silence, that gives oyu and all nearby companions a +10 bonus to Stealth Checks. Costs 2 Ki Points.
  • Shadow Arts: Darkness – Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. Costs 2 Ki Points.
  • Shadow Arts: Darkvision – Greant a creature the ability to see in the dark, out to a range of 12 metres, until Long Rest. Costs 2 Ki Points.
  • Shadow Arts: Silence – Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. Costs 2 Ki Points.
  • Minor Illusion Cantrip – Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell, and it can be cast when Silenced.

Way of the Four Elements Monk

This Monk subclass is more focused on magic, gaining a greater affinity for arcane abilities than the other types of Monk.

The Way of the Four Elements Monk starts with the following abilities:

  • Disciple of the Elements – You can select three Spells. While some of these spells are very similar to other conventional Spells in the game, they have slightly different names and effects, and cost Ki Points to cast (instead of Spell Slots).
  • Harmony of Fire and Water – While not in combat, regain half your Ki Points (rounded down).

Baldur's Gate 3 Monk Class


Paladin Class in Baldur’s Gate 3

Paladins are mainly focused on wielding melee weapons against their foes, but as they level up they also gain access to various forms of magic to further enhance the effectiveness of their party.

BG3 Paladin Builds:

Key ability scores:

  • Strength or Dexterity for Physical Attacks
  • Charisma for Spells and Channel Oath abilities
  • Constitution for Hitpoints and Concentration checks

For Saving Throws, the Paladin is proficient with Wisdom and Charisma.

For equipment, the Paladin has proficiency with Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Heavy Armour and Shields.

Your Paladin will start the game with the following abilities, regardless of which subclass you choose:

  • Divine Sense – Tap into your spiritual awareness to gain advantage on Attack Rolls against celestials, fiends, and undead.
  • Lay on Hands – Use your blessed touch to heal a creature or cure it of all diseases and poisons. 3 charges per long rest.
  • 1 Channel Oath charge per long rest.

The Paladin has four subclasses available, the first three of which are available for selection in character creation.

Oath of Ancients Paladin

Oath of the Ancients Paladins have a deeper connection to the natural world, something which is reflected in their abilities. Our BG3 Paladin Build is focused on the Oath of Ancients subclass.

At the start of the game, you will immediately have access to the Healing Radiance Channel Oath ability. Call upon your Oath to let nature heal all nearby allies. Allies immediately gain (Character Level x Charisma) hit points, and will regain the same amount at the start of your next turn.

As you level up, you will continue gaining access to more Oath spells and Channel Oath abilities, including the ability to speak to animals at level 3.

Oath of Devotion Paladin

Oath of Devotion Paladins are especially skilled at protecting themselves and their allies, and at fighting against unholy enemies (undead and fiends).

They start with the Holy Rebuke Channel Oath – Call upon your Oath to grant a vengeful aura that deals Radiant damage to anyone who hits them with a melee attack.

As you level up you will gain new Channel Oath abilities and Oath Spells, including Sacred Weapon, which allows you to add your Charisma modifier to your weapon attack rolls.

Oath of Vengeance Paladin

You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.

Oath of Vengeance Paladins start with the Inquisitor’s Might Channel Oath ability – You or an ally deal an additional 1 Radiant damage on weapon attacks and possibly Daze on hit. Lasts 2 turns. This is a Bonus Action.

As you level up you will gain new Channel Oath abilities and Spells, that will mainly centre around debuffing enemies and punishing a single target.

Oathbreaker Paladin

The Oathbreaker Paladin cannot be chosen in character creation. To play as this subclass, you must begin a game with one of the other two Paladin types, and then perform an action which breaks your oath. You’ll then find the Oathbreaker Knight in your camp, and you can speak with them for an opportunity to switch to the Oathbreaker Paladin subclass. This will replace all of the abilities granted to you by your original subclass.

At level 1, you will have the Channel Oath ability Spiteful Suffering – Steep an enemy in the darkness that churns within you. The target takes Necrotic damage each turn, and Attack Rolls against it have Advantage.

As you level up you will keep gaining new Channel Oath abilities and Oath spells, including the ability to control the undead.

Baldur's Gate 3 Paladin Class


Ranger Class in Baldur’s Gate 3

The Baldur’s Gate 3 Ranger class is at home in natural surroundings and uses both weapons and magic when on the hunt. While you can certainly play the traditional bow ranger archetype with this class, that’s not your only option.

Ranger Build: Hunter Ranger Build BG3

Key Attributes:

  • Dexterity or Strength for Physical Attacks
  • Constitution for Hitpoints and Concentration checks
  • Wisdom for spellcasting

For saving throws, the Ranger is proficient in Strength and Dexterity.

For their equipment, the Ranger is proficient with Simple Weapons, Martial Weapons, Light Armour, Medium Armour and Shields.

The starting abilities of the Ranger will be different depending on which options you choose for your Favoured Enemy and Natural Explorer choices.

For Favored Enemy, you can choose from the following:

  • Bounty Hunter – Gain Proficiency in Investigation.
  • Keeper of the Veil – Gain the Protection from Evil and Good spell, and proficiency in Arcana.
  • Mage Breaker – Gain the True Strike Cantrip, and Arcana proficiency.
  • Ranger Knight – Gain proficiency in History and Heavy Armour.
  • Sanctified Stalker – Gain the Sacred Flame Cantrip, and proficiency in Religion.

For Natural Explorer, you can choose one of the following:

  • Beast Tamer – You can cast Find Familiar at will.
  • Urban Tracker – Gain Sleight of Hand Proficiency.
  • Wasteland Wanderer: Cold – Gain cold resistance.
  • Wasteland Wanderer: Fire – Gain fire resistance.
  • Wasteland Wanderer: Poison – Gain poison resistance.

When you reach level 2, you will need to choose a preferred fighting style – either Archery, Defence, Duelling or Two-Weapon Fighting.

At Level 3, you must choose a subclass.

Hunter Ranger

The Hunter Ranger places greater emphasis on dealing high damage to enemies. You’ll gain a different ability depending on what you choose for your Hunter’s Prey option when leveling up. Our BG3 Ranger Build is focused on the Hunter subclass.

The Hunter’s Prey options are:

  • Colossus Slayer – Once per turn, your weapon attack deals extra damage if the target is below its Hitpoint maximum.
  • Giant Killer – If a Large or bigger creature attacks you, you can use your reaction to make a melee attack.
  • Horde Breaker – Target two creatures standing close to each other, attacking them in quick succession. Has a melee and ranged version.

Ranger Beast Master

The Beast Master can use their proficiency with nature to summon an animal Companion to aid them in combat and exploration.

You will gain the Summon Companion ability, which allows you to summon a Bear, a Boar, a Dire Raven, a Wolf or a Wolf Spider. When you reach level 5, these animals will be upgraded to more powerful versions.

You will also add your Proficiency bonus to the Armour Class and Attack Rolls of the beast from level 5 onwards.

Gloom Stalker Ranger

Gloom Stalker Rangers are specialised in ambushing enemies. They are great at stealth, and gain Initiative and Move Speed bonuses at the start of combat, determined to put the enemy on the back foot immediately.

If you choose Gloom Stalker, you’ll unlock the following abilities:

  • Dread Ambusher – You specialise in taking out foes swiftly and ruthlessly. You gain a +3 bonus to Initiative. On the first turn of combat, your movement speed increases by 3 metres, and you can make an attack that deals an additional 1-8 damage.
  • Dread Ambusher Hide – You can Hide as a Bonus Action.
  • Superior Darkvision – You can see in the dark, up to 24 metres.
  • Umbral Shroud – Wrap yourself in shadows to become Invisible if you are obscured, which lasts for 10 rounds.
  • Disguise Self, Illusion Spell – Magically change all aspects of your appearance.

Baldur's Gate 3 Ranger Class


Rogue Class in Baldur’s Gate 3

Rogues are great at sneaking around, attacking from stealth and dishing out high damage to dangerous enemies. They’re also handy when it comes to stealing and other shady deeds.

Rogue Build: Thief Rogue Build BG3

Key Attributes:

  • Dexterity for Physical Attacks and Armour Class
  • Constitution for Hitpoints
  • Intelligence for Spellcasting (Arcane Trickster subclass)

For Saving Throws, the Rogue is proficient in Dexterity and Intelligence.

For Equipment, the Rogue is proficient with Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords and Light Armour.

The Rogue will immediately gain access to the Sneak Attack ability, which has both a Melee and Ranged version. This allows you to surprise an enemy with an attack from stealth. You must be hidden to use this, but it typically performs better than normal attacks.

At Level 3, you must choose a subclass for your Rogue.

Arcane Trickster

As its name suggests, the Arcane Trickster subclass has some skill with spellcasting, which may be used to aid their stealthy exploits, to damage enemies directly with magic or to support the team with buffs.

After becoming an Arcane Trickster at Level 3, you will gain 2 Level 1 Spell Slots and the Mage Hand Cantrip, allowing you to summon a spectral hand to manipulate objects.

You’ll also get the following options for other spells:

  • A choice of 2 Cantrips
  • A choice of 2 Level 1 Enchantment or Illusion Spells
  • A choice of 1 Level 1 Spell from the Wizard Spell List.

As you level up, your spellcasting ability will gradually improve, and you’ll gain access to more power spells and more spell slots.

Thief

The Thief is perhaps the most simple subclass in the game in terms of what you get for choosing it. Our BG3 Rogue Build is focused on the Thief subclass. You will get the following bonuses immediately after choosing this subclass:

  • Fast Hands – Gain an additional Bonus Action each turn
  • Second-Story Work – You gain Resistance to Falling Damage.

That’s currently all you get for choosing the Thief subclass.

Assassin

Assassins are focused on dealing devastating damage to enemies at the start of combat, before they can sufficiently react.

Assassins gain the following extra abilities:

  • Assassin’s Alacrity – Quick as an alley cat in a rain-dark city, you immediately restore your Action and Bonus Action at the start of combat.
  • Assassinate: Ambush – Any successful Attack Roll against a Surprised creature is a Critical Hit.
  • Assassinate: Initiative – You are deadliest against unprepared enemies. In combat, you have Advantage on Attack Rolls against creatures that haven’t taken a turn yet.

Baldur's Gate 3 Rogue Class


Sorcerer Class in Baldur’s Gate 3

The Sorcerer is a Charisma-based spellcaster that channels magical abilities to take on enemies and help their allies.

BG3 Sorcerer Build:

Key Attributes:

  • Charisma for Spellcasting
  • Constitution for Hitpoints and Concentration checks
  • Dexterity for Armour Class

For Saving Throws, the Sorcerer is proficient in Charisma and Constitution.

For Equipment, the Sorcerer is proficient with Daggers, Quarterstaves and Light Crossbows. They have no Armour proficiency, so you might want to keep that in mind when deciding what equipment you want them to wear.

Your Sorcerer will start the game with the following abilities:

  • A choice of 4 Cantrips
  • A choice of 2 Level 1 Spells
  • 2 Level 1 Spell Slots

You will also need to choose your subclass in Character Creation.

At Level 2 you will unlock Sorcery Points, an important Sorcerer mechanic that allows you to further manipulate your spells to be more potent, protect allies from hostile spells or to gain additional Spell Slots without resting. At first, you’ll have only 2 Sorcery Points, but you can gain more at higher levels.

Wild Magic Sorcerer

The Wild Magic Sorcerer channels chaotic magic. Whenever you cast a spell, there is a chance that your magic will surge and produce an additional random effect, which may be helpful or harmful for the spellcaster and their allies. Our BG3 Sorcerer Build is focused on the Wild Magic subclass.

You’ll gain the following abilities if you choose this subclass:

  • Wild Magic (as explained above)
  • Tides of Chaos – Gain an Advantage on your next Attack Roll, Ability Check or Saving Throw. Increases the chance of a Wild Magic Surge afterwards. Recharges on short or long rest.

Below is a list of Wild Magic effects that can happen when you experience a Surge:

  • Wild Magic: Blur – Each creature within 9 metres becomes Blurred, giving attackers a Disadvantage against them when using targeted attacks that rely on sight.
  • Wild Magic: Enchant Weapons – Each creature within 6 metres has their main weapon enchanted. Their next weapon attack is a Critical Hit and deals additional Force damage.
  • Wild Magic: Explosive Healing – Your Spells heal all creatures in a 3 metre radius around the target. The Healing is increased when using higher level spells.
  • Wild Magic: Fog – Create a dense cloud of fog, centred on yourself. The fog Heavily Obscures and Blinds creatures within.
  • Wild Magic: Summon Mephit – Summon a mephit that is hostile to everyone in the vicinity.
  • Wild Magic: Swap – Switch positions with a target each time you cast a spell or Cantrip.
  • Wild Magic: Teleport – Until the end of your next turn, you can use a Bonus Action to teleport up to 9 metres.
  • Wild Magic: Turn Magic – At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
  • Wild Magic: Burning – Each creature and item within 6 metres of the caster starts Burning and takes Fire damage each turn for 5 turns.
  • Wild Magic: Sorcery Points – Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
  • Wild Magic: Water – Spawn a water puddle around caster.

Draconic Bloodline Sorcerer

Draconic Bloodline Sorcerers have some dragon ancestry that allows them resistance and special abilities, depending on the type of dragon you chose to be descended from. Note that while this sounds similar to the Dragonborn race, it is not related and any race can be a Draconic Bloodline Sorcerer.

You will gain the Draconic Resilience passive ability from the start of the game, which increases your maximum Hitpoints by 1 point per character level. You’ll also gain a (13 + Dexterity) buff to your Armour Class if you aren’t wearing any armour.

In addition, you will need to choose which type of Dragon your character’s bloodline belongs to:

  • Red – Grants Burning Hands Spell – Fire shoots from your outstretched fingers. It ignites anything flammable and deals Fire damage. On a successful save, targets still take half damage.
  • Black – Grants Grease Spell – Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone.
  • Blue – Grants Witch Bolt Spell – Call forth a beam of crackling energy. Deals Lightning damage and links you to the target through an arc of lightning. Each turn, you can activate the arc to automatically deal Lightning damage.
  • White – Grants Armour of Agathys Spell – A spectral frost covers you. Gain 5 Temporary Hit Points and deal 5 Cold damage to any creature that hits you with a melee attack.
  • Green – Grants Ray of Sickness Spell – Call forth a ray of sickening energy. Deals Poison damage and possibly Poisons the target.
  • Gold – Grants Disguise Self Spell – Magically change all aspects of your appearance.
  • Silver – Grants Feather Fall Spell – Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
  • Bronze – Grants Fog Cloud Spell – Create a cloud of dense fog to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the fog.
  • Copper – Grants Tasha’s Hideous Laughter Spell – Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. At the end of its turn or when it takes damage, the creature can try to shake off the effect.
  • Brass – Grants Sleep Spell – Put creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damage.

Storm Sorcerer

Storm Sorcerers are extremely mobile, moving around the battlefield like the wind. They can call down the fury of the heavens on their enemies.

Intially the only extra feature you get is Tempestuous Magic, which allows you to fly up to 9 metres as a Bonus Action after casting a Spell, without incuring Opportunist Attacks from enemies. Storm Sorcerers are therefore very hard to pin down.

At Level 6, the Storm Sorcerer gains 50% resistance to Thunder and Lightning Damage, as well as the ability to passively create small storms whenever they cast a Thunder or Lightning Spell.

At Level 11 they can strike enemies who hit them with ligntning, damaging them and potentially knocking them back.

Baldur's Gate 3 Sorcerer Class


Warlock Class in Baldur’s Gate 3

Warlocks share a pact with a powerful patron, trading their loyalty for magical powers.

BG3 Warlock Builds:

Key Attributes:

  • Charisma for Spellcasting
  • Constitution for Hitpoints and Concentration Checks
  • Dexterity for Armour Class

For Saving Throws, the Warlock is proficient in Charisma and Wisdom.

For Equipment, the Warlock is proficient with Simple Weapons and Light Armour. Unlike other classes, Warlocks are able to regain their spell slots by taking a Short Rest rather than a Long Rest. However, they also have less Spell Slots in total, so Warlocks can typically cast more times per day but less per battle.

Your Warlock will start the game with the following abilities:

  • 1 Warlock Spell Slot
  • A choice of 2 Cantrips
  • A choice of 2 Level 1 Spells

You must also decide your Warlock subclass (more specifically their patron) in character creation.

Fiend Warlock

Fiend Warlocks are servants of dark beings such as demons, trading their souls for destructive powers.

If you choose The Fiend, you will gain the following abilities in addition to the main Warlock ones:

  • Dark One’s Blessing – When you reduce a hostile creature to 0 Hitpoints, you will gain temporary hitpoints equal to (Character Level + Charisma)
  • Burning Hands Spell – Fire shoots from your outstretched fingers. It ignites anything flammable and deals Fire damage. On a successful save, targets still take half damage.
  • Command Spell – Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon.

Great Old One Warlock

Warlocks of the Great Old One get their powers from ancient eldritch entities. They specialise in magic that manipulates the mind of their enemies, either by enchanting them or by confusing them with illusions. Our BG3 Warlock Build is focused on the Great Old One subclass.

If you choose The Great Old One, you will gain the following abilities immediately after finishing character creation:

  • Mortal Reminder – When you land a Critical Hit against a creature, that creature and any nearby enemies are Frightened until the end of their next turn.
  • Dissonant Whispers Spell – Whisper a discordant melody to a creature. It takes Psychic damage and becomes Frightened. On a successful save, the creature only takes half damage.
  • Tasha’s Hideous Laughter Spell – Inflict a creature with fits of laughter, leaving it Prone without the ability to get up. At the end of its turn or when it takes damage, the creature can try to shake off the effect.

Archfey Warlock

Warlocks of the Archfey are graced by a lady or lord of the fey, and are imbued with all the sumptuous and scary qualities of their patron’s extraordinary realm.

They start with the following extra abilities:

  • Fey Presence – Charm or Frighten nearby foes with the feywild’s beguiling, disturbing magics.
  • Faerie Fire, Evocation Spell – Encase multiple targets in colorful light. The targets turn visible, and Attack Rolls against the target have Advantage.
  • Sleep, Enchantment Spell – Puts creatures up to a combined 24 hit points into a magical slumber. Sleeping creatures awaken if they take damage, receive Help, or get Shoved.

Baldur's Gate 3 Warlock Class


Wizard Class in Baldur’s Gate 3

The final class in Baldur’s Gate 3 is the Wizard. Wizards boast extensive knowledge of arcane matters and use this to cast a variety of spells to destroy their enemies or help their friends. The wizard typically has a larger selection of spells available for casting than any other class. There are also by far more Wizard subclasses than seen with other classes, however they are fairly mild in their difference.

BG3 Wizard Builds:

Key Attributes:

  • Intelligence for Spellcasting
  • Constitution for Hitpoints and Concentration checks
  • Dexterity for Armour Class

For Saving Throws, the Wizard is proficient in Intelligence and Wisdom.

For equipment, the Wizard has proficiency with Daggers, Quarterstaves and Light Crossbows. This class has no Armour proficiency.

Your Wizard begins with the following abilities:

  • Arcane Recovery – Allows the Wizard to recover Spell Slots without needing to rest, once per day. At first you can only recover one slot this way, but as you level up this amount will increase.
  • 2 Level 1 Spell Slots.
  • A choice of 3 Cantrips.
  • A choice of 6 level 1 Spells.

Unlike other classes, Wizards are able to permanently learn spells they find scrolls for.

At Level 2, you will need to choose which subclass you want for your Wizard.

Evocation School Wizard

Evocation School Wizards are particularly proficient with offensive magic, and are so skilled at wielding it that they can prevent their offensive spells from damaging their friends, even if they are stood in the line of fire. Our BG3 Wizard Build is focused on the Evocation School subclass.

If you choose the Evocation School, you’ll get the following benefits:

  • Evocation Savant – Halves the cost of learning Evocation Spells from spell scrolls.
  • Sculpt Spells – Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving Throws and take no damage from these spells.

Abjuration School Wizard

Abjuration School Wizards are more defensive than their Evocation counterparts and have a particular affinity for magic that protects themselves and their allies.

If you pick the Abjuration School, you will immediately get these abilities:

  • Abjuration Savant – Halves the cost of learning Abjuration Spells from spell scrolls.
  • 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.

Conjuration School Wizard

Conjuration School Wizards have an affinity for conjuring objects and creatures, or displacing them in space.

If you choose the Conjuration School, you will immediately gain:

  • Conjuration Savant – Halves the cost to learn Conjuration spells from Scrolls.
  • Minor Conjuration: Create Water – Cast the Create Water spell without consuming a spell slot, once per Short Rest.

Conjuration School Wizards get a couple of really handy abilities at higher levels. At Level 6 they can teleport to an unoccupied space or swap positions with an ally, and at Level 10 they completely ignore Concentration Checks for Conjuration Spells.

Divination School Wizard

You peer through time itself and can sculpt the future, like temporal clay, into a more favourable form.

If you choose the Divination School, you will immediately gain:

  • Divination Savant – Halves the cost to learn Divination spells from Scrolls.
  • Portent – Your dreams grant you glimpses that let you influence the future. After each Long Rest you gain two random Portent Dice. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled within 18 metres of you to one of your Portent Dice. Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.

At Level 6 you’ll gain an extra Portent Die, and at level 10 you can see in the dark and see invisible creatures.

Enchantment School Wizard

Your magic influences, beguiles, and bends the will and conviction of those around you.

If you choose the Enchantment School, you’ll unlock:

  • Enchantment Savant – Halves the cost to learn Enchantment spells from Scrolls.
  • Hypnotic Gaze – Once per Long Rest, use an action to target a non-ally creature within 1.5 metres. The target must succeed on a Wisdom Saving Throw or become charmed and incapacitated for 2 turns. As an action, while still within range, you can maintain the charm, extending the charm for another 2 turns. If the target takes damage, the effect ends.

At Level 6, you’ll be able to Charm attackers as a Reaction, and at Level 10 you’ll be able to split your single-target attackers between two attackers.

Illusion School Wizard

You specialise in unravelling and restitching the fabric of reality to fool the unwary, the gullible, and the monstrous.

If you choose the Illlusion school, you’ll unlock:

  • Illusion Savant – Halves the cost to learn Illusion spells from Scrolls.
  • Improved Minor Illusion – You can cast Minor Illusion as a Bonus Action. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.

At Level 6, you’ll gain the ability to see invisble enemies, and at Level 10 you’ll be able to create a duplicate of yourself when attacked, causing the attack to miss.

Necromancy School Wizard

You walk through the valley of the shadow of death, and make lots of friends there.

If you choose the Necromancy School, you’ll unlock:

  • Necromancy Savant – Halves the cost to learn Necromancy spells from Scrolls.
  • Grim Harvest – Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used – thrice if it’s a Necromancy spell. Undead and Constructs are unaffected.

At Level 6 you’ll gain abilities to raise undead thralls, and at Level 10 you’ll become resistant to Necrotic damage, and immune to effects that debuff your maximum HP.

Transmutation School Wizard

Transmutation Wizards specialise in magics that transform the world around them, bending it to their advantage.

If you choose the Transmutation School, you’ll unlock:

  • Transmutation Savant – Halves the cost to learn Transmutation spells from Scrolls.
  • Experimental Alchemy – You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check.

At Level 6 you gain the ability to create Transmutation Stones, which give passive boosts to an ally when the stone is placed in their inventory. At Level 10 you can transform into a blue jay, allowing you to fly.

Baldur's Gate 3 Wizard Class


Baldur’s Gate 3 Launch Classes Overview

Baldur’s Gate 3 at launch will have 12 classes and 46 subclasses. Most classes have around 3 subclasses. With the exception of Paladin, Cleric and Wizard. The Paladin has four, the Cleric has seven and the Wizard has access to a total of 8 subclasses.

Baldur's Gate 3 launch classes and subclasses spreadsheet BG3

No matter what class you will pick in Baldur’s Gate 3, it definitely won’t get boring with so many choices!


Baldur’s Gate 3 Builds: