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Gameplay mechanics: Difference between revisions

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(→‎Feats: Use one big table instead of many small collapsible tables.)
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== Feats ==
== Feats ==


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class=wikitable
| <strong> Ability Score Increase </strong>
 
|-
|-
| Increase one [[Abilities Scores|Ability]] by 2, or two [[Abilities Scores|Abilities]] by 1. You can't increase an Ability above 20 using this feature.
| '''Ability Score Increase''' ||
|}
 
Increase one [[Abilities Scores|Ability]] by 2, or two [[Abilities Scores|Abilities]] by 1.
 
You can't increase an Ability above 20 using this feature.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Athlete </strong>
|-
|-
| Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20. When you are [[Prone]], standing up uses less movement.
| '''Athlete''' ||
|}
 
Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
When you are [[Prone]], standing up uses less movement.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Defensive Duelist </strong>
|-
|-
| When you are attacked with a melee attack, you use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a [[Finesse Weapon]] with which you are Proficient.
| '''Defensive Duelist''' ||
|}
 
When attacked with a melee attack, use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss.
 
Prerequisite: you must be wielding a [[Finesse Weapon]] with which you are Proficient.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Dual Wielder </strong>
|-
|-
| Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't [[Light|light]].
| '''Dual Wielder''' ||
|}
 
Gain a +1 bonus to [[Armour Class]] while wielding a melee weapon in each hand.
 
You can use two-weapon fighting even if your weapons aren't [[Light|light]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Great Weapon Master </strong>
|-
|-
| When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]].
| '''Great Weapon Master''' ||
|}
 
When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a [[Bonus Action]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Heavily Armored (Requires Proficiency with Medium Armor) </strong>
|-
|-
| Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]] and increase your [[Strength]] by 1, to a maximum of 20.
| '''Heavily Armored''' <br/> (Requires Medium Armor Proficiency) ||
|}
 
Increase your [[Strength]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Moderately Armored (Requires Proficiency with Light Armor) </strong>
|-
|-
| You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and shields, and your [[Strength]] or [[Dexterity]] increases by 1, to a maximum of 20.
| '''Moderately Armored''' <br/> (Requires Light Armor Proficiency) ||
|}
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and shields.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Lightly Armored </strong>
|-
|-
| Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]] and increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
| '''Lightly Armored''' ||
|}
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Magic Initiate: Cleric </strong>
|-
|-
| Learn 2 Cantrips and a 1st-level Spell from the [[Cleric spell list]]. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
| '''Magic Initiate: Cleric''' ||
|}
 
Learn 2 Cantrips and a 1st-level Spell from the [[Cleric spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Magic Initiate: Druid </strong>
|-
|-
| Learn 2 Cantrips and a 1st-level Spell from the [[Druid spell list]]. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
| '''Magic Initiate Druid''' ||
|}
 
Learn 2 Cantrips and a 1st-level Spell from the [[Druid spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Magic Initiate: Sorcerer </strong>
|-
|-
| Learn 2 Cantrips and a 1st-level Spell from the [[Sorcerer spell list]]. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
| '''Magic Initiate Sorcerer''' ||
|}
 
Learn 2 Cantrips and a 1st-level Spell from the [[Sorcerer spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Magic Initiate: Warlock </strong>
|-
|-
| Learn 2 Cantrips and a 1st-level Spell from the [[Warlock spell list]]. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].
| '''Magic Initiate Warlock''' ||
|}
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Charisma]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Magic Initiate: Wizard </strong>
|-
|-
| Learn 2 Cantrips and a 1st-level Spell from the [[Wizard spell list]]. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].
| '''Magic Initiate Wizard''' ||
|}
 
Learn 2 Cantrips and a 1st-level Spell from the [[Wizard spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Martial Adept </strong>
|-
|-
| Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
| '''Martial Adept''' ||
|}
 
Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them.
 
You regain expended Superiority Dice after a Short or Long Rest.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Mobile </strong>
|-
|-
| Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
| '''Mobile''' ||
|}
 
Your Movement Speed increases.
 
When you use the Dash action, difficult terrain doesn't slow you down.
 
Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Shield Master </strong>
|-
|-
| Gain a +2 bonus to Dexterity Saving Throws when wielding a [[Shield|shield]].
| '''Shield Master''' ||
|}
 
Gain a +2 bonus to Dexterity Saving Throws when wielding a [[Shield|shield]].


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Skilled </strong>
|-
|-
| You gain [[Proficiency]] in 3 [[Character Creation#Skills|Skills]] of your choice.
| '''Skilled''' ||
|}
 
You gain [[Proficiency]] in 3 [[Character Creation#Skills|Skills]] of your choice.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Tough </strong>
|-
|-
| Hit point maximum increased by 2 for each level.
| '''Tough''' ||
|}
 
Hit point maximum increased by 2 for each level.


{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong> Weapon Master </strong>
|-
|-
| Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20, and gain Proficiency with four [[Equipment#Weapons|weapons]] of your choice.
| '''Weapon Master''' ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain Proficiency with four [[Equipment#Weapons|weapons]] of your choice.
 
|}
|}



Revision as of 11:15, 11 January 2022

Actions

  • Action
  • Bonus Action
  • Reaction

Feats

Ability Score Increase

Increase one Ability by 2, or two Abilities by 1.

You can't increase an Ability above 20 using this feature.

Athlete

Increase Strength or Dexterity by 1, to a maximum of 20.

When you are Prone, standing up uses less movement.

Defensive Duelist

When attacked with a melee attack, use your reaction to increase your Armour Class by 2, potentially causing the attack to miss.

Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.

Dual Wielder

Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.

You can use two-weapon fighting even if your weapons aren't light.

Great Weapon Master

When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.

Heavily Armored
(Requires Medium Armor Proficiency)

Increase your Strength by 1, to a maximum of 20.

Gain Armour Proficiency with Heavy Armour.

Moderately Armored
(Requires Light Armor Proficiency)

Increase your Strength or Dexterity by 1, to a maximum of 20.

You have Armour Proficiency with Medium Armour and shields.

Lightly Armored

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Armour Proficiency with Light Armour.

Magic Initiate: Cleric

Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate Druid

Learn 2 Cantrips and a 1st-level Spell from the Druid spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate Sorcerer

Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate Warlock

Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate Wizard

Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.

Martial Adept

Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them.

You regain expended Superiority Dice after a Short or Long Rest.

Mobile

Your Movement Speed increases.

When you use the Dash action, difficult terrain doesn't slow you down.

Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.

Shield Master

Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.

Skilled

You gain Proficiency in 3 Skills of your choice.

Tough

Hit point maximum increased by 2 for each level.

Weapon Master

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Proficiency with four weapons of your choice.

Proficiency

Proficiency indicates your expertise in a particular set of skills. Whether it is knowing how to handle a weapon effectively in combat, or knowing how to use a lockpick.

Every classes have Proficiency Bonus, which is based on the character’s total level. Proficiency Bonus will be added whenever a character makes an Attack Roll, Ability Check, or Saving Throw.

Proficiency Bonuses per Level
Level Proficiency Bonus
Level 1 to 4 + 2
Level 5 to 8 + 3
Level 9 to 12 + 4
Level 13 to 16 + 5
Level 17 to 20 + 6

Spells

Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experiences, knowledges or innate abilities to create magical Effects or deal damage to enemies or heal their allies.

List of Spells