List of sources of additional resources: Difference between revisions

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This is a '''list of sources of additional resources'''. There are many ways to increase the various [[resources]] beyond their normal limits with class features and items.
This is a '''list of sources of additional resources'''. There are many ways to increase the various [[resources]] beyond their normal limits with class features and items.


= Common resources =
== Common resources ==
== Actions ==
=== Actions ===
In combat, {{r|action|forceplural=yes}} are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.
In combat, {{r|action|forceplural=yes}} are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.


Note that in [[Honour mode]], these additional actions (except {{SAI|Action Surge}}) do not work with {{SAI|Extra Attack}}.
Note that in [[Honour mode]], these additional actions (except {{SAI|Action Surge}}) do not work with {{SAI|Extra Attack}}.
This means, for example, that a {{Cond|Hastened}} level{{nbts}}11 {{Class|Fighter}} can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).
This means, for example, that a {{Cond|Hastened}} level{{nbts}}11 {{Class|Fighter}} can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).
=== Consumables ===
==== Consumables ====
* {{MdRarityItem|Scroll of Haste}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}.
* {{MdRarityItem|Scroll of Haste}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}.
* {{MdRarityItem|Potion of Speed}}: Apply {{Cond|Hastened}}, gaining an additional {{r|action}} each turn for 3 turns and becoming {{Cond|Lethargic}} after the effect ends.
* {{MdRarityItem|Potion of Speed}}: Apply {{Cond|Hastened}}, gaining an additional {{r|action}} each turn for 3 turns and becoming {{Cond|Lethargic}} after the effect ends.
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* {{MdRarityItem|Haste Spore Flask}}: Same as the Haste Spore Grenade except the cloud is larger and is permanent.
* {{MdRarityItem|Haste Spore Flask}}: Same as the Haste Spore Grenade except the cloud is larger and is permanent.
* {{MdRarityItem|Terazul}}: Gain an additional {{r|action}} each turn for 2 turns, but become {{Cond|Lethargic}} after the effect ends. This can stack with other sources of {{Cond|Hastened}}.
* {{MdRarityItem|Terazul}}: Gain an additional {{r|action}} each turn for 2 turns, but become {{Cond|Lethargic}} after the effect ends. This can stack with other sources of {{Cond|Hastened}}.
=== Items ===
==== Items ====
* {{MdRarityItem|Armour of the Sporekeeper}}: Create a cloud of spores lasting 3 turns that applies {{Cond|Haste Spores}} which gives an extra {{r|action}} for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with {{Cond|Hastened}}. ({{recharge|long rest}})
* {{MdRarityItem|Armour of the Sporekeeper}}: Create a cloud of spores lasting 3 turns that applies {{Cond|Haste Spores}} which gives an extra {{r|action}} for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with {{Cond|Hastened}}. ({{recharge|long rest}})
* {{MdRarityItem|Gontr Mael}}: Apply {{Cond|Celestial Haste}} to yourself, gaining an additional {{r|action}} each turn for up to 5 turns, or until concentration is broken. This does not apply {{Cond|Lethargic}} when it ends and does not stack with {{Cond|Hastened}}.
* {{MdRarityItem|Gontr Mael}}: Apply {{Cond|Celestial Haste}} to yourself, gaining an additional {{r|action}} each turn for up to 5 turns, or until concentration is broken. This does not apply {{Cond|Lethargic}} when it ends and does not stack with {{Cond|Hastened}}.
=== Class features ===
==== Class features ====
* {{SAI|Action Surge|w=40}}: Gain an additional {{r|action}}, once per short rest. Unlike other sources of additional actions, the {{r|action}} granted by Action Surge works with {{SAI|Extra Attack}} in [[Honour mode]].
* {{SAI|Action Surge|w=40}}: Gain an additional {{r|action}}, once per short rest. Unlike other sources of additional actions, the {{r|action}} granted by Action Surge works with {{SAI|Extra Attack}} in [[Honour mode]].
* {{SAI|Haste|w=40}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}.
* {{SAI|Haste|w=40}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}.


== Bonus actions ==
=== Bonus actions ===
By default, characters have a single {{r|bonus}} to spend each turn. There are a few items and class features that can increase this.
By default, characters have a single {{r|bonus}} to spend each turn. There are a few items and class features that can increase this.
=== Items ===
==== Items ====
* {{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{r|bonus}} after casting a leveled {{DamageType|Fire}} spell. ({{recharge|Per turn}})
* {{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{r|bonus}} after casting a leveled {{DamageType|Fire}} spell. ({{recharge|Per turn}})
* {{MdRarityItem|Helmet of Grit}}: Gain an additional {{r|bonus}} while below 50% HP.
* {{MdRarityItem|Helmet of Grit}}: Gain an additional {{r|bonus}} while below 50% HP.
=== Class features ===
==== Class features ====
* {{SAI|Fast Hands|w=40}}: Gain an additional {{r|bonus}} each turn.
* {{SAI|Fast Hands|w=40}}: Gain an additional {{r|bonus}} each turn.
* {{SAI|Wholeness of Body|w=40}}: For 3 turns, gain an additional {{r|bonus}} each turn. ({{recharge|long rest}})
* {{SAI|Wholeness of Body|w=40}}: For 3 turns, gain an additional {{r|bonus}} each turn. ({{recharge|long rest}})


== Reactions ==
=== Reactions ===
By default, characters have one {{r|reaction}} which is replenished at the start of each turn. There is only one way to gain additional reactions.
By default, characters have one {{r|reaction}} which is replenished at the start of each turn. There is only one way to gain additional reactions.
* {{MdRarityItem|Duellist's Prerogative}}: If your off-hand is empty, gain an additional {{r|reaction}} each turn.
* {{MdRarityItem|Duellist's Prerogative}}: If your off-hand is empty, gain an additional {{r|reaction}} each turn.


== Movement speed ==
=== Movement speed ===
See [[List of sources of movement speed]].
See [[List of sources of movement speed]].


== Restoring common resources ==
=== Restoring common resources ===
Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn:
Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn:
* {{SAI|Assassin's Alacrity}}: Restores your {{r|action}} and {{r|bonus}} resources when entering combat.
* {{SAI|Assassin's Alacrity}}: Restores your {{r|action}} and {{r|bonus}} resources when entering combat.
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{{Excerpt|Downed (Condition)|Prevention|template=.-}}
{{Excerpt|Downed (Condition)|Prevention|template=.-}}


 
== Spell slots ==
= Spell slots =
=== Creating slots ===
=== Creating Slots ===
In addition to those gained from [[Spells#Spell slots|normal class progression]], spell slots can also be granted by the following sources:
In addition to those gained from [[Spells#Spell slots|normal class progression]], spell slots can also be granted by the following sources:


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=== Restoring slots ===
=== Restoring Slots ===
One can also restore ''expended'' slots (a used spell slot of a particular level; this will not have any effect when all slots are available, or the character does not have any slots) via the following methods:
One can also restore ''expended'' slots (a used spell slot of a particular level; this will not have any effect when all slots are available, or the character does not have any slots) via the following methods:


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== Class specific resources ==
= Class specific resources =
=== Bardic Inspiration ===
== Bardic Inspiration ==
{{Class|Bards}} gain {{r|bi|3}} at level 1, 4 at level 5, and 5 at level 9. Also at level 5, {{SAI|Font of Inspiration}} replenishes the charges after short rests. Other than that, there are a few items that give additional charges.
{{Class|Bards}} gain {{r|bi|3}} at level 1, 4 at level 5, and 5 at level 9. Also at level 5, {{SAI|Font of Inspiration}} replenishes the charges after short rests. Other than that, there are a few items that give additional charges.
* {{MdRarityItem|Wondrous Gloves}}: Gain an additional {{r|bi}}.
* {{MdRarityItem|Wondrous Gloves}}: Gain an additional {{r|bi}}.
* {{MdRarityItem|Boots of Brilliance}}: Restore a {{r|bi}}. ({{recharge|long rest}})
* {{MdRarityItem|Boots of Brilliance}}: Restore a {{r|bi}}. ({{recharge|long rest}})


== Channel Divinity ==
=== Channel Divinity ===
{{Class|Cleric}}s get a single {{r|cd}} that is replenished each short rest. The only way to get additional charges is with:
{{Class|Cleric}}s get a single {{r|cd}} that is replenished each short rest. The only way to get additional charges is with:
* {{MdRarityItem|Amulet of the Devout}}: Gain an additional {{r|cd}}. Contrary to the description, this extra charge does get replenished on short rests as well.
* {{MdRarityItem|Amulet of the Devout}}: Gain an additional {{r|cd}}. Contrary to the description, this extra charge does get replenished on short rests as well.


== Channel Oath ==
=== Channel Oath ===
{{Class|Paladin}}s get a single {{r|co}} that is replenished each short rest. The only way to get additional charges is with:
{{Class|Paladin}}s get a single {{r|co}} that is replenished each short rest. The only way to get additional charges is with:
* {{RarityItem|Armour of Devotion}}: Restore a {{r|co}}. ({{recharge|long rest}})
* {{RarityItem|Armour of Devotion}}: Restore a {{r|co}}. ({{recharge|long rest}})


== Ki ==
=== Ki ===
{{Class|Monk}}s start with {{r|ki|2}} at level 1 and gain an additional point each monk level. Other than that {{r|ki|forceplural=yes}} can be acquired from the following items and abilities:
{{Class|Monk}}s start with {{r|ki|2}} at level 1 and gain an additional point each monk level. Other than that {{r|ki|forceplural=yes}} can be acquired from the following items and abilities:
=== Items ===
 
==== Items ====
* {{MdRarityItem|Sentient Amulet (Rare)}}: Restore {{r|ki|2}}. ({{recharge|long rest}})
* {{MdRarityItem|Sentient Amulet (Rare)}}: Restore {{r|ki|2}}. ({{recharge|long rest}})
* {{MdRarityItem|Sentient Amulet (Very Rare)}}: Restore '''1d4''', '''1d6''', or '''1d8''' {{r|ki|forceplural=yes}} determined by your {{SAI|Martial Arts: Deft Strikes|Martial Arts}} die. ({{recharge|long rest}})
* {{MdRarityItem|Sentient Amulet (Very Rare)}}: Restore '''1d4''', '''1d6''', or '''1d8''' {{r|ki|forceplural=yes}} determined by your {{SAI|Martial Arts: Deft Strikes|Martial Arts}} die. ({{recharge|long rest}})
=== Class features ===
 
==== Class features ====
* {{SAI|Harmony of Fire and Water}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). ({{recharge|long rest}})
* {{SAI|Harmony of Fire and Water}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). ({{recharge|long rest}})
* {{SAI|Wholeness of Body}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). For the next 3 turns, you will regenerate 1 {{r|ki}} per turn. ({{recharge|long rest}})
* {{SAI|Wholeness of Body}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). For the next 3 turns, you will regenerate 1 {{r|ki}} per turn. ({{recharge|long rest}})


== Sorcery points ==
=== Sorcery points ===
{{Class|Sorcerer}}s gain {{r|sp|forceplural=yes}} equal to their Sorcerer level starting at level 2.
{{Class|Sorcerer}}s gain {{r|sp|forceplural=yes}} equal to their Sorcerer level starting at level 2.
Besides that, they have abilities to create additional {{r|sp|forceplural=yes}}.
Besides that, they have abilities to create additional {{r|sp|forceplural=yes}}.
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* {{SAI|Wild Magic: Sorcery Points}}: For 2 turns, each leveled spell you cast will restore {{r|sp|forceplural=yes}} equal to the level of the spell.
* {{SAI|Wild Magic: Sorcery Points}}: For 2 turns, each leveled spell you cast will restore {{r|sp|forceplural=yes}} equal to the level of the spell.


== Superiority Die ==
=== Superiority Die ===
{{Class|Battle Master}}s have {{r|sd|4}} at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
{{Class|Battle Master}}s have {{r|sd|4}} at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
* {{SAI|Martial Adept|w=40}}: Gain an additional {{r|sd}}.
* {{SAI|Martial Adept|w=40}}: Gain an additional {{r|sd}}.


== Wild Shape ==
=== Wild Shape ===
{{Class|Druid}}s get {{r|ws}} starting at level 2. The only way to increase this is with:
{{Class|Druid}}s get {{r|ws}} starting at level 2. The only way to increase this is with:
* {{MdRarityItem|Shapeshifter Hat}}: Gain an additional {{r|ws}}. ({{recharge|long rest}})
* {{MdRarityItem|Shapeshifter Hat}}: Gain an additional {{r|ws}}. ({{recharge|long rest}})


= Resting =
== Resting ==
Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.
Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.
* {{SAI|Song of Rest}}: Restores the party as if they took a short rest. This cannot be used in combat.
* {{SAI|Song of Rest}}: Restores the party as if they took a short rest. This cannot be used in combat.

Revision as of 03:56, 30 January 2024

This is a list of sources of additional resources. There are many ways to increase the various resources beyond their normal limits with class features and items.

Common resources

Actions

In combat, Actions are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.

Note that in Honour mode, these additional actions (except Action Surge Action Surge) do not work with Extra Attack Extra Attack. This means, for example, that a Hastened Hastened level 11 Fighter can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).

Consumables

Items

Class features

  • Action Surge Action Surge: Gain an additional Action, once per short rest. Unlike other sources of additional actions, the Action granted by Action Surge works with Extra Attack Extra Attack in Honour mode.
  • Haste Haste: Apply Hastened Hastened to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes Lethargic Lethargic.

Bonus actions

By default, characters have a single Bonus action to spend each turn. There are a few items and class features that can increase this.

Items

Class features

Reactions

By default, characters have one Reaction which is replenished at the start of each turn. There is only one way to gain additional reactions.

Movement speed

See List of sources of movement speed.

Restoring common resources

Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn:

Instead of being Downed, one can "cheat death" via the effects in the chart below.

  • When the player would normally hit 0 hit points, the "prevention" effect will end, and grant the player healing instead.
    • While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
  • When a character is "revived" this way, they fully restore their Resources (Action(s), Bonus action(s), Reaction(s), and Movement).
    • This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition Source Replacement Effect Condition Duration Limitation
Survival Instinct Survival Instinct Survival Instinct Survival Instinct 3d4hit points Duration: 3 turns Recharge: Short rest
Death Ward Death Ward The Reviving Hands (Aegis Palms) 1hit points Duration: 2 turns Applies to targets Healed.
Death Ward Death Ward Duration: Until Long rest alt= 1 Level 4 Spell Slots.png class=bg3wiki-icon
Relentless Rage Relentless Rage Level 11 Barbarian Passive Duration: Permanent If Enraged Enraged
Recharge: Short rest
Relentless Endurance Relentless Endurance Level 1 Half-Orc Passive Recharge: Long rest
Lathander's Blessing The Blood of Lathander Passive 2d6hit points
+1d6hit points to allies within 9 m / 30 ft

Spell slots

Creating slots

In addition to those gained from normal class progression, spell slots can also be granted by the following sources:

Source Spell Slot Level Limitation
Shield of Devotion alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon While equipped.
Shield of the Undevout alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon While equipped.
Elixir of Arcane Cultivation alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Greater Elixir of Arcane Cultivation alt= 1 Level 2 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Superior Elixir of Arcane Cultivation alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Supreme Elixir of Arcane Cultivation alt= 1 Level 4 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest

Restoring slots

One can also restore expended slots (a used spell slot of a particular level; this will not have any effect when all slots are available, or the character does not have any slots) via the following methods:

Type Source Spell Slot Level Limitation
Item Spellthief alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon On Critical Hit with Spellthief
Recharge: Short rest
Pearl of Power Amulet alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Caitiff Staff alt= 1 Level 5 Warlock Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Spellcrux Amulet alt= 1 Level 6 Spell Slots.png class=bg3wiki-icon, or alt= 1 Level 5 Spell Slots.png class=bg3wiki-icon AND matching-level alt= 1 Level 5 Warlock Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Class Feature Bolstering Magic: Level 1 Spell Slot Bolstering Magic: Level 1 Spell Slot alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Bolstering Magic: Level 2 Spell Slot Bolstering Magic: Level 2 Spell Slot alt= 1 Level 2 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Bolstering Magic: Level 3 Spell Slot Bolstering Magic: Level 3 Spell Slot alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Arcane Recovery Arcane Recovery Multiple, up to a total of (rounded up) Recharge: Long rest
Natural Recovery Natural Recovery Multiple, up to a total of (rounded up) Recharge: Long rest
Create Spell Slot Create Spell Slot alt= 1 Level 5 Spell Slots.png class=bg3wiki-icon or lower Sorcery Points

Class specific resources

Bardic Inspiration

Bards gain 3Bardic Inspiration Charges at level 1, 4 at level 5, and 5 at level 9. Also at level 5, Font of Inspiration Font of Inspiration replenishes the charges after short rests. Other than that, there are a few items that give additional charges.

Channel Divinity

Clerics get a single Channel Divinity Charge that is replenished each short rest. The only way to get additional charges is with:

  • Amulet of the Devout: Gain an additional Channel Divinity Charge. Contrary to the description, this extra charge does get replenished on short rests as well.

Channel Oath

Paladins get a single Channel Oath Charge that is replenished each short rest. The only way to get additional charges is with:

Ki

Monks start with 2Ki Points at level 1 and gain an additional point each monk level. Other than that Ki Points can be acquired from the following items and abilities:

Items

Class features

Sorcery points

Sorcerers gain Sorcery Points equal to their Sorcerer level starting at level 2. Besides that, they have abilities to create additional Sorcery Points.

Superiority Die

Battle Master Fighters have 4Superiority Dice at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:

Wild Shape

Druids get Wild Shape Charge starting at level 2. The only way to increase this is with:

Resting

Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.

  • Song of Rest Song of Rest: Restores the party as if they took a short rest. This cannot be used in combat.
  • Divine Intervention: Opulent Revival Divine Intervention: Opulent Revival: Restores the party as if they took a long rest and also revives any downed party members. This can be used in combat. Any form of Divine Intervention can only be used once per character in the entire game.
  • Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two restores the party as if they took a long rest.
  • Using the pool in the boudoir in the House of Hope also provides the benefit of a long rest.
  • Potion of Angelic Reprieve: Fall asleep for 2 turns and gain the benefits of a short rest and recharge all level 1 and 2 spell slots when you awaken.
  • Potion of Angelic Slumber: Fall asleep for 2 turns and gain the benefits of a long rest when you awaken.