Gameplay mechanics: Difference between revisions

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== Feats ==
== Feats ==


{| class=wikitable
''Main page: [[Feats]]''
|-
| '''Athlete''' ||


Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
On certain levels, you have the choice between two points of [[Ability Score]] improvement, and one [[Feat]], though some Feats also bring one point of Ability Score improvement with them. Feats can grant you certain types of [[Proficiency]], give you spell casting capabilities, or provide various other benefits.
 
When you are [[Condition#Prone|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|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 Weapon|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]].
 
When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
|-
| '''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]].
 
|-
| '''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 [[Shield|shields]].
 
|-
| '''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]].
 
|-
| '''Magic Initiate: Cleric''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Cleric#Cleric Spell List|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#Druid Spell List|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#Sorcerer Spell List|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#Warlock Spell List|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 [[Warlock#Warlock Spell List|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 [[Battle Master#Level 3|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 (by <code>3m / 10ft</code>).
 
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 Attacks|Opportunity Attack]] from your target.
 
|-
| '''Shield Master''' ||
 
Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield|shield]].
 
|-
| '''Skilled''' ||
 
You gain [[Proficiency]] in 3 [[Character Creation#Skills|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 [[Equipment#Weapons|weapons]] of your choice.
|}


== Proficiency ==
== Proficiency ==

Revision as of 12:01, 22 January 2023

Main Page > Character Abilities


As an adventurer, you possess many skills to protect yourself and your allies during your ventures. Depending on your background, class, race, you gain different feats, proficiencies, and other abilities.

Player Actions

File:Actions Icons.png Action

Action is the most common resource a character has during a turn. It allows characters to perform various ability such as Attack, Dash, Spellcasting, etc.

See also: All Actions

B.Action Icon.png Bonus Action

Bonus Action is the second most common resource a character has during a turn. It allows characters to perform various ability such as Shove, Hide, Spellcasting, etc.

See also: All Bonus Actions

File:Reaction Icon 2.png Reaction

Reaction is one of the resource a character can use during a turn. It allows characters to perform various ability such as Opportunity Attacks.

See also: All Reactions

Feats

Main page: Feats

On certain levels, you have the choice between two points of Ability Score improvement, and one Feat, though some Feats also bring one point of Ability Score improvement with them. Feats can grant you certain types of Proficiency, give you spell casting capabilities, or provide various other benefits.

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

Spellcasting

Spellcasting is the ability to cast Spell. Through spellcasting, you can harm, heal, hinder, or buff a target at your will. Different classes have certain ways to learn and channel magic and prepare their spells.

Classes capable of spellcasting:

List Of Spells

Conditions

Conditions are resulted by effects of Spells, Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.

List of Conditions: All Conditions