Ad placeholder

Character creation: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
Tag: Manual revert
Line 76: Line 76:


* Ability Score Increase
* 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
* Athlete
** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement.
* Defensive Duelist
* Defensive Duelist
** 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.
* Dual Wielder
* 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
* Great Weapon Master
* Heavily Armored
** 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 Proficiency with Medium Armor)
** Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
 
* Lightly Armored
* Lightly Armored
** Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
* Magic Initiate: Cleric
* 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
* Magic Initiate: Druid
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
* Magic Initiate: Sorcerer
* 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
* 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
* Magic Initiate: Wizard
* Martial Adept, Mobile
** 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.
* Moderately Armored
 
* 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.
 
* Moderately Armored (Requires Proficiency with Light Armor)
** You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
 
* Shield Master
* Shield Master
** Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
* Skilled
* Skilled
* Tough
** You gain Proficiency in 3 Skills of your choice.
 
** Tough
** Hit point maximum increased by 2 for each level.
 
* Weapon Master
* Weapon Master
** Increase your Strength or Dexterity by 1, to a maximum of 20, and gain Proficiency with four weapons of your choice.


== Ability Scores ==
== Ability Scores ==

Revision as of 18:47, 6 January 2022

Origins

  • Custom: You’ve always felt you had a greater calling, but it has never borne fruit. Everything changes when you awaken imprisoned on an alien ship. Perhaps your time has finally come.
  • Astarion
  • Gale
  • Lae'zel
  • Wyll
  • Shadowheart

Backgrounds

Playable Races

Playable Classes

Skills

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 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.
  • 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 Proficiency with Medium Armor)
    • Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
  • Lightly Armored
    • Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
  • 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 pe 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.
  • Moderately Armored (Requires Proficiency with Light Armor)
    • You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
  • 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, and gain Proficiency with four weapons of your choice.

Ability Scores