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Gameplay mechanics: Difference between revisions

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== Feats ==
== Feats ==


* Ability Score Increase
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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.
|}


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


* Defensive Duelist
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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.
|}


* Dual Wielder
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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]].
|}


* Great Weapon Master
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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]].
|}


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


* Lightly Armored
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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.
|}


* Magic Initiate: Cleric
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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.
|}


* Magic Initiate: Druid
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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: Sorcerer
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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: Warlock
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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: Wizard
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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]].
| <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]].
|}


* Martial Adept
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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]].
|}


* Mobile
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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.
|}


* Moderately Armored (Requires Proficiency with Light Armor)
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
** 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.
| <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.
|}


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


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


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


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


== Proficiency ==
== Proficiency ==

Revision as of 18:57, 8 January 2022

Actions

  • Action
  • Bonus Action
  • Reaction

Feats

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