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Gameplay mechanics

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Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.

Creatures

For the basics of player created characters, see Character creation.

Creatures are living beings in the game. All characters, animals and monsters are creatures. Every creature has a race and a creature type.

If a creature has a class, it is also a character. Player characters and all companions also have a background, and can use equipment.

Stats

All creatures have hit points that determine how much damage it can take, and abilities which are used in calculation of dice rolls.

Other important stats include Armour Class, proficiency bonus and resistances.

Features

Most creatures have racial traits, and many have proficiencies, including skills. Characters have class features, and may have feats, and may be capable of casting spells.

Feats

At certain levels, a character has the choice between two points of Ability Score Improvement or one feat.

Proficiency

Proficiency indicates a specific talent your character has, whether it's knowing how to effectively handle a certain type of weapon, fight in a certain type of armour, or being talented in a specific skill set such as Athletics or Animal Handling.

When you have a certain Proficiency, you gain Proficiency Bonus on corresponding rolls. The bonus added to the roll depends on your character's level.

Spellcasting

Also see List of spells.

Spellcasting is the ability to cast spells. Through spellcasting, you can harm, heal, hinder, or buff targets. Different classes have different ways to learn, prepare, and channel their magic for spells.

Conditions

Conditions are the lingering effects of certain Spells, Class Features, etc. that may positively or negatively affect a creature. Knowing how to inflict, cure, or avoid certain Conditions can grant you the upper hand in many situations.

Turns and rounds

A turn is the most basic unit of time in Baldur's Gate 3 gameplay. The order in which creatures take their turn (the turn order) is decided by rolling for initiative. When all creatures have taken their turns, a round has passed.

Most creatures are able to take one action, one bonus action and one reaction per turn, but some equipment and class features allow a creature to take more actions than this.

Actions, bonus actions and reactions are also represented as resources that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.

Resources

  • Action: The primary resource, used for taking actions, such as Attack, Dash, Hide, Throw, Spellcasting etc.
    • Bonus action: A secondary resource a character can use during a turn to take bonus actions, such as Jump.
  • Some traits or class features allow a creature to take specific actions as bonus actions.
  • Reaction: A secondary resource a character can use during a combat round. It primarily allows a creature to take reactions outside their own turn - such as Opportunity Attacks.

Weapon actions

Having a weapon equipped grants a character access to special actions only usable while wielding that weapon. These are usually special attacks that can do bonus damage, hit multiple targets, debilitate foes, or move the character