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“ | This is it. Our final major game patch for Baldur’s Gate 3. |
„ |
— Larian Studios |
Patch 8 is the final major patch for Baldur's Gate 3 and was released on April 15, 2025.
The highlight of patch 8 is the addition of a new subclass for each of the 12 classes in the game.
With patch 8 the game now also has Steam Trading Cards.
See the full list of changes for patch 8 on Baldur's Gate 3 Website.
The latest Hotfix since this final major patch is Hotfix 33.
New Content Overview[edit | edit source]
Aside from the changes to existing content, this patch adds the following new content:
New Subclasses[edit | edit source]
New Spells[edit | edit source]
Arcane Archer Fighter[edit | edit source]
Level 3
- Arcane Archer Lore
- Gain proficiency.
- Gain proficiency.
Arcane Arrows: 4
- Resource used to fire an Arcane Shot. Replenished by a Short or Long Rest.
- Arcane Shots: 3
- Choose 3 Arcane Shots.
- One Arcane Shot option can be switched out at every level.
- The spell save DC for these actions = 8 + Proficiency Modifier + your Intelligence modifier
- Arcane Shots
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(- Use Abjuration magic to potentially your target to the Feywild.
+
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(- Use Enchantment magic to deal an additional 2d6
Psychic damage. Target must succeed a
Saving throw or become .
+
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(- Use Evocation magic to make your arrow explode on impact and deal an additional 2d6
Force damage to targets within 5 m / 17 ft.
+
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(- Use Necromatic magic to deal an additional 2d6
Necrotic damage. Target must succeed a
Saving throw or become .
+
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(- Deal an additional 2d6
Poison damage. Affected entity's movement speed is reduced by 3 m / 10 ft and it will take 2d6
Slashing damage when it moves.
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(- Use Transmutation magic to attack all those within the line of your shot. Each target must succeed a
Saving throw or be dealt an additional 1d6
Piercing damage.
+
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(- Use Divination magic to make your arrow seek a target. The arrow deals an additional 1d6
Force damage and possibly applies . This arrow always hits its target.
+
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(- Use Illusion magic to deal an additional 2d6
Psychic damage. Target must succeed a
Saving throw or become .
Level 7
)
(- When you miss with any magical ranged attack, use a
Bonus Action to attack the next closest target with the same attack. (
Recharge: Per turn.)
- All of your ranged attacks are considered magical to overcome Resistance.
Arcane Arrows: 7
- Gain three additional Arcane Arrows.
- Arcane Shots: 4
- Choose 1 additional Arcane Shot.
Level 10
Arcane Arrows: 10
- Gain three additional Arcane Arrows.
- Arcane Shots: 5
- Choose 1 additional Arcane Shot.
Bladesinging Wizard[edit | edit source]
Level 2[edit | edit source]
Bladesong Power: 2
- Used to cast Bladesong. Replenished on a Long Rest. Bladesinging is not possible in Medium or Heavy armor, even if proficient; you will receive the "Bladesong Impeded" Condition while wearing them.
)
(- Invoke the Bladesong. You gain a +2 bonus to Armour Class and your movement speed increases by 3 m / 10 ft. You also gain
Advantage in Acrobatics and a +2 to
Constitution saving throws.
- You gain proficiency with and in the Performance skill. You also gain proficiency with , , , , , and .
Level 5[edit | edit source]
Bladesong Power: 3
- Gain an additional use of Bladesong.
Level 6[edit | edit source]
- You can make an additional free attack after making an unarmed or weapon attack.
Level 9[edit | edit source]
Bladesong Power: 4
- Gain an additional use of Bladesong.
Level 10[edit | edit source]
- When you take damage during your , you can expend a spell slot to subtract 5 damage per spell slot.
Circle of the Stars Druid[edit | edit source]
Level 2
You gain the following cantrip:
- You can expend a
Wild Shape Charge to take on a Starry Form rather than transforming into a beast.
+
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(- A constellation of an archer appears on you. As a
Bonus Action while in this Starry Form, you can cast .
+
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(- A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast .
+
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(- A constellation of a wise dragon appears on you. When you make a
Saving throw to maintain Concentration on a spell, a roll result of 9 or lower is considered a 10. As a
Bonus Action while in this Starry Form, you can cast .
Star Maps: 2
- Used to cast Guiding Bolt without a spell slot. Replenished by a Long Rest.
- Circle of the Stars spells
- You gain additional spells from your circle. They are Always Prepared.
+
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(+
)
(
Level 5
Star Maps: 3
- You gain an additional Star Map.
Level 6
- Whenever you Long Rest, you consult the stars for a Cosmic Omen of Weal or of Woe. The omen grants you the ability to increase (Weal) or decrease (Woe)
Attack rolls or
Saving throws, or (Weal only) to increase your allies' Ability Checks.
Cosmic Omens: 3
- Resource used for Omens. Replenished by a Long Rest.
Level 9
Star Maps: 4
- You gain an additional Star Map.
Cosmic Omens: 4
- You gain an additional Cosmic Omen.
Level 10
- Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 1d8, and the Dragon gains the ability to hover and to at a movement speed of 6 m / 20 ft. Once per turn, you can switch to a different Starry Form as a free action.
College of Glamour Bard[edit | edit source]
Level 3
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(- Imbue 2 allies with your vigour and grant them
5 temporary hit points. If they're hit with a melee attack, the attacker becomes .
Level 6
)
(- Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Targets that are
Recharge: Long rest.)
automatically fail their Saving Throw. (
- Mantle of Inspiration
- Bonus increases to
8 temporary hit points.
- Number of targets increases to 3.
Level 10
- Mantle of Inspiration
- Bonus increases to
11 temporary hit points.
- Number of targets increases to 4.
Death Domain Cleric[edit | edit source]
Level 1
- Gain
Martial weapons Proficiency
- Your Necromancy cantrips that only target 1 creature can target an additional creature.
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
- , , or (your choice)
Level 2
- When hitting a creature with a melee attack,
Channel Divinity Charge can be used to deal extra 5 + 2 × (Cleric level)
Necrotic damage.
)
(- When hitting a creature with a melee attack, Channel Divinity Charges can be used to deal extra
Necrotic damage.
Level 3
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
Level 5
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
Level 6
- Damage you deal ignores Resistance to
Necrotic damage.
Level 7
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
Level 8
)
(- Once per turn deal 1d8
Necrotic in addition to your weapon's damage when you make a melee attack. (
Recharge: Per turn.)
Level 9
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
Giant Barbarian[edit | edit source]
Level 3
+
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(- Enter a and increase in size. Your Rage damage bonus is doubled on Throw attacks.
- Your carrying capacity is increased by a quarter.
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(- Cast as a cantrip at will.
Level 5
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(- Try to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
Level 6
- Channel primordial might into your weapon. Until the end of your , your weapon will deal additional
Acid,
Cold,
Fire,
Lightning, or
Thunder damage, and gain the
Thrown property. If thrown, it will immediately reappear in your hand.
Level 10
)
(- Throw a creature or object that is Medium-sized or smaller.
Hexblade Warlock[edit | edit source]
Level 1
- You gain proficiency with
Martial weapons. You gain , which lets you use your Charisma modifier instead of Strength or Dexterity when attacking with weapons that you are proficient with.
, , and
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(- Bind to your main hand weapon. Its damage becomes magical, you cannot drop or throw it, and you become Proficient with it if you weren't already. When you attack with this weapon, there is a chance[See Notes] that will be applied to the target.
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(- Curse a target. Your damage rolls against the target gain a bonus equal to your Proficiency bonus. The number you need to roll a Critical Hit while attacking the target is also reduced by 1.
If the target dies, you regain
Warlock level + Charisma modifier hit points. (
Recharge: Short rest.)
Level 3
Level 5
Level 6
)
(- Raise an Accursed Spectre from the soul of a fallen cursed target to fight by your side. The size of the fallen creature will determine whether you raise a Feeble Spectre, Mundane Spectre, or Primordial Spectre. Doesn't work with constructs, elementals, oozes, plants, or undead.
Level 7
Level 9
Level 10
)
(- When a creature you cursed with attacks you, potentially nullify the attack as a reaction. This has a 50% chance of succeeding.
Oath of the Crown Paladin[edit | edit source]
Level 1
A paladin must follow their sworn oaths or lose their divine power. For more details, see Oaths and Oathbreaking.
- Oath of the Crown paladins abide by the following tenets:
Law. Uphold civilisation and order.
Loyalty. Your word is your bond; without loyalty, oaths and laws are meaningless.
Responsibility. Deal with the consequences of your actions, and fulfil your duties and obligations.
+
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(- Target yourself or an ally to additionally grant the target's proficiency bonus to their
Attack rolls.
Level 3
+
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(- Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have
Disadvantage.
+
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(- Shout out and heal all nearby non-enemy creatures.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Level 5
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Level 7
- When an ally within 1.5 m / 5 ft of you takes damage, you can use your
Reaction to magically substitute your own health for your ally's, healing them by 2 × (Paladin level)
hit points at the cost of taking 2 × (Paladin level)
Radiant damage yourself.
Level 9
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Shadow Magic Sorcerer[edit | edit source]
Level 1
- You can see in the dark up to 24 m / 80 ft.
- After reaching 0 Hit Points, you regain 1 instead of becoming downed.
Level 3
+
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(- Cast as a level 2 spell at will.
+ 2
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(- Cast as a level 2 spell at will.
Level 6
+ 3
)
(- Summon forth a creature of darkness. (
Recharge: Short rest.)
Level 11
)
(- Teleport into the shadows. The next spell you cast that turn will benefit from without costing any Sorcery Points.
Swarmkeeper Ranger[edit | edit source]
Level 3
- Your swarm deals additional damage to creatures marked by
- Gathered Swarm
- Choose the swarm of nature spirits you've formed a bond with. You can change your swarm whenever you level up. An ability for the chosen swarm can be used once per round after landing an attack.
- You gain a swarm of jellyfish that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional
Lightning damage, your enemy, or teleport you to a safer location.
- You gain a swarm of moths that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional
Psychic damage, your enemy, or teleport you to a safer location.
- You gain a swarm of bees that fights on your side. Once per round, the swarm can assist you in one of three ways after you attack an enemy: it can attack and deal additional
Piercing damage, push the enemy away from you, or teleport you to a safer location.
Swarm choice | Damage option | Teleport option | Utility option |
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- Subclass Spells
- You gain the following spells. They are Always Prepared.
Level 5
- Subclass Spells
- You gain the following spell. It is Always Prepared.
Level 7
Writhing Currents: 3
- Used to cast Writhing Tide. Replenished on a Long Rest.
+
)
(- Condense part of your swarm into a mass that lifts you up. Gain a flying speed of 9 m / 30 ft and become unaffected by surface effects.
Level 9
Writhing Currents: 4
- One additional use of Writhing Tide.
- Subclass Spells
- You gain the following spell. It is Always Prepared.
Level 11
- Your swarm has grown stronger. The swarm's regular attack now deals 1d8 damage, its special attack has one additional feature, and teleporting with your swarm now also increases your
Armour Class for the rest of the round.
Swarm choice | Damage option | Teleport option | Utility option |
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Swashbuckler Rogue[edit | edit source]
Level 3
- If you make a melee attack against a target, that target can't make Opportunity Attacks against you for the rest of your turn.
- You gain a +2 bonus to initiative rolls. This scales with your rogue level.
You no longer need
Advantage to trigger Sneak Attack as long as you are within 1.5 m / 5 ft of the target and don't have
Disadvantage.[See: Bugs]
- Normal Sneak Attack is replaced by Rakish Sneak Attack.
)
(- Deal extra damage to a foe you have
Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m / 7 ft of the target, or if you have an ally within that range. (
Recharge: Per turn.)
)
(- Deal extra damage to a foe you have
Advantage against. You can also use this attack without Advantage if there are no other combatants within 2 m / 7 ft of the target, or if you have an ally within that range. (
Recharge: Per turn.)
Level 4
- Dirty Tricks
- Learn the following Dirty Tricks.
- Charisma is the spellcasting modifier used for these abilities, except Sand Toss, which uses Dexterity.
)
(- Flick your weapon at a target and possibly them.
)
(- Toss a handful of sand at your enemy and possibly them.
)
(- Cast as a cantrip at will.
Level 9
)
(- Roll a Persuasion check to beguile a humanoid, who must contest it with an Insight check. Enemies who fail gain ; others who fail become .
Way of the Drunken Master Monk[edit | edit source]
Level 3
- You are Immune to the negative effects of being . Once per day, when you drink alcohol, you regain half your
Ki Points (rounded down).
- You gain Proficiency in .
+
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(- Punch twice in quick succession and grant yourself an additional 3 m / 10 ft movement and the benefits of .
Level 4
+
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(- Hit a creature with your bare fists and possibly get them .
- Every time hits, the monk gains , which increases Armour Class and Attack Rolls against targets.
Level 6
- When you are , standing up uses only 1.5 m / 5 ft of your
Movement Speed speed.
- When a creature misses you with a melee attack, you can spend 1
Ki Point as a reaction to make an unarmed attack against the attacker.
Level 9
+
)
(- Hit a target and sober them up by dealing bonus
Psychic damage. On a successful hit, the monk also loses .
Level 11
)
(2 - When you make an Ability Check, Attack Roll, or Saving Throw and have
Disadvantage on the roll, you can spend
2 Ki Points to negate the Disadvantage for that roll. (
Recharge: Per turn.)
New spells[edit | edit source]
The patch also introduced a number of new spells available to both the new subclasses and the old ones.
Booming Blade[edit | edit source]
This cantrip is added to the Sorcerer, Warlock, and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. However, it is not available via Spell Sniper. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.
Bursting Sinew[edit | edit source]
This cantrip is added to the Cleric and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.
Shadow Blade[edit | edit source]
Previously, a version of this spell was available via the Shadow Blade Ring. It is now a normal spell in the Sorcerer, Warlock, and Wizard spell lists. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this spell at level 7 and level 8 respectively.
Staggering Smite[edit | edit source]
Previously, this spell existed as an NPC-only ability, but has been added to The Hexblade's spell list. Currently, it is exclusive to that class and not selectable even through Magical Secrets which lets bards learn .
Toll the Dead[edit | edit source]
This cantrip is added to the Cleric, Warlock, and Wizard cantrip lists. It is available to any other class by taking a Magic Initiate feat. Since Arcane Trickster and Eldritch Knight also use the Wizard spell list, they can also access this cantrip at level 3.
Miscellaneous[edit | edit source]
The following patch notes are unofficial and subject to change prior to the full release of Patch 8.
- It still does not apply to .
- The bonus damage while wild shaped applies to all damage dealt, including spell damage. For example, cast by a wild shaped druid will deal bonus Strength modifier damage every time a creature moves.
- Some wild shape attacks like deal multiple instances of damage. The Tavern Brawler bonus damage will be applied to each of them.
in wild shape form should now correctly add damage to unarmed attacks. Previously, this only worked in Tactician difficulty and below.
Attack rolls and 1d4 elemental damage. Previously it gave +1 enhancement bonus and 1d4 elemental damage.
- This results in -1 damage overall.
- This also applies to and .
now gives a +1 bonus to - now deals damage. Previously, it erroneously dealt damage.
Jhannyl's Gloves has the cooldown removed from the Defy Villainy feature. It can now activate an unlimited number of times instead of once per long rest.
- summoned weapon now grants innate proficiency to the summoner. This means wizards and sorcerers (who lack proficiency with shortswords) can wield the weapon without penalties.
- Water Myrmidons no longer applies to all creatures in the radius. ability of
- 10d6 damage with the Ice Cloud created when it is destroyed. Previously it dealt 5d6 damage instead. The saving throw is still a fixed DC 16
Constitution saving throw, however.
now correctly deals - and are now correctly removed on changing class. Previously, the weapon would indefinitely remain bonded with all the benefits (such as using Charisma for attacks) even switching from Warlock.
Bonus Action even when upcast. Previously, it erroneously used a full
Action when upcast.
now uses a - Kar'niss now applies a -6
Armour Class penalty instead of -4.
inflicted by Amulet of the Drunkard now correctly applies its healing effect every turn. Previously, it only worked for a single turn.
- is now required for wildshapes to deal magical damage. Previously, wildshapes of level 5 or higher always dealt magical damage even for non-Moon druids. Primal Strikes only affected the pre-level 5 wildshape forms.
- The Punch-Drunk Bastard's ability Tippler's Rage now hits allies as well as enemies in its blast radius, where as it would only target enemies and objects prior to Patch 8