Adept

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Adepts are a class-like archetype of NPC's found among followers of the Absolute. Apart from racial differences, each adept has identical statistics, abilities, and features.

Appearances

Adepts of the Absolute appear primarily in Act Two in the halls of Moonrise Towers. Generic adepts additionally appear during the Act Three fight at The High Hall.

Attacks and abilities

Adepts are full spellcasters broadly similar to Clerics. They can upcast spells and have the following spell slots at their disposal:

1 Level 4 Spell Slots.png3 Level 3 Spell Slots.png3 Level 2 Spell Slots.png4 Level 1 Spell Slots.png

Main Hand Attack.webp
Normal weapon damage

Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Death Ward.webp

Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
 Melee: 1.5 m / 5  ft
Guiding Bolt.webp
D6 Radiant.png 4d6 (4~24) Damage TypesRadiant damage

The next attack roll against this target has Advantage Icon.png Advantage.
WIS Save
 Range: 18 m / 60 ft
Hunger of Hadar.webp
D6 Cold.png 2d6 (2~12) Damage TypesCold damage
+
D6 Acid.png 2d6 (2~12) Damage TypesAcid damage

Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.
DEX Save
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)

Guardian of Faith (spell)

Sacred Flame.webp
D8 Radiant.png 1d8 (1~8) Damage TypesRadiant damage

Engulf a target in a flame-like radiance.
DEX Save
 Range: 18 m / 60 ft

Named adepts