Gameplay mechanics

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As an adventurer, you possess many skills to protect yourself and your allies during your ventures. Depending on your background, class, race, you gain different feats, proficiencies, and other abilities.

Player Actions

File:Actions Icons.png Action

Action is the most common resource a character has during a turn. It allows characters to perform various ability such as Attack, Dash, Spellcasting, etc.

See also: All Actions

B.Action Icon.png Bonus Action

Bonus Action is the second most common resource a character has during a turn. It allows characters to perform various ability such as Shove, Hide, Spellcasting, etc.

See also: All Bonus Actions

File:Reaction Icon 2.png Reaction

Reaction is one of the resource a character can use during a turn. It allows characters to perform various ability such as Opportunity Attacks.

See also: All Reactions

Feats

Athlete

Increase Strength or Dexterity by 1, to a maximum of 20.

When you are Prone, standing up uses less movement.

Defensive Duelist

When attacked with a melee attack, 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.

When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.

Heavily Armored
(Requires Medium Armor Proficiency)

Increase your Strength by 1, to a maximum of 20.

Gain Armour Proficiency with Heavy Armour.

Moderately Armored
(Requires Light Armor Proficiency)

Increase your Strength or Dexterity by 1, to a maximum of 20.

You have Armour Proficiency with Medium Armour and shields.

Lightly Armored

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Armour Proficiency with Light Armour.

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 per 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 (by 3m / 10ft).

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

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.

Gain Proficiency with four weapons of your choice.

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

Spellcasting

Spellcasting is the ability to cast Spell. Through spellcasting, you can harm, heal, hinder, or buff a target at your will. Different classes have certain ways to learn and channel magic and prepare their spells.

Classes capable of spellcasting:

List Of Spells

Conditions

Conditions are resulted by effects of Spells, Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, apply, or avoid certain Conditions can grant you the upper hand in many situations.

List of Conditions: All Conditions