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Long rest bonuses

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A list of bonus features that last until the next Long Rest.

Spells[edit | edit source]

Indefinite non-concentration buff spells
Name Level Effect
AidAid 2 Increase max HP by 5, plus 5 per upcast level.
Armour of AgathysArmour of Agathys 1 Gain 5 temporary hit points 5 temporary hit points and reflect 5ColdCold back to melee attackers per spell slot level. The effect ends early if the temporary hit points are depleted.
Create UndeadCreate Undead 6 Raise an undead mummy that fights for you.
DarkvisionDarkvision 2 See in the dark up to 12 m / 40 ft⁠12 m / 40 ft away.
DaylightDaylight 3 Enchant the target's weapon to emit sunlight in a 15 m / 50 ft⁠15 m / 50 ft radius. If cast directly on an object, it only lasts for 20 turns.
Death WardDeath Ward 4 When taking damage that would downdown you, drop to 1 HP instead. This effect ends after it is triggered.
Disguise SelfDisguise Self 1 Change your appearance to any race and bodytype combination. This lets you access some race specific dialogue options and use race specific items.
False LifeFalse Life 1 Gain temporary hit pointstemporary hit points equal to 2 + 5 per spell slot level.
Freedom of MovementFreedom of Movement 4 Movement speed cannot be reduced by Difficult Terrain, spells, or magical effects and become immune to ParalysedParalysed and RestrainedRestrained.
Heroes' FeastHeroes' Feast 6 Increase max HP by 12, gain immunity to frighten, disease, and poison effects, and gain AdvantageAdvantage on Wisdom saving throwWisdom saving throw.
LightLight Cantrip Enchant an item to emit light in a 7.5 m / 25 ft⁠7.5 m / 25 ft radius.
LongstriderLongstrider 1 Increase movement speed by 3 m / 10 ft⁠3 m / 10 ft.
Mage ArmourMage Armour 1 Increase base Armour ClassArmour Class from 10 to 13 while unarmoured.
Protection from PoisonProtection from Poison 2 Grant AdvantageAdvantage on Saving throwSaving throws against being poisoned and Resistance to PoisonPoison damage.\
See InvisibilitySee Invisibility 2 Detect InvisibleInvisible creatures within 9 m / 30 ft⁠9 m / 30 ft and possibly reveal them if they fail a Dexterity saving throwDexterity saving throw.
SeemingSeeming 5 Disguise up to 4 party members.
Speak with AnimalsSpeak with Animals 1 Can talk with animals, unlocking numerous conversation opportunities.
Speak with DeadSpeak with Dead 3 Can interrogate corpses. After casting the spell, corpses that can be questioned will be highlighted. The spell can be recast at-will.
Warding BondWarding Bond 2 Resistance to all damage, and a +1 bonus to Armour ClassArmour Class and Saving throwSaving throws.
Indefinite concentration buff spells
Name Level Effect
BarkskinBarkskin 2 Set minimum Armour ClassArmour Class to 16.
Detect ThoughtsDetect Thoughts 2 Focus your mind to read the thoughts of certain creatures while talking to them.
Enhance AbilityEnhance Ability 2 Grant AdvantageAdvantage on ability checks with the chosen ability.
Expeditious RetreatExpeditious Retreat 1 Gain DashDash immediately and as a bonus action on each of your turns until this spell ends.
Gaseous FormGaseous Form 3 Turn into a gas cloud that can fly and fit through small openings.
Magic WeaponMagic Weapon 2 Increase enchantment bonus of a weapon by 1, 2, or 3 when cast with a spell slot of level 2 to 3, 4 to 5, or 6 respectively.
Pass Without TracePass Without Trace 2 Grant a +10 bonus to Stealth checks to all nearby allies.
Protection from EnergyProtection from Energy 3 Grant Resistance to the chosen elemental damage.
Protection from Evil and GoodProtection from Evil and Good 2 Protects against Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Shield of FaithShield of Faith 1 Increase Armour ClassArmour Class by 2.
StoneskinStoneskin 4 Grant Resistance to physical damage.
Wind WalkWind Walk 6 Turn all nearby party members into gas clouds that can fly and fit through small openings.
Indefinite concentration debuff spells
Name Level Effect
HexHex 1 Make your attacks deal an additional 1d6NecroticNecrotic damage to the target and give it DisadvantageDisadvantage on an Ability of your choosing.
Hunter's MarkHunter's Mark 1 Mark a creature as your quarry to deal an additional 1d6WeaponWeapon damage whenever you hit it with a weapon attack.

Elixirs[edit | edit source]

Main article: Elixirs

Elixirs grant persistent bonuses that last until the next long rest after they are consumed. Only one elixir effect can be active at once and drinking a second elixir will overwrite the effect of the first.

Other[edit | edit source]