Patch 8 Overview
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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 34.
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

- Gain a Cantrip
- Choose between one of three cantrips:

- 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.
Level 7
- Curving Shot ()
- 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.)
- Magic Arrow
- 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.
- Bladesong ()
- 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.
- Training in War and Song
- 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]
- Extra Attack
- 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]
- Song of Defence
- 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:

- Starry Form
- You can expend a Wild Shape Charge to take on a Starry Form rather than transforming into a beast.
- Starry Form: Archer ( + )
- A constellation of an archer appears on you. As a Bonus Action while in this Starry Form, you can cast .
- Starry Form: Chalice ( + )
- A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell that consumes a spell slot, you can cast .
- Starry Form: Dragon ( + )
- 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.
- Guiding Bolt ( + )
- Star Map: Guiding Bolt ( + )
Level 5
- Star Maps: 3
- You gain an additional Star Map.
Level 6
- Cosmic Omen
- 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
- Twinkling Constellations
- 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
- Mantle of Inspiration ( + )
- 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
- Mantle of Majesty: Command ()
- Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Targets that are automatically fail their Saving Throw. ( Recharge: Long rest.)

- 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


- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
- Bone Chill, Bursting Sinew, or Toll the Dead (your choice)
- False Life
- Ray of Sickness
Level 2
- Channel Divinity: Touch of Death
- When hitting a creature with a melee attack, Channel Divinity Charge can be used to deal extra 5 + 2 × (Cleric level) damage.
- Touch of Death ()
- When hitting a creature with a melee attack, Channel Divinity Charges can be used to deal extra 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
- Inescapable Destruction
- Damage you deal ignores Resistance to damage.
Level 7
- Domain Spells
- You gain additional spells from your domain. They are Always Prepared.
Level 8
- Divine Strike: Necrotic ()
- Once per turn deal 1d8 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
- Giant's Rage ( + )
- Enter a and increase in size. Your Rage damage bonus is doubled on Throw attacks.
- Vaprak's Greed
- Your carrying capacity is increased by a quarter.
- Thaumaturgy ()
- Cast as a cantrip at will.
Level 5
- Boot of the Giants ()
- Try to kick a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
Level 6
- Elemental Cleaver
- Channel primordial might into your weapon. Until the end of your , your weapon will deal additional , , , , or damage, and gain the Thrown property. If thrown, it will immediately reappear in your hand.
Level 10
- Mighty Impel ()
- Throw a creature or object that is Medium-sized or smaller.
Hexblade Warlock[edit | edit source]
Level 1
- Hex Warrior
- You gain proficiency with , , and 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.

- Bind Hexed Weapon ()
- 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.

- Hexblade's Curse ()
- 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.)

- Expanded Spell List
- 1st Level Spells
Level 3
- Expanded Spell List
- 2nd Level Spells
Level 5

- Expanded Spell List
- 3rd Level Spells
Level 6
- Accursed Spectre ()
- 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
- Expanded Spell List
- 4th Level Spells
Level 9
- Expanded Spell List
- 5th Level Spells
Level 10
- Armour of Hexes ()
- 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 Tenets
- 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.
- Righteous Clarity ( + )
- Target yourself or an ally to additionally grant the target's proficiency bonus to their Attack Rolls.
Level 3
- Champion Challenge ( + )
- Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have Disadvantage.
- Turn the Tide ( + )
- 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
- Divine Allegiance
- 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) at the cost of taking 2 × (Paladin level) 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
- Eyes of the Dark
- You can see in the dark up to 24 m / 80 ft.
- Strength of the Grave
- After reaching 0 Hit Points, you regain 1 instead of becoming downed.
Level 3
- Darkness ( + )
- Cast as a level 2 spell at will.
- Eyes of the Dark: Darkness ( + 2 )
- Cast as a level 2 spell at will.
Level 6
- Hound of Ill Omen ( + 3 )
- Summon forth a creature of darkness. ( Recharge: Short rest.)
Level 11
- Shadow Walk ()
- 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
- Prey's Scent
- 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.
- Cloud of Jellyfish
- 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 damage, your enemy, or teleport you to a safer location.
- Flurry of Moths
- 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 damage, your enemy, or teleport you to a safer location.
- Legion of Bees
- 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 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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| Cloud of Jellyfish |
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| Flurry of Moths |
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| Legion of Bees |
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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.

- Writhing Tide ( + )
- 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
- Mighty Swarm
- 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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| Cloud of Jellyfish |
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| Flurry of Moths |
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| Legion of Bees |
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Swashbuckler Rogue[edit | edit source]
Level 3
- Fancy Footwork
- If you make a melee attack against a target, that target can't make Opportunity Attacks against you for the rest of your turn.
- Rakish Audacity
- 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.
- Rakish Sneak Attack (Melee) ()
- 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.)
- Rakish Sneak Attack (Ranged) ()
- 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.
- Dirty Trick: Flick o' the Wrist ()
- Flick your weapon at a target and possibly them.
- Dirty Trick: Sand Toss ()
- Toss a handful of sand at your enemy and possibly them.
- Dirty Trick: Vicious Mockery ()
- Cast as a cantrip at will.
Level 9
- Panache ()
- 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
- Cheeky Tipple
- You are Immune to the negative effects of being . Once per day, when you drink alcohol, you regain half your Ki Points (rounded down).
- Drunken Performance
- You gain Proficiency in .
- Drunken Technique ( + )
- Punch twice in quick succession and grant yourself an additional 3 m / 10 ft movement and the benefits of .
Level 4
- Intoxicating Strike ( + )
- Hit a creature with your bare fists and possibly get them .
- Life of the Party
- Every time hits, the monk gains , which increases Armour Class and Attack Rolls against targets.
Level 6
- Leap to Your Feet
- When you are , standing up uses only 1.5 m / 5 ft of your Movement Speed speed.
- Redirect Attack
- 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
- Sobering Realisation ( + )
- Hit a target and sober them up by dealing bonus damage. On a successful hit, the monk also loses .
Level 11
- Drunkard's Luck (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 Banishing Smite.
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.
- Tavern Brawler in wild shape form should now correctly add damage to unarmed attacks. Previously, this only worked in Tactician difficulty and below.
- It still does not apply to Slayer Form.
- The bonus damage while wild shaped applies to all damage dealt, including spell damage. For example, Spike Growth cast by a wild shaped druid will deal bonus Strength modifier damage every time a creature moves.
- Some wild shape attacks like Grounded Thunder Strike deal multiple instances of damage. The Tavern Brawler bonus damage will be applied to each of them.
- Elemental Weapon now gives a +1 bonus to 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 Draconic Elemental Weapon and Elemental Age.
- Storm's Fury now deals Lightning damage. Previously, it erroneously dealt Thunder 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.
- Shadow Blade 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.
- Healing Vapours ability of Water Myrmidons no longer applies Wet to all creatures in the radius.
- Wall of Ice now correctly deals 10d6Cold damage with the Ice Cloud created when it is destroyed. Previously it dealt 5d6Cold damage instead. The saving throw is still a fixed DC 16 Constitution saving throw, however.
- Bind Pact Weapon and Weapon Bond 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.
- Grasping Vine now uses a Bonus Action even when upcast. Previously, it erroneously used a full Action when upcast.
- Spindleweb Skepticism inflicted by Kar'niss now applies a -6 Armour Class penalty instead of -4.
- Amulet of the Drunkard now correctly applies its healing effect every turn. Previously, it only worked for a single turn.
- Primal Strike 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




