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List of sources of additional resources

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This is a list of sources of additional resources. There are many ways to increase the various resources beyond their normal limits with class features and items.

Common resources[edit | edit source]

Actions[edit | edit source]

In combat, Actions are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.

Note that in Honour mode, these additional actions (except Action Surge Action Surge) do not work with Extra Attack Extra Attack. This means, for example, that a Hastened Hastened level 11 Fighter can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).

Consumables[edit | edit source]

Items[edit | edit source]

Class features[edit | edit source]

  • Action Surge Action Surge: Gain an additional Action, once per short rest. Unlike other sources of additional actions, the Action granted by Action Surge works with Extra Attack Extra Attack in Honour mode.
  • Haste Haste: Apply Hastened Hastened to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes Lethargic Lethargic.

Bonus actions[edit | edit source]

By default, characters have a single Bonus action to spend each turn. There are a few items and class features that can increase this.

Items[edit | edit source]

Class features[edit | edit source]

Reactions[edit | edit source]

By default, characters have one Reaction which is replenished at the start of each turn. There is only one way to gain additional reactions.

Movement speed[edit | edit source]

See List of sources of movement speed.

Restoring common resources[edit | edit source]

Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn:

Instead of being Downed, one can "cheat death" via the effects in the chart below.

  • When the player would normally hit 0 hit points, the "prevention" effect will end, and grant the player healing instead.
    • While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
  • When a character is "revived" this way, they fully restore their Resources (Action(s), Bonus action(s), Reaction(s), and Movement).
    • This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition Source Replacement Effect Condition Duration Limitation
Survival Instinct Survival Instinct Survival Instinct Survival Instinct 3d4hit points Duration: 3 turns Recharge: Short rest
Death Ward Death Ward The Reviving Hands (Aegis Palms) 1hit points Duration: 2 turns Applies to targets Healed.
Death Ward Death Ward Duration: Until Long rest alt= 1 Level 4 Spell Slots.png class=bg3wiki-icon
Relentless Rage Relentless Rage Level 11 Barbarian Passive Duration: Permanent If Enraged Enraged
Recharge: Short rest
Relentless Endurance Relentless Endurance Level 1 Half-Orc Passive 1hit points Duration: Permanent Recharge: Long rest
Lathander's Blessing Lathander's Blessing The Blood of Lathander Passive 2d6hit points
+1d6hit points to allies within 9 m / 30 ft
After Death Do Us Part (passive feature) After Death Do Us Part (passive feature) After Death Do Us Part Passive maxhit points Applies Shadow Possession Shadow Possession[note 1]
Recharge: Long rest

Spell slots[edit | edit source]

Creating slots[edit | edit source]

In addition to those gained from normal class progression, spell slots can also be granted by the following sources:

Source Spell Slot Level Limitation
Shield of Devotion alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon While equipped.
Shield of the Undevout alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon While equipped.
Spell Savant Amulet alt= 1 Level 2 Spell Slots.png class=bg3wiki-icon While equipped.
Elixir of Arcane Cultivation alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Greater Elixir of Arcane Cultivation alt= 1 Level 2 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Superior Elixir of Arcane Cultivation alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest
Supreme Elixir of Arcane Cultivation alt= 1 Level 4 Spell Slots.png class=bg3wiki-icon Duration: Until Long rest

Restoring slots[edit | edit source]

One can also restore expended slots (a used spell slot of a particular level; this will not have any effect when all slots are available, or the character does not have any slots) via the following methods:

Type Source Spell Slot Level Limitation
Item Spellthief alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon On Critical Hit with Spellthief
Recharge: Short rest
Pearl of Power Amulet alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Caitiff Staff alt= 1 Level 5 Warlock Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Spellcrux Amulet alt= 1 Level 6 Spell Slots.png class=bg3wiki-icon, or alt= 1 Level 5 Spell Slots.png class=bg3wiki-icon AND matching-level alt= 1 Level 5 Warlock Spell Slots.png class=bg3wiki-icon or lower Recharge: Long rest
Class Feature Bolstering Magic: Level 1 Spell Slot Bolstering Magic: Level 1 Spell Slot alt= 1 Level 1 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Bolstering Magic: Level 2 Spell Slot Bolstering Magic: Level 2 Spell Slot alt= 1 Level 2 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Bolstering Magic: Level 3 Spell Slot Bolstering Magic: Level 3 Spell Slot alt= 1 Level 3 Spell Slots.png class=bg3wiki-icon Recharge: Long rest
Arcane Recovery Arcane Recovery Multiple, up to a total of (rounded up) Recharge: Long rest
Natural Recovery Natural Recovery Multiple, up to a total of (rounded up) Recharge: Long rest
Create Spell Slot Create Spell Slot alt= 1 Level 5 Spell Slots.png class=bg3wiki-icon or lower Sorcery Points

Class specific resources[edit | edit source]

Bardic Inspiration[edit | edit source]

Bards gain 3Bardic Inspiration Charges at level 1, 4 at level 5, and 5 at level 9. Also at level 5, Font of Inspiration Font of Inspiration replenishes the charges after short rests. Other than that, there are a few items that give additional charges.

Channel Divinity[edit | edit source]

Clerics get a single Channel Divinity Charge at level 1 and another at level 6, both are replenished each short rest. Additional charges can be gained through:

  • Amulet of the Devout: Gain an additional Channel Divinity Charge. Contrary to the description, this extra charge does get replenished on short rests as well.

Channel Oath[edit | edit source]

Paladins get a single Channel Oath Charge that is replenished each short rest. The only way to get additional charges is with:

Ki[edit | edit source]

Monks start with 2Ki Points at level 1 and gain an additional point each monk level. Other than that Ki Points can be acquired from the following items and abilities:

Items[edit | edit source]

Class features[edit | edit source]

Sorcery points[edit | edit source]

Sorcerers gain Sorcery Points equal to their Sorcerer level starting at level 2. Besides that, they have abilities to create additional Sorcery Points.

Superiority Die[edit | edit source]

Battle Master Fighters have 4Superiority Dice at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:

Wild Shape[edit | edit source]

Druids get Wild Shape Charge starting at level 2. The only way to increase this is with:

Resting[edit | edit source]

Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.

  • Song of Rest Song of Rest: Restores the party as if they took a short rest. This cannot be used in combat.
  • Divine Intervention: Opulent Revival Divine Intervention: Opulent Revival: Restores the party as if they took a long rest and also revives any downed party members. This can be used in combat. Any form of Divine Intervention can only be used once per character in the entire game.
  • Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two restores the party as if they took a long rest.
  • Using the pool in the boudoir in the House of Hope also provides the benefit of a long rest.
  • Potion of Angelic Reprieve: Fall asleep for 2 turns and gain the benefits of a short rest and recharge all level 1 and 2 spell slots when you awaken.
  • Potion of Angelic Slumber: Fall asleep for 2 turns and gain the benefits of a long rest when you awaken.



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