Guide:Races Guide by Phantomsplit: Difference between revisions

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→‎Lore: Removed mention of Karlach being a hellrider.
(→‎Build Synergy: Discussed Friends cantrip on high elf)
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(→‎Lore: Removed mention of Karlach being a hellrider.)
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The subrace features synergize just like the same features do for the base Elf race:
The subrace features synergize just like the same features do for the base Elf race:
* Drow Half-Elf's [[Dancing Lights]] is not very helpful on caster character because it competes for [[Concentration]] but can be of a bit of benefit to non caster builds. [[Darkness]] has great in combat and out of combat utility whether you are a caster or not, but is especially good on a Warlock with the Devil's Sight [[Eldritch Invocation]]. [[Faerie Fire]] is a great spell into the midgame even, but only on characters with decent Charisma as described in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
* Drow Half-Elf's [[Dancing Lights]] is not very helpful on caster character because it competes for [[Concentration]] but can be of a bit of benefit to non caster builds. [[Darkness]] has great in combat and out of combat utility whether you are a caster or not, but is especially good on a Warlock with the Devil's Sight [[Eldritch Invocation]]. [[Faerie Fire]] is a great spell into the midgame even, but only on characters with decent Charisma as described in the [[Guide:Baldur's Gate 3 Races Guide#Racial_Spellcasting|Racial Spellcasting]] section.
* High Half-Elf's Cantrip goes great with [[Intelligence]] based casters such as the [[Wizard]], [[Eldritch Knight]] [[Fighter]], or [[Arcane Trickster]] [[Rogue]]. But if the character will not have a high Intelligence then Light, Minor Illusion, and to an extent Mage Hand can also be good options as described in the [[Guide:Races_Guide_by_Phantomsplit#Build_Synergy_4|Elf Mechanics]] section of this guide.
* High Half-Elf's Cantrip goes great with [[Intelligence]] based casters such as the [[Wizard]], [[Eldritch Knight]] [[Fighter]], or [[Arcane Trickster]] [[Rogue]]. But if the character will not have a high Intelligence then Friends, Light, Minor Illusion, and to an extent Mage Hand can also be good options as described in the [[Guide:Races_Guide_by_Phantomsplit#Build_Synergy_4|Elf Mechanics]] section of this guide.
* Wood Half-Elf movement speed bonus is nice on all characters, but especially nice on melee characters who can use this to get into range of their target. Their stealth proficiency is nice on sneaky characters as it opens you up to put proficiencies from [[background]] and your starting class elsewhere.
* Wood Half-Elf movement speed bonus is nice on all characters, but especially nice on melee characters who can use this to get into range of their target. Their stealth proficiency is nice on sneaky characters as it opens you up to put proficiencies from [[background]] and your starting class elsewhere.


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All [[Halfling|Halflings]] have:
All [[Halfling|Halflings]] have:
* A 25 ft movement speed (5 ft less than normal)
* A 25 ft movement speed (5 ft less than normal)
* [[Lucky]] allowing them to reroll any natural 1 they get on [[Attack Roll|attack rolls]], [[Saving Throw|saving throws]], or [[Ability Check|ability checks]]
* [[Halfling Luck]] allowing them to reroll any natural 1 they get on [[Attack Roll|attack rolls]], [[Saving Throw|saving throws]], or [[Ability Check|ability checks]]
* [[Brave]] granting them [[advantage]] on saving throws against being frightened.
* [[Brave]] granting them [[advantage]] on saving throws against being frightened.


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! [[Halfling#Lightfoot_Halflings|Lightfoot Halfling]] !! [[Halfling#Strongheart_Halflingsf|Strongheart Halfling]] (Stout Halfling)
! [[Halfling#Lightfoot_Halflings|Lightfoot Halfling]] !! [[Halfling#Strongheart_Halflingsf|Strongheart Halfling]] (Stout Halfling)
|-
|-
| [[Naturally Stealthy]] granting [[proficiency]] in [[Stealth]] || [[Strongheart Resilience]] giving them resistance to poison damage and [[advantage]] on saving throws against poison.
| [[Naturally Stealthy]] granting advantage on [[Stealth]] checks || [[Strongheart Resilience]] giving them resistance to poison damage and [[advantage]] on saving throws against poison.
|}
|}


====Build Synergy====
====Build Synergy====
As with [[dwarf]] and [[gnome]], the halfling's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. Not having darkvision is a pretty significant detriment to this class which is something you'll have to keep in mind while playing in dark areas. Brave giving them [[advantage]] on saving throws against being [[Frightened (Condition)|frightened]] can be very helpful at high levels when creatures start having powerful effects that apply fear, but until then it is very situational. Their best ability is by far [[Lucky]], as it gives you a chance to succeed on checks you would have otherwise failed. Lucky is further moderately buffed in BG3. Larian has implemented a controversial [[D&D_5e_Rule_Changes#Fundamental_Changes|rule change]] where a natural 1 on an [[Ability Check|ability check]] results in an automatic failure, even if your modifiers, proficiency bonus, [[Guidance|guidance]], etc. would put you over the DC of the check. This can cause you to fail a check which by the D&D 5e books you should have succeeded just because you rolled a 1. A halfling's ability to reroll natural ones reduces the likelihood of this Larian houserule hurting your character. This makes halfling a more tempting race for skill monkey character like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]].
As with [[dwarf]] and [[gnome]], the halfling's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. Not having darkvision is a pretty significant detriment to this class which is something you'll have to keep in mind while playing in dark areas. Brave giving them [[advantage]] on saving throws against being [[Frightened (Condition)|frightened]] can be very helpful at high levels when creatures start having powerful effects that apply fear, but until then it is very situational. Their best ability is by far [[Halfling Luck]], as it gives you a chance to succeed on checks you would have otherwise failed. Halfling luck is further moderately buffed in BG3. Larian has implemented a controversial [[D&D_5e_Rule_Changes#Fundamental_Changes|rule change]] where a natural 1 on an [[Ability Check|ability check]] results in an automatic failure, even if your modifiers, proficiency bonus, [[Guidance|guidance]], etc. would put you over the DC of the check. This can cause you to fail a check which by the D&D 5e books you should have succeeded just because you rolled a 1. A halfling's ability to reroll natural ones reduces the likelihood of this Larian houserule hurting your character. This makes halfling a more tempting race for skill monkey character like [[Rogue|rogue]], [[Bard|bard]], [[Ranger|ranger]], or knowledge domain [[Cleric|cleric]].


The lightfoot halfling's naturally stealthy could be nice on a character who is doing some sneaking about and allow them to focus proficiencies they get from their class and/or background in other areas. In contrast, a strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat.  
A strongheart halfling's resilience will help them resist the very common poison damage and associated effects in combat. If you aren't doing a stealthy playthrough then they are a very good race to pick. But if you are doing a stealthy playthrough then Lightfoot Halfling is one of the best races in the game. Especially once somebody on your team has access to [[Pass Without Trace]] and [[Greater Invisibility]] spells. A Lightfoot Halfling under the effect of these spells is practically undetectable.


== [[Human|Humans]] ==
== [[Human|Humans]] ==
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====Build Synergy====
====Build Synergy====
The Githyanki [[Astral Knowledge]] feature is possibly the most powerful racial feature in all BG3. Picking an ability like Wisdom or Intelligence can mean proficiency in up to 5 skills. It is incredibly powerful, especially on a face character who does all the talking.  
The Githyanki [[Astral Knowledge]] feature is one of the most powerful racial feature in all BG3, besides Duergar invisibility, Halfling luck, and gnome advantage on saving throws. Picking an ability like Wisdom or Intelligence can mean proficiency in up to 5 skills. It is incredibly powerful, especially on a face character who does all the talking.  


The [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes really opens up a lot of builds with Githyanki. Them starting with medium armor proficiency makes them tempting for squishy casters like [[Wizard]], [[Sorcerer]], Lore [[Bard]], and [[Warlock]] because you can just leave [[Dexterity]] at 14 and get an [[Armour Class|armor class]] of 16 from basic medium armor. And a free cast of Misty Step is also great on any and all characters, though maybe it is a little less useful on a [[Barbarian]] who wouldn't be able to cast it while in a [[Rage|rage]]. and [[Monk|Monks]] are able to use any weapons they are proficient with that lacks the two-handed and heavy [[Weapons#Properties|weapon properties]], meaning [[longsword]] proficiency allows a Monk character to wield a Longsword as a versatile weapon dealing 1d10 damage, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.  
The [[Guide:Baldur's_Gate_3_Races_Guide#Flexible_Ability_Scores|Flexible Ability Scores]] changes really opens up a lot of builds with Githyanki. Them starting with medium armor proficiency makes them tempting for squishy casters like [[Wizard]], [[Sorcerer]], Lore [[Bard]], and [[Warlock]] because you can just leave [[Dexterity]] at 14 and get an [[Armour Class|armor class]] of 16 from basic medium armor. And a free cast of Misty Step is also great on any and all characters, though maybe it is a little less useful on a [[Barbarian]] who wouldn't be able to cast it while in a [[Rage|rage]]. And [[Monk|Monks]] are able to use any weapons they are proficient with that lacks the two-handed and heavy [[Weapons#Properties|weapon properties]], meaning [[longsword]] proficiency allows a Monk character to wield a Longsword as a versatile weapon dealing 1d10 damage, which is a bit better and at least another option compared to the next best option monks normally get with the quarterstaves or spears which can do d8 damage.  


[[Jump]] (the spell) is extremely useful in Baldur's Gate 3 based off Larian's design of combat areas and their changes to the regular [[Jump (Bonus Action)|jump]] movement ability. It is especially useful with a high [[Strength]] character. A high Strength character with the Jump spell cast on them can jump extremely long distances, to the point it is a feasible option for bypassing some obstacles. Or at the very least it greatly increases the ability of a melee character to get into range with enemies as they will be able to jump so far with this spell. Even if the Githyanki character is not the one to use this spell, it can still be immensely beneficial if cast on an ally with high Strength or limited mobility.
[[Jump]] (the spell) is extremely useful in Baldur's Gate 3 based off Larian's design of combat areas and their changes to the regular [[Jump (Bonus Action)|jump]] movement ability. It is especially useful with a high [[Strength]] character. A high Strength character with the Jump spell cast on them can jump extremely long distances, to the point it is a feasible option for bypassing some obstacles or encounters. Or at the very least it greatly increases the ability of a melee character to get into range with enemies as they will be able to jump so far with this spell. Even if the Githyanki character is not the one to use this spell, it can still be immensely beneficial if cast on an ally with high Strength or limited mobility.


If the melee cantrip spells Green flame blade and Booming Blade were to be added to BG3, Githyanki would become one of the top choices for melee full casters like sorcerers or wizards. Even without these melee cantrips Githyanki brings a lot to the table for any character, but especially for squishy casters who can take advantage of the medium armor proficiency or melee characters who can get added benefit from the mobility that [[Jump]] and [[Misty Step]] provide. The Githyanki race is widely considered to be the most powerful race in BG3.
If the melee cantrip spells Green flame blade and Booming Blade were to be added to BG3, Githyanki would become one of the top choices for melee full casters like sorcerers or wizards. Even without these melee cantrips Githyanki brings a lot to the table for any character, but especially for squishy casters who can take advantage of the medium armor proficiency or melee characters who can get added benefit from the mobility that [[Jump]] and [[Misty Step]] provide. The Githyanki race is widely considered to be one of the most powerful races in BG3.


==[[Gnome|Gnomes]]==
==[[Gnome|Gnomes]]==
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As with [[Halfling]] and [[Dwarf]], the Gnome's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. The [[Gnome Cunning]] ability is seen right up there with Halfling's [[Lucky]] as one of the best racial abilities in the game. Lucky has the added benefit of applying to all [[Attack Rolls|attack rolls]], [[Saving Throws|saving throws]], and [[Skill Check|skill checks]], while [[Gnome Cunning]] only applies to [[Saving Throws|saving throws]] that specifically use Intelligence, Charisma, and Wisdom. However, if you are making one of those types of saving throws then Gnome Cunning applies every time, whereas halfling's Lucky only applies on the off-chance your roll ends up as a natural 1. Lucky is not as powerful but more universally applied, while Gnome Cunning is far more useful in the specific scenarios it applies. Wisdom, Intelligence, and Charisma saving throws are typically used to resist mind altering affects that can make you skip turns. In turn-based combat games, action economy is paramount. If you have a 6th level [[Paladin]] aura applied to a Gnome (or if the Gnome themself is a Paladin) then it will be very difficult for them to fail such a a debilitating saving throw. Baldur's Gate 3 also often uses Wisdom Saving throws in certain dialogue scenes, so having [[Advantage|advantage]] on these saves is immensely beneficial.
As with [[Halfling]] and [[Dwarf]], the Gnome's movement speed penalty mostly hurts them when it comes to melee combat builds because this may make it more difficult to close the distance with their target, though this is not as important for ranged builds and can be somewhat offset by melee builds that get a movement speed bonus like [[Barbarian]] and [[Monk]]. The [[Gnome Cunning]] ability is seen right up there with Halfling's [[Lucky]] as one of the best racial abilities in the game. Lucky has the added benefit of applying to all [[Attack Rolls|attack rolls]], [[Saving Throws|saving throws]], and [[Skill Check|skill checks]], while [[Gnome Cunning]] only applies to [[Saving Throws|saving throws]] that specifically use Intelligence, Charisma, and Wisdom. However, if you are making one of those types of saving throws then Gnome Cunning applies every time, whereas halfling's Lucky only applies on the off-chance your roll ends up as a natural 1. Lucky is not as powerful but more universally applied, while Gnome Cunning is far more useful in the specific scenarios it applies. Wisdom, Intelligence, and Charisma saving throws are typically used to resist mind altering affects that can make you skip turns. In turn-based combat games, action economy is paramount. If you have a 6th level [[Paladin]] aura applied to a Gnome (or if the Gnome themself is a Paladin) then it will be very difficult for them to fail such a a debilitating saving throw. Baldur's Gate 3 also often uses Wisdom Saving throws in certain dialogue scenes, so having [[Advantage|advantage]] on these saves is immensely beneficial.


Each of the Gnome subraces bring a lot to the table as well. This is a Larian game, so a Forest Gnome being able to [[Speak with Animals]] at will is a wonderful ability to have and will certainly open new paths up to players to explore if you don't already have somebody with such an ability. The Rock Gnome's expertise in History is a bit more niche and specifically useful for high Intelligence characters like [[Wizard|Wizards]] where it will get the most mileage in ensuring you succeed on History checks. And I have seen many suggest that Deep Gnome is the best race overall for stealthy characters as having advantage on stealth checks permanently is not something you will likely not be able to get elsewhere barring magic items. Combine this with [[Pass Without Trace]] from a caster in your party with access to the spell and possibly [[Expertise]] in [[Stealth|stealth]] from playing either a [[rogue]] or a [[bard]] to become practically undetectable.
Each of the Gnome subraces bring a lot to the table as well. This is a Larian game, so a Forest Gnome being able to [[Speak with Animals]] at will is a wonderful ability to have and will certainly open new paths up to players to explore if you don't already have somebody with such an ability. However potions that allow you to speak with animals are plentiful throughout the game and substantially reduces the impact of this ability. The Rock Gnome's expertise in History is a bit more niche and specifically useful for high Intelligence characters like [[Wizard|Wizards]] where it will get the most mileage in ensuring you succeed on History checks.  
 
And I have seen many suggest that Deep Gnome is the best race overall for stealthy characters as having advantage on stealth checks permanently is not something you will likely not be able to get elsewhere barring magic items. Combine this with [[Pass Without Trace]] from a caster in your party with access to the spell and possibly [[Expertise]] in [[Stealth|stealth]] from playing either a [[rogue]] or a [[bard]] to become practically undetectable. This becomes especially deadly even with [[Greater Invisibility]] cast on a deep gnome.


== [[Tiefling|Tieflings]] ==
== [[Tiefling|Tieflings]] ==
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The next subrace of Tieflings are Mephistopholes Tieflings, which have some tie to {{FRWiki|Mephistopheles}} who is the second greatest devil of all and the right hand of Asmodeous. As is typical for devils, Mephistopheles seeks to overthrow Asmodeous and take the throne of Lord of Devils for himself, but is too afraid of Asmodeous's rage to attempt anything without absolute certainty of success. Asmodeous is well aware of Mephistopholes's intentions. I have not seen much connecting Mephistopheles to the plot of BG3 so far.
The next subrace of Tieflings are Mephistopholes Tieflings, which have some tie to {{FRWiki|Mephistopheles}} who is the second greatest devil of all and the right hand of Asmodeous. As is typical for devils, Mephistopheles seeks to overthrow Asmodeous and take the throne of Lord of Devils for himself, but is too afraid of Asmodeous's rage to attempt anything without absolute certainty of success. Asmodeous is well aware of Mephistopholes's intentions. I have not seen much connecting Mephistopheles to the plot of BG3 so far.


The last subrace of tieflings in BG3 are Zariel Tieflings, and there are a lot of references to {{FRWiki|Zariel}} in BG3. Zariel was once an angel and served {{FRWiki|Lathander}} god of light, where she was tasked to monitor the ever raging {{FRWiki|Blood War}} between Devils and Demons. Zariel wanted the angels and celestials to get involved and squash the demon and devil armies, but the celestials refused her requests. Nearly 150 years before the events of BG3 Zariel went rogue and came to the city of {{FRWiki|Elturel}} in the {{FRWiki|Sword Coast}} region of Faerun, where she hand trained a militia to enter the upper most realm of the Nine Hells named {{FRWiki|Avernus}} to take the fight to the Demons and Devils. However her forces were defeated and Zariel was knocked unconscious and captured. Zariel was brought to Asmodeous, who praised her for her battle prowess and presented her with the offer to become the Archdevil of Avernus so she could command the devil forces and take the fight to the demons. Zariel accepted this offer and was transformed from an angel to a Devil. Only a few of her militia survived and returned to Elturel. They became known as {{FRWiki|Hellriders}} and went on to train future generations of Elturel's defenders. The origin character [[Karlach]] is one such recent generation member of the Hellriders.
The last subrace of tieflings in BG3 are Zariel Tieflings, and there are a lot of references to {{FRWiki|Zariel}} in BG3. Zariel was once an angel and served {{FRWiki|Lathander}} god of light, where she was tasked to monitor the ever raging {{FRWiki|Blood War}} between Devils and Demons. Zariel wanted the angels and celestials to get involved and squash the demon and devil armies, but the celestials refused her requests. Nearly 150 years before the events of BG3 Zariel went rogue and came to the city of {{FRWiki|Elturel}} in the {{FRWiki|Sword Coast}} region of Faerun, where she hand trained a militia to enter the upper most realm of the Nine Hells named {{FRWiki|Avernus}} to take the fight to the Demons and Devils. However her forces were defeated and Zariel was knocked unconscious and captured. Zariel was brought to Asmodeous, who praised her for her battle prowess and presented her with the offer to become the Archdevil of Avernus so she could command the devil forces and take the fight to the demons. Zariel accepted this offer and was transformed from an angel to a Devil. Only a few of her militia survived and returned to Elturel. They became known as {{FRWiki|Hellriders}} and went on to train future generations of Elturel's defenders.  


There are more recent events with regards to Zariel and tieflings which will spoil events revealed in the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module.
There are more recent events with regards to Zariel and tieflings which will spoil events revealed in the [https://www.dndbeyond.com/sources/bgdia Baldur's Gate: Descent into Avernus] tabletop campaign module.
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It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The survivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel.
It turns out that the surviving Hellriders were not as brave as they claimed. They were overwhelmed by the terrors of Avernus and instead fled shutting the Avernus portal behind them, trapping Zariel and the brave Hellriders with her in hell. The survivors never revealed this secret to anyone, claiming they fought bravely until the fight was clearly lost. But Zariel did not forget, and kept an eye open for a chance to get revenge. About 50 years before the events of BG3 that opportunity came. The city of Elturel came under the control of vampires, and a man named {{FRWiki|Thavius Kreeg}} made a deal with Zariel to save the city and meanwhile look like the hero. A brilliant magical sun was placed over the city Elturel and destroyed the vampires within. This saving light remained over the city and came to be known as the Companion, and Thavius claimed he prayed to the gods who sent the Companion to save them in the city's time of need. In fact he had made a deal to control the city and then use that authority to sell the city to Zariel in 50 years. When that time came the companion turned black and pulled the city Elturel off of the face of Faerun, where it appeared in Avernus as it slowly lowered to the river Styx which would make all of Elturel's citizens easily convertible into devils in Zariel's army. The events of Baldur's Gate: Descent into Avernus revolve around figuring out what happened to Elturel and saving the city. The canon ending is that Elturel is saved but Zariel remains the archdevil of Avernus. When Elturel returned to Toril the city's inhabitants took a xenophobic stance towards tieflings, senselessly fearing their ties to devils. As a result most tieflings from the city have left the city in search of a new home. {{FRWiki|Ulder Ravenguard}} the Grand Duke of the city Baldur's Gate was present in Elturel when these events unfolded and he played a role in saving the city. The city of Baldur's Gate will also be impacted by Tiefling refugees who are leaving nearby Elturel.
</noinclude>
</noinclude>


====World Interactions====
====World Interactions====
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